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  1. Heh! No, no, I wasn't using SystemHeat on that; the 1.3.1. install hasn't been messed with in over a year But I downloaded 1.12.2 and a bunch of mods hoping to get a new game going! But I'm missing my Karborundum+water tanks! Is there a description of what the different +PART, @PART, etc. means? There used to be Modular Fuel Tanks, but looks like it's been dead for some time now... so I'm trying to get everything back but I guess I need to use B9PartSwitch instead of ModularFuelTanks... (?)
  2. Thanks @JadeOfMaar for the AFTER clause trick! Thanks so much for your time and willingness to help! Re. the DarkDrive—this is a new install, I just set it up. I threw a bunch of mods in there, all re-downloaded…my previous game is 1.3.1, so it's old enough that I can't really bring anything over. I'll see about going through my mods one by one to see which is the culprit.
  3. How does one go about 'debugging' the B9 tank types? I'm trying to copy CRP/FFT.cfg to add a KARBWATER (Karborundum+Water) tank type. I'm seeing [LOG 19:06:07.582] B9TankSettings: registered tank type KARBWATER In my ksp.log, but I'm not seeing it added to the in-game B9 part switcher. A relevant section looks like this...does this seem right? B9_TANK_TYPE { name = KARBWATER title = Karborundum + Water tankMass = 0.000125 tankCost = 0.25 RESOURCE { name = Karborundum unitsPerVolume = 0.98 } RESOURCE { name = Water unitsPerVolume = 0.02 } } @PART:HAS[#manufacturer[OPT*Division],@MODULE[ModuleB9PartSwitch],#TankTag[OPT*]]:NEEDS[B9PartSwitch,KarbonitePlus] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[OPTwing]] { SUBTYPE { name = KARBWATER tankType = KARBWATER title = Karborundum + Water } } }
  4. I'm also seeing some other strange errors: [WRN 15:14:58.071] Warning on PartSubtype Ore on module ModuleB9PartSwitch (moduleID='DarkMassInput') on part engine.darkDrive: Could not find matching module [EXC 15:14:58.077] Exception: Could not find matching module B9PartSwitch.ModuleMatcher.FindModule (Part part) (at <2aacd5f344de4b4cbd0690767697fdd6>:0) B9PartSwitch.ModuleModifierInfo+<CreatePartModifiers>d__10.MoveNext () (at <2aacd5f344de4b4cbd0690767697fdd6>:0) B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) (at <2aacd5f344de4b4cbd0690767697fdd6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) B9PartSwitch.PartSubtype:Setup(ModuleB9PartSwitch, Boolean) B9PartSwitch.ModuleB9PartSwitch:InitializeSubtypes(Boolean) B9PartSwitch.ModuleB9PartSwitch:GetInfo() PartLoader:CompilePartInfo(AvailablePart, Part) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  5. Heh, I think I must have something else going on. (I've got 3.4.1.) I'm going to see if I can disable stuff until I get stable again: 3.4.1 * Fixed lingering OPT SAS problem(s). * Fixed excessive EC demand of 2.5m Dark Energy power sphere's Dark Goo regeneration. * Increased drag power of OPT airbrakes. 3.4.1 * Fixed lingering OPT SAS problem(s). * Fixed excessive EC demand of 2.5m Dark Energy power sphere's Dark Goo regeneration. * Increased drag power of OPT airbrakes.
  6. I'm seeing a bunch of these with OPT parts: [ERR 20:24:15.729] Module TweakScale threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.Hotkey.Load () [0x00000] in <3fffb31832484cf3a46abdce9d493425>:0 at TweakScale.Hotkey..ctor (System.String name, System.Collections.Generic.ICollection`1[T] defaultKey) [0x00068] in <3fffb31832484cf3a46abdce9d493425>:0 at TweakScale.Hotkeyable..ctor (TweakScale.OSD osd, System.String name, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x00030] in <3fffb31832484cf3a46abdce9d493425>:0 at TweakScale.HotkeyManager.AddHotkey (System.String hotkeyName, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x0001b] in <3fffb31832484cf3a46abdce9d493425>:0 at TweakScale.TweakScale.OnStart (PartModule+StartState state) [0x000bd] in <3fffb31832484cf3a46abdce9d493425>:0 at Part.ModulesOnStart () [0x00120] in <8861f4ca916d41ddac4d879a32ad34b2>:0 Does anyone know what to do about it?
  7. Hi @JadeOfMaar (or @Nertea), I'm not very module-saavy, could you explain exactly how to get past this seeming conflict between OPT and System Heat?
  8. Great job, looks like an epic adventure! What are the main mods you are using?
  9. Hey all, first of all thanks to @taniwha for the addon, and to @nodrogj for doing a great job of summarizing the instructions in this thread! I have one observation (maybe it's a bug?) then a few related questions: First, when importing craft files (From KSP 1.3.1) some parts get painted with some sort of chrome-environment-mapping type shader. Secondly, I've read some posts about "editing the materials" etc. but the Blender tutorials on editing materials in Blender do not seem to help me find the materials that are used by these parts. Similar with the animations. Is it possible to have some parts at one end of the animation sequence and others at the "other end" so-to-speak? I don't even know how to search for instructions on how to figure this out! So my final question: Does anyone have a link to somewhere that I can find a conceptual overview of how to work with Blender objects arranged in collections and instanced like this? How to use the Blender UI to find/navigate to the "real" parts that can be properly edited, etc.? Or a tutorial that covers such things? Thanks so much for adding a fascinating new element to KSP!
  10. Thanks, @JadeOfMaar I always liked that design. And in the SSTO flying wing thread I just posted this set of OPT wings with a few extra parts hanging on:
  11. Hope you don't mind mods and enormously OP parts...personally I'm no longer dedicated to KSP enough to make anything realistic anymore! It's so much fun to go into sandbox mode and make the most outrageously awesome craft!!! Anyway, I liked your challenge, so I put this craft together using some OPT parts and the Torch Drive (because, why not!) Now it does have some stabilizers at the wingtips, but I think the only other option you'll have would be to just clip in a bunch of large reaction wheels... KSP doesn't have yaw-controlled speed brakes to my knowledge... The Space Wing is really nicely balanced, and having such a huge wing area it's almost impossible to stall... I had fun orbiting and landing at the desert field. This was a really fun exercise! Of course, stock parts would be a bit more limiting... someone should create a yaw-control-controlled-airbrake then you wouldn't need vertical surfaces at all...
  12. Ok, I have lurked too long. I've been playing KSP for a number of years now, but I'm kind of getting back into it with all the hype surrounding KSP2! I've always loved the OPT parts, they always inspired me (in part because I've also always loved atmospheric flight). So without further ado, my largest two OPT creations: the Modular Bird of Prey, and the biggest, the Big Bird of Prey. When I designed them I was still stinging from the accuracy of MechJeb's orbit-matching code destroying some ships. (MechJeb had matched orbits so perfectly, that during the final stage of the Hohmann transfer, it decelerated *right through* my station! If the station had been tiny, it probably would have literally just kissed its center of mass!) Since then, I learned how to match orbits and dock manually (so much faster and fuel-efficient than using MechJeb anyway!) Long story short, the distinguishing features of these two are that the front half can decouple from the rear, serving as a sort of shuttle or life-boat in the case of emergency. Here's a view of the shroud hiding the docking ports underneath. You can see this was before I discovered auto-strutting. Each half has adequate RCS placement to give it good control during docking, even with the bridge detached. Getting two craft of this mass docked took quite a bit of patience! The big one on top has two docking ports, one in the neck near the bridge, and another one on the bottom of the crew quarters. (Love those flat-attachable docking ports! Whatever happened to those, were they from OPT?) The smaller ("modular") one used Mk3 cargo bay which opened on the ventral/bottom side. The larger one used OPT cargo bays, and it sure could hold a lot of cargo! Look at those Dark Matter Drives!! The original vision for OPT I think really embraced the idea of "OP" and I always loved it! I don't really have time to crank science in career or use tiny low-ISP engines. Really a pretty good-sized ship! The crew lives underneath the cargo area, and Big Bird of Prey has room for 22 Kerbals in addition to the huge cargo area! With such a broad wing area, (plus lifting-body fuselage parts) it had plenty of lift...the challenge was the disposable take-off gear, and of course the wings on the bridge section act as canards in this design. Pretty good control, but the framerate on my laptop is slow enough that I wouldn't want to try reentry/landing. Oh, I almost forgot...perhaps due to my irritation at MechJeb having destroyed so much hard work, I also added two tiny one-man lifeboats with a tiny amount of LFO and a parachute for a hopefully-safe getaway for two lucky Kerbals if needed. Ok, now on to some other favorite OPT craft! I give you...the Ignitor Shuttle! This happened after I discovered the "Candle Drives" in some other mod...it takes off and lands vertically, no parachute. There's a little hatch on the underside to get you in and out. Can't get too much of this! Finally, there's this tiny little shuttle I made after I discovered what fun it is to fine-tune parts to fit perfectly together using TweakScale...this is the Micro Moth shuttle for two: It's perfectly balanced and flies like a dream in-atmosphere. There's a docking port on the underside (because on top the tail surfaces would be in the way). Then I had a couple of free hours and had a blast designing strange things around the Phoenix Concept cockpit...I had also discovered this mod called "TCA" which happens to help in control of engine arrangements like this, using my now-favorite candle engines... The underside has the mandatory docking port, which actually was a pretty good fit... this being a "puller" design... the landing legs are shamelessly cropped into the body. (In situations where a real engineer would be able to find a solution to the problem, I have never had a problem with cropping parts into each other.) Thanks everyone for inspiring me. And thanks for keeping the OPT parts alive!!!
  13. Hi everyone, I was wondering what do you all mean when you say, "1.5x" scale and "1.7x" scale? Are you referring to the versions of KSP? Do different versions of KSP have different scales? Or are you using a mod to scale the Kerbal universe by some factor? Thanks, and sorry to diverge the topic slightly!
  14. Thanks so much! So I have another question: OPT_Space_Plane-v2.0.1.zip contains an old version of the Firespitter DLL. I remember it used to be a requirement for Firespitter to be installed... should we just get the current KSP-1.7.3-compatible version of Firespitter and install the DLL only right over that old bundled one?
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