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M_Ouellette

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Posts posted by M_Ouellette

  1. On 1/23/2018 at 9:17 PM, [email protected] said:

    hi whats up?

    i've been wondering, it appears that this version of OPT isn't working with KSP 1.3.1, 

    You should unzip the mod folder in a separate location and copy the entire contents into the root of the Kerbal space program directory, the zip file has GameData and Ships folders that you want to merge with the existing game folders, if you just unzip the file into the GameData folder it's probably not going to work, the mod includes Mod manager but you should always look for the latest one and Mod Manager must be in the GameData folder. As JadeOf Maar said the mod also requires Firespitter for fuel switching, and Community Resource Pack for Warp Jet functionality. For IVAs you will need ASET Prop Pack and ASET Avionics as many of the cockpit layouts use these, as well as RasterPropMonitor for full instrument functionality. All of this should work with 1.3.1, especially parts, if not either the mods were not installed correctly or there may be a conflict with another mod.

  2. This stability problem is one of the pitfalls that prevent the use of wide bodies in real aircraft since the wide surface generates lift with no means of controlling it, they build them taller but rarely do they build them wider, and where it is used like the B2 or a variety of experimental aircraft that combine fuselage and wing they usually have a large delta wing arrangement pushing the engine mass further forward and the CoL further back, while being heavily reliant on computer augmented stability control. Perhaps a wing set with a deeper delta sweep is something to consider at some future date.

  3. Frankly I don't mind the engines being OP. One has to consider the playability factor is these designs. If we merely consider realism, most of these would not be able to develop enough thrust to leave the ground and even then not have enough fuel to go anywhere. It's one of the biggest bottlenecks to the SSTO concept, so we need to consider the possibility of a future technology combining massive thrust and fuel efficiency in a compact design. Players always have the option of tweaking configs to their liking, which I think is preferable to forcing everyone to endure arbitrary limitations.

  4. On 10/8/2016 at 9:10 PM, Mycroft said:

    Okay, so there were no other mods I could use, so this morning I decided to charge ahead anyway, and make what I could with what I had. P-Wings worked great for making the right wing, and I found a good VTOL flip engine from the Mark two expansion pack. The only thing I lacked was a tail. I had everything I needed but that, so I put a fuselage in as a placeholder. (Note: @stali79, perhaps could we just get a plain 'Avatar' class tail? Cause that would not require much effort). Anyway, here are a few pictures, with a album link below: 

    dxsaaUQ.jpg 


    XJJUbnH.jpg


    M2Nk5SD.jpg


    FQG4EjC.jpg


    YC8bcEP.jpg

    http://imgur.com/a/M21zJ

    It flies beautifully, and while the VTOL is a little hard to control, you can still VTOL after returning from orbit. Even with no tail, I like this plane.

    What do you guys think?

    Mycroft that is still my favorite version of the K, not just the two part cockpit but the fuselage as well. I liked the more bowed out sides, it made the thing look more aerodynamic and less like a box. Interesting interpretation, I like this design, of course the Movie version had some kind of weird atomic engines as the main drive (I'm assuming since they look like scaled down versions of the one on the planetary transport)

  5. 1 minute ago, stali79 said:

    Yet i feel like the bad guy in this.

    Don't, you're not. People need to get that you and everyone who is working on this is doing it for free, for the love of the game, this mod and in some ways the community. Too often Iv'e seen this kind of behavior, people bringing attitude and demands and forgetting they are not paying for the right to do it. Once in a while it doesn't hurt to remind them.

  6. 1 hour ago, Spanksh said:

    Well the glue-on docking ports aren't much safer either :P

    Ya but you can at least imagine there is some kind of chamber in behind the things

    15 minutes ago, Mycroft said:

    If you look at how far the docking port extends out, then extrapolate it down into the body, then it looks like there should be. Heck, even if it takes up the entire center section there should be enough space for two Kerbals on each side.

    I guess but they are supposed to be able to pass through this module and it would a hell of a tight squeeze getting by those seats going from front to back don't you think? If it weren't for the surrounding tanks there would be tons of room but because of those it make that space seem a lot smaller. I'm game if you guys think they could somehow fit and allow passage around that docking assembly, after all the seating doesn't have to be as huge as every example we've illustrated.

  7. On 9/4/2016 at 3:03 PM, AmpCat said:

    I'm having the same issues. They did not look like this on previous releases of the mod, and I'm not using any texture compression on my end. Most of the parts show this, it's just much more obvious in cockpits and other parts with blacks and dark grays blending. It's like they went from a full color palette to a 64 color palette. If you look closely at the whites, they too have bad banding, it's just the bands are closer in color. Texture resolution is also obviously much lower. I'd suspect some heavy compression is going on.

    Be advised, your texture problems could be driver related, I had recently updated my ATI video drivers and the graphics were horrible, the gpu seemed to be choosing the lower resolution mip maps to render, showing graphics very much like what is being illustrated here, I rolled back to a known good version of the drivers and the textures were crystal clear.

  8. The mod as it's available contains two folders, OPT and Firespitter, these go in the root of the GameData folder, if you just unpack the mod into a folder labeled OPT whatever in the GameData folder as is, it's not going to work since it's going to mess up file paths, the game is case sensitive (which is really annoying)so everything has to be left exactly as written, even a folder or file relabeled, say Opt instead of OPT, is going to screw things up , and of course you also need Module Manager, in the GameData folder, beyond that all I can think of is that you have another mod causing a conflict, but since the mod is entirely parts with Firespitter only providing fuel switching options for fuel tanks, I don't know why it wouldn't work.

  9. On 7/7/2016 at 9:04 PM, Starwaster said:

    I've been thinking for awhile that OPT should have a set of fallback configs to install default resources if no other fueltank management is installed. Not sure that's what @K.Yeon wanted though...

    It couldn't hurt to have that, if it's a resource combination that has everything, but judging by the mod variants, I think K Yeon wanted that versatility even if it made his mod dependent on Firespitter. Someone please enlighten me what is IFS bringing to the table that is an improvement over Firespitter for the basic functionality we're seeking? I'm asking asking simply because there is no sense in including both since one supersedes the other but it does seem Firespitter is being updated more rapidly.

  10. I honestly don't think we need to fix the file structure if it works, changing things just for the sake of esthetics could create more problems than solve. The unedited version of the K TAV can be downloaded from www.mediaremovethisspacefire.com/download/89rjm37bmff6l4t/KTAVCockpit.zip (remove "removethisspace")

    Be aware, config files are case sensitive, if the K TAV's config file mu location does not match the actual folder structure letter for letter including case , the game won't find it.

  11.  I would direct people to check the folder opt/mm_config and look at the file OPT_fs.cfg, The mod uses the Firespitter plugin, I think it's needed for fuel tanks to work correctly, and last time I checked there was a test version available for 1.1, as for if and how they may have actually changed game functionality regarding fuel tanks in general in 1.1, I don't know yet.

  12. I described one of his cockpits as duckbilled because it was one of his revisions where he had scrapped a bunch of perfectly serviceable cockpits, especially the Valkyrie style K cockpit then provided a version of the K cockpit that was far too short for it's ultimate girth merging with a K module. The thing looked ridiculous, I saw it and immediately thought It looked like a damn duckbilled platypus. He's revisited the idea of a wide K cockpit in 1.8 but this time the way he made it the design works.

  13. Please read through the thread. At this point K. Yeon will not be available to work on the mod until much later this year, if he is available then, so the mod is essentially abandoned. Anyone looking for new development or making suggestions for additions is in for a very long wait. At this point it is up to the users to adapt these parts as best they can if they still want to use them.

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