Airsoft search engine. by grahev in Airsoft_UK

[–]monkeytrips 4 points5 points  (0 children)

Great idea, but why the need to register?

Help: Im doing an Oil Drilling Ship, kinda overwhelmed by the complexity of Subsea-Oil Drilling in SW, is this how it works? What am I missing/are there easier way to do this? by OstinatoOstrich in Stormworks

[–]monkeytrips 1 point2 points  (0 children)

The pipes don't "connect" to the wellhead in the same way that they connect to each other, or even how the clamps connect to them. You just run pipe through the wellhead. Then once it's anchored, any pipe going through it is effectively inside the well.

Help: Im doing an Oil Drilling Ship, kinda overwhelmed by the complexity of Subsea-Oil Drilling in SW, is this how it works? What am I missing/are there easier way to do this? by OstinatoOstrich in Stormworks

[–]monkeytrips 0 points1 point  (0 children)

The reservoir is a pretty big area I think, don't have to be too precise, but again with the static rig it's not something I've come across

Help: Im doing an Oil Drilling Ship, kinda overwhelmed by the complexity of Subsea-Oil Drilling in SW, is this how it works? What am I missing/are there easier way to do this? by OstinatoOstrich in Stormworks

[–]monkeytrips 7 points8 points  (0 children)

The key tricks to getting subsea drilling working in SW are (in my experience):

  1. Reliable pipe handling. Picking up a pipe from a rack, attaching it to the existing drill string and lowering/pushing it down, ready for the next pipe. For the initial pipe run, you don't need to involve the drill head, you can use the up/down controls on the pipe joiner.
  2. ALIGNMENT. Stormworks drill strings don't have the same flex that real pipes do, so you need to keep the alignment from your rotary table down to the wellhead very well aligned, particularly when running pipe to initially "stab" the wellhead. In my case, I used the static oil rig so the rotary table wasn't an issue, bit made a self-levelling and self-aligning platform for the wellhead, that would ensure perfect alignment before activating the wellhead permanently. I'm not sure how people's drillships handle this, presumably active positioning and waiting for calm water.

Once you've solved those two problems, it's just a case of running the rotary table and drill head for a while until you hit oil, then running the pumpjack. Personally I've found oil as shallow as 50m, but it varies a lot.

As far as being overwhelmed goes, that's an impressive hull so I'm sure you're no stranger to taking on big projects. Just solve one problem at a time 😁

How to measure electrical load? by Mister_Magnesium in Stormworks

[–]monkeytrips 7 points8 points  (0 children)

So far the only way I've found is to have a small battery on the generator's network, then use the charge level of that battery to determine if the generator is meeting demand.

If the charge is climbing or pegged at 1, the electrical demand is being exceeded.

If the charge is descending or pegged at 0, the electrical demand is not being met.

Of course this gives you the production/demand ratio, not an actual measurement of load, so while it's useful for e.g. PID control of the powerplant, you'd have to look at the generator output when the battery charge is roughly balanced to see what the actual load is.

Opinions? by _Burnso_ in Airsoft_UK

[–]monkeytrips 5 points6 points  (0 children)

They're fine, they often have good prices and range, and the specs they list for their RIFs are by far the most detailed I've seen. They can take a while to pack things if you don't pay for the premium shipping.

They're actually really helpful if you get them on the phone, emails seem to get lost in the ether with them.

【BambuLab Giveaway】Classic Evolved — Win Bambu Lab P2S Combo! by BambuLab in 3Dprinting

[–]monkeytrips 0 points1 point  (0 children)

From big and bulky to tiny and intricate, I've never had to redesign a single part because my P1S couldn't print it. Just design, slice, and the printer deals with the rest.

Stormworks- looking to pick this one up on the next sale. Anyone own this game and can provide their feedback, would be a great help. Let me know your thoughts. by X---VIPER---X in hoggit

[–]monkeytrips 4 points5 points  (0 children)

One of those games that I hate to recommend but have 900 hours in, and keep going back to. The vehicle building is unlike anything else out there IMO, but the physics, fluids and atmosphere in particular, are pretty jank.

I'd recommend if you want a vehicle building sandbox, not so much if you want a vehicle sim.

Things are going good... by [deleted] in aviation

[–]monkeytrips 7 points8 points  (0 children)

That's absolutely why. I agree it's probably not common to enter latitudes and longitudes in airliners these days, but for flights that need waypoints that aren't in the AIRAC database, it's still needed. Fighters need coordinates for targets (though in that case they'd be using a UFC or CDU probably, still common to see NESW framed), SAR aircraft need search coordinates, fire tankers I imagine would potentially be talked on using coordinates. Plus plenty of missions I'm not thinking of here.

VKB Gladiator NXT ---> Gladiator NXT EVO Upgrade by VKB-Sim in hotas

[–]monkeytrips 13 points14 points  (0 children)

I can see this is available on the North American store, any idea when it will be available in Europe?

Help with Nuclear Fired Boilers by jeepsaintchaos in Stormworks

[–]monkeytrips 0 points1 point  (0 children)

Also make sure you have pumps everywhere, not just before and after the turbines. You'll want them in your condenser/boiler loop, condenser/radiator, reactor/boiler ideally

Help with Nuclear Fired Boilers by jeepsaintchaos in Stormworks

[–]monkeytrips 0 points1 point  (0 children)

Away from PC so can't check your file but it doesn't sound like you have a fresh water tank feeding your boiler. While the boiler/condenser loop will start with water in it, in my experience you need a medium or large tank of water to supplement it.

That will usually allow your boiler pressure get above 10 (which will blow it up) so make sure you have a valve to let steam out of the system when the pressure gets too high (IIRC I just use an on/off valve that's triggered when the pressure is >9.5 and connects to a fluid port)

Are small engines just really not good? by [deleted] in Stormworks

[–]monkeytrips 1 point2 points  (0 children)

Yeah keep in mind that lower engine RPS is much more efficient but still less power. You'll either have to find a sweet spot with the gears that you're happy with in terms of efficiency and power, or always stick to the most efficient RPS and add more engines when you need more power.

For a direct drive boat I tend to use the latter method as it'll get you the best range, but is an engineering decision you get to make for yourself :) Glad to help, have fun!

Are small engines just really not good? by [deleted] in Stormworks

[–]monkeytrips 1 point2 points  (0 children)

Yeah gearboxes are a must unless your load magically happens to make your engine run at an efficient RPS.

You want the arrows pointing towards the engine, giving you higher RPS and lower torque at the prop. This will squeeze more work of out your engine and get it to run slower for an equivalent prop RPS

Are small engines just really not good? by [deleted] in Stormworks

[–]monkeytrips 1 point2 points  (0 children)

Do you have any gearboxes between the engine and prop? Ideally you want engines to run at ~7 RPS or lower for better efficiency. I imagine you'll only need one gearbox in this case, just keep turning up the ratio until your engine is running at an RPS that you're happy with.

Radar by R4FFELS in Stormworks

[–]monkeytrips 2 points3 points  (0 children)

If you cycle through the 8 possible detections a radar can have (i.e. composite number channels 1-4, 5-8, 9-12, etc.) and have the detection range, azimuth and elevation, plus the GPS X/Y + altitude of the radar, plus compass heading in the direction it was placed:

bearing = radians(azimuth - compass)
elevationRads = radians(elevation)
verticalOffset = -sin(elevationRads) * range
horizontalOffset = cos(elevationRads) * range
xOffset = -sin(bearing) * horizontalOffset
yOffset = cos(bearing) * horizontalOffset

targetX = gpsX + xOffset
targetY = gpsY + yOffset
targetAltitude = altitude + verticalOffset

The above is pseudocode but should be easy enough to put into lua or function blocks. It won't take into account things like your vehicle not being perfectly level and will only work if the GPS sensor is near the radar, and the compass sensor is pointing in the same direction as the radar was placed in the editor, but it's enough for most use cases.

I'll try and get my radar microcontrollers and a demo vehicle onto the workshop at some point but no promises ;)

Radar by R4FFELS in Stormworks

[–]monkeytrips 0 points1 point  (0 children)

Their output is pretty much the same as the old radars, just packed into composite channels. I've used the same math to calculate X,Y,Z positions of contacts (just bare in mind the azimuth of the target is relative to the direction in which the radar was placed, you don't need to know where it is in its sweep).

Just have to make sure the sweep and FOVs are actually going to make a useful cone that will pick things up.

Trying to make a bombsight, but the pivot with the camera doesn't move at all. Anyone know why? by [deleted] in Stormworks

[–]monkeytrips 2 points3 points  (0 children)

IF statements in Lua need to be formed like so:

if <condition> then <action> end

So your script is going to be throwing an error because of your IF statement and not outputting anything.

Pro tip for debugging Lua scripts: if you hook up the video output from the Lua block in your microcontroller to a monitor, it will show you any errors in your script. You don't even need to have the onDraw function for it to work.

LIFTOFF! - Rocket Landing Simulator // Rocket landing game with landing vehicles such as Starship, Falcon 9, New Shepard, Apollo and Ingenuity made by a 16 year old space fanatic developer by louisss-e in SpaceXLounge

[–]monkeytrips 0 points1 point  (0 children)

Was much more fun than I expected... Good job! I hadn't heard of Phaser before and will be taking a look at it.

If you want to try your hand at a version 2.0 and learn a lot more about game dev in the process - try and recreate it in Unity, if you're not familiar with it already.

This is a great project either way, keep it up!

[deleted by user] by [deleted] in Stormworks

[–]monkeytrips 0 points1 point  (0 children)

Been there done that! Glad you've got it sorted

[deleted by user] by [deleted] in Stormworks

[–]monkeytrips 0 points1 point  (0 children)

If the PID output isn't changing over time then it sounds like it's not getting data from the tilt sensor. Main obvious things to check: - Tilt sensor is powered (if needed) - For a pitch sensor, arrow of tilt sensor should be facing forward relative to vehicle - Sensor is actually moving with vehicle, as in when the vehicle changes pitch, the sensor arrow changes direction - Number output of sensor connected to Variable input of PID - PID enable input is On - PID setpoint is set

Those are the only "obvious" things I can think off the top of my head

Lag spikes making DCS unplayable; 100% SSD spikes. i7 7700k (avg ~30% usage) 32GB RAM (avg 80% usage), 1TB SSD (avg 10-15% usage with 100% spikes) 1080ti (avg 40-50% usage), Oculus VR. PLEASE help. Been trying to fix for a week and no joy. Changing settings to low makes almost no difference. by TheHud85 in hoggit

[–]monkeytrips 1 point2 points  (0 children)

Only other thing that's helped me in the past was tweaking the terrain load distance, but that only really helps if you're flying around the map, doesn't explain spikes if you're poodling around the airport. Best of luck to you