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K.Yeon

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Everything posted by K.Yeon

  1. Thanks! Ill keep those in mind in the future! they are great informations, maybe ill write up a plugin that does just that The fps problem and texture details is what i really want to tackle before putting it as release. This is my first time modding a game because i love ksp so much. Even i was quite familiar with blender i still learned ALOT since i started this mod. I am abit frustrated about some irreversible mistakes i made, so i decide for V1.5 ill remake most parts. This will take a while even one or two month but i think everyone can expect some 'release grade' stuff this is an example: the j cockpit now have about 1000 faces, the new one below only have 500 faces and it will still look better than the current model Yeah maybe ill ask bac9 how is he doing it haha Thanks! ill keep those suggestion in mind as well!
  2. i guess you can say its overpowered, but i think it depends on your play style! Because if is sandbox mode, you can use as much these engines as you wish, but if you play in career mode, 60k for a pair of engine is quite alot to consider. And ill consider the adaptors! thx for the suggest This ssto engine currently only fulfills what myself want it to do. But is not yet complete as i will continue to adjust it to be more immersive to the game! The reason it does not have an intake yet is because in ksp, intake parts should be on their own with a mass about 0.01. And making this engine have an intake would be problematic from what i understand. Therefore the easy solution would be making this engine modular, and i think mk2's side profile would be a suitable for that. So yes Gryphorim in 1.5 this engine will have separate parts and it could fit mk2. ok ill implement these in the next update!
  3. Thanks for the comment! both has been done! I might release 1.4 by end of this week! I did not know how to set main file and sub file in curse, so is all together the main file is called OPTSPPV1.3 Update: Expect to see this craft soon Thanks for all the supports so far
  4. noooo my spaceplane part is being used as a rover hahaha is cool though yes i know my teacher once told me about how bad my documentation is for C++ was. I guess i should of listened to him. Im going to write all my configs properly now:confused: i also discovered a bug: my kerbals headbangs on top of the 8m cargo. But they are happy about it though:D
  5. Yes, on the first page i put goals for the next update, i usually just pick a random one to work on when im free. From what i can see, all i need to adjust for Far is to make a config file that makes all parts have 0 drag, since i dont have any wing parts. I did try to fly the current parts with FAR, and the aircrafts i build still flies ok.
  6. I made the j parts have large drag at max angle of attack and this messes up spaceships alot, i think is realistic? but ill lower to suitable values next update alone with fix the eva Im sorry i didnt specify because i also is not very clear about it hahahaha but i do know it's isp in space and ground is lower while around 5-10km in kerbin atmosphere have the best isp. The prebuilt Orbital Express is just an example but it can make suborbital flight, but the engines tend to over heat so keep it below 75%. You can make this ship better by replace 2 turbo jet with nuclear engine and add some rcs controls and with some good flying i made it to a 300km orbit and a safe landing. afafsa: thanks! i am definitely adding another mode to the engine but still thinking how will it be implemented. I really like this nuclear ramjet idea, but i think is abit too heavy. I was thinking about making the primary a ramrocket, and secondary just rocket. Ill definatly look into the NERVA engine thanks for the suggestion Yes the next update i think that will be in two or three weeks An update to what i been working on: This utility bay has independent opened doors, and a docking port, it can store most stock equipment in it.
  7. Arvolder: is not a bug, i intend to create a new resource that can be used by the engine in any atmosphere but i havent figure out how to do...the intake only intent to take in that resource. The theory of the engine (i made it up) is to use somekind of solid catalyst that harvest a gas in the atmosphere similar to hydrogen, and then use LOfuel to ignite it. so at somepoint in flight is basically running on the gas in the atmosphere creating very high isp. I didnt like the dual mode before because you cant use it in other atmosphere. But i am considering to add a dual mode for it anyway because dual mode is great. I might make one mode is the current mode and another uses just liquid fuel and intake air. Thanks Neutrino again for your support!! I will consider all the suggestions. 1: in this version (1.3) i did not change the drop bay at all so im aware the seam still exist, i am making the drop bay open independently and a remodel to get rid of the ends once and for all. 2: the lag created by cargo bay is caused by me putting 4 colliders in the bay doors, i removed one and it stops the lag. Might have to wait for next update for this to be fixed SuperChief: when unzip the download you should get [OPTSpacePlanePartsV1.3], open it, copy [GameData] and drop it into the [ksp folder] that has GameData in it. e.g. my [ksp folder] is at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program Railgunner: i dont really understand, do you mean add smaller fueltanks with in the cargo bay? if thats the case you could just use the stock radial attachment point part and attach a fueltank inside slimJim: Glad it worked out for you, that is a very cool looking design! Maybe i should add a album that goes in the front that has all the cool ships i seen haha Lastly an update: I got the right sound and effect for the kyEngine
  8. hmm, for ky engine there is a interesting efficiency curve created by plotting number of engines vs Height, and this depends on the weight of the ship, i am trying to use this to make this engine not over powered. The rough idea is 2 engine for a heavy spacecraft is inefficient, try 4. You can also download the 1.3fix&sampleCrafts on my curseforge page and take a look at the ships i built
  9. No, i dont think i must use the NODE{}system right now, but i might use it for landing gears in future
  10. Yes i am still working on FAR/Near support, most likely in the next update When i testing the parts i felt something weird about the cargo bay, i guess this is the reason! thanks for pointing it out, if you wish to add Node inside the bay now you can replace the Node definitions from the J8mcargo.cfg to this: // --- node definitions --- node_stack_top = 0.0, 3.908389, 0, 0.0, -1.0, 0.0, 3 node_stack_bottom01 = 0.0, 3.009002, 0, 0.0, -1.0, 0.0, 3 node_stack_top01 = 0.0, -3.009002, 0, 0.0, -1.0, 0.0, 3 node_stack_bottom = 0.0, -3.908389, 0, 0.0, 1.0, 0.0, 3 and optional change attachrules to: // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 Dont forget to hold ALT when trying to attach nodes
  11. I had really similar problems just a while ago, i recommend test part by part, such make a fuselage using stock mk23pod and 3 fuelTankX200-32, then put skylon landing gear on sides of it, use hyperedit to give it something like 10 or 20 up velocity give it a 'drop test' see if it survives, if the stock parts just breaks then theres problem with your gears because i think gear that size should survive 35. And if you base your fuselage config from the fuelTankX200-32, there should be no problem. If the problem is the gears, try make wheel collider larger and 'enhanced' wheel collider thinner and smaller Hope this helps!
  12. I dont know if is just me or other modders too the IVA is a pain because of orientations... also remodelling some parts so i say give me one week xD BlackFang: I must say that design is pretty awsome! i havent tried build anything larger than this: And i never knew about the KAX landing gears!!!!!!! I did made 2 landing gears for next update and i land the above ship safely at a very rough terrain so i say the new gears will be over powered haha. there are also problem with config files currently making them break easily i think is because i made the breaking force and torq too large they are fixed and will be updated. http://www./download/qtokc3n3rsqg4cc/JFuelTankREMblend.blend I hope the link works, is the blender file for J fuel tank i build most my part from it feel free to create more awsome parts! ps. There is a slim chance i might remodel J parts's profile because right now compare to stock they have quiet a bit more triangle counts
  13. Thanks for the comments everyone! i apologize for not updating as much as i wanted to... Thanks for pointing that out Neutrino, I wanted to redo some models and textures in future to fix those but i changed my mind im going to do them NOW. Because as much as it bothers you it also bothers me haha details really matters... Astax:I think im going to keep the old drop bay because i personally likes it haha but I considered what you said and made a larger more convensional bay for those needs a medium sided bay. Im going to keep those really large bay for K parts in the future Thanks Cpt. Kipard! I think modelling stuff isnt very hard because of your posts and guides! i really appreciate them. but is hard to make important parts like the cockpit looks good sometimes so im still experimenting abit
  14. Thanks for the suggestions! its very helpful. This is the result i comeup with for the cockpit haha
  15. I just finished my uni exams, i am starting to work on this mod again I really want to redo some of the textures and add a new engine because the stock engines are really not powerful enough for these parts... Yes it will have lift but i am still testing it to make it not imbalanced, with this cockpit the larger cargo bay will also be added. ok, rework on the cockpit windows, got it!
  16. Because it looks more aerodynamic and sleek hahaha, i am working on a few other variants cockpits do not worry!
  17. KyleKidd: sir thankyou for reviewing my mod on youtube!! i really appreciated it!!!! Ill put the link on the front if thats ok haha
  18. Thankyou for the feedback exo, it seems more than few people told me about how the cockpit looks too scaled up haha ill be fixing that... I just finished work on the Cargo Bay you can see it in the album it be avalible to download soon!
  19. thankyou for the comments! yes i am working on the iva for the current cockpit also 2 other new cockpit for j parts and k parts!
  20. Features: Bundled mod: Module Manager v2.8.1, by sarbian Firespitter Plugin, v7.4.X, by Snjo IVA required Mod: (no longer bundled) RasterPropMonitor, by Mihara, MOARdV ASET Prop pack, by alexustas ASET Avionics, by alexustas Supported mod: Community Category Kit, by Roverdude Connected Living Space, by Papa_Joe Ferram Aerospace Research (FAR), by ferram4; Please download this patch USI Life Support, by Roverdude, please use the OPT_USI patch created by @JadeOfMaar Recommended mod: Distant Object Enhancement, by Rubber Ducky Scatterer, by Blackrack Planet Shine, by Valerian Installation Guide: Download Links: Albums: Videos: Change Log: Bug Fixes and Extra Downloads: Common Questions and Answers: OPT Legacy: Credits: Original Creator: @K.Yeon Maintenance/Test team while i was away: @stali79, @Spanksh, @Starwaster, @Stone Blue, @Mycroft, @M_Ouellette Contributors: (everyone above), @Winchester @Flashblade @JadeOfMaar -to be added- And thanks to anyone who made a bug report and suggestion, thank you all for helping me making this mod better! Support this project if you like This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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