gilflo 246 Posted January 4, 2017 Share Posted January 4, 2017 2 hours ago, JadeOfMaar said: That.....is one sweet ship. I wanted to question the lack of other OPT engines but then it hit me. any Oxidizer you have is only for the Verniers. Epically done. J61 engines push you to 38kms with the help of Nukes at 24 kms. At 38 kms you switch off J61 and if you have enough speed the nukes will lead you to orbit Quote Link to post Share on other sites
Somtaaw 20 Posted January 5, 2017 Share Posted January 5, 2017 So finally joining the club of OPT users, this is my first attempt at actually using the parts despite having had them for a while now. Build is sort of half-done right this second, but I think I've got the general core. Purpose to this ship is to quickly take a bunch of amateur Kerbalnauts, and giving them three stars relatively quickly. So the newbies get strapped into the Mobile Lab, and off we go. Front view Rear view Due to not being able to find other engines, a pair of J-92 Schram's for primary thrust, a Dark Goo drive for after reaching orbit to get out to the Mun and Minus for orbital, and probably several landings. Design is kept as thin as possible, to allow docking with the really fancy modded Spacedock's I have on my Kerbin stations. Depending on whether I chuck a bunch of refuelling stations out first, possibly extending the Crew Space Familiarization flight out to including Duna or even Dres before returning to a convienient station for assignment elsewhere thanks to levelling in the lab. Sadly I think due to some mod interaction, possibly the hangar mod, I lost ability to use the preset fuel customization on the OPT parts, so I may need to uninstall a few mods to adjust fuel properly, and I still need to outfit some Vernor's for V/STOL landings, unless I wait for the projected parts. I have yet to take her out for the virgin flight, as 100% of my Kerbals are currently already deployed on a multi-year training flight and I don't have any pilots available to hire so I'm posting to get a little feedback while I finish up my mission. Quote Link to post Share on other sites
Raideur Ng 72 Posted January 6, 2017 Share Posted January 6, 2017 Megatanker with large docking port. 600.8 T on the runway. This is, hands down, the most insane thing I have ever built. The wings are holding on for their dear lives. Quote Link to post Share on other sites
JadeOfMaar 8,467 Posted January 6, 2017 Author Share Posted January 6, 2017 @Raideur Ng !!!! What the actual, man??? ...I like it Here's another little thing from me, making full use of the J-60 engine as I want. Codename Stealth/F-15, this new concept shuttle leaps from the launchpad and into space like an angry Kryptonian. There's too much TWR available to this craft at nearly every step. I should add cargo space somewhere and let it hold some real weight, or some more tankage and make it capable of planet-hopping. The Classic edition wears the homeworld flag and has the J-92 for its in-air booster. From Mach 1 to flameout from no IntakeAir (or apoapsis in space and full throttle no longer needed, whichever happens first) the Shcramjet shcrams non-stop. Once in space, currently, it has 3000 ~ 3800m/s dV remaining. The DeOxy edition wears other worlds' flags, adds the short Mk2 to 2.5m adapter from Mk2 Expansion and uses the J-60 with "DeOxy" secondary mode as its in-air booster. Like the Shcramjet, the Screamjet screams pretty soon after takeoff and until Mach 5 where it (intentionally) flames out. Unlike the former edition I can't easily add a cargo bay because of the length of this engine and it's clipped fairly far as is. It also adds parachutes because I had quite some trouble with aerodynamic stability and touchdown at safe speeds in really thin atmosphere. Quote Link to post Share on other sites
Jarin 506 Posted January 6, 2017 Share Posted January 6, 2017 Did the OPT mod thread get deleted? Quote Link to post Share on other sites
stali79 286 Posted January 6, 2017 Share Posted January 6, 2017 21 minutes ago, Jarin said: Did the OPT mod thread get deleted? 14 hours ago, sal_vager said: Hi everyone, you may have noticed that several threads in this section have disappeared, I have contacted Squad support directly to find out what has happened and to have these threads restored. The threads in question are the following. http://forum.kerbalspaceprogram.com/index.php?/topic/150281-121-tweakableeverything-continued-170-for-all-your-part-tweaking-needs/ http://forum.kerbalspaceprogram.com/index.php?/topic/128692-121kopernicus-interstellar-adventure-revived-the-halloweennovember-10-update/ http://forum.kerbalspaceprogram.com/index.php?/topic/56101-104better-than-starting-manned-career-mode-redefined-v1002-sep-21st/ http://forum.kerbalspaceprogram.com/index.php?/topic/151118-122-opt-spaceplane-v192-updated-on-15122016/ http://forum.kerbalspaceprogram.com/index.php?/topic/100188-121-tarsier-space-technology-with-galaxies-v661-4th-november-2016/ http://forum.kerbalspaceprogram.com/index.php?/topic/153907-12x-omicron-space-flying-car-parts-pre-release-030/ http://forum.kerbalspaceprogram.com/index.php?/topic/80650-12-karbonite-mineable-burnable-and-community-driven-080/ http://forum.kerbalspaceprogram.com/index.php?/topic/69426-122-kerbal-aircraft-expansion-kax-v264/ http://forum.kerbalspaceprogram.com/index.php?/topic/151984-122-surface-experiment-pack-deployable-science-for-kiskas-v213-new-science-system-16dec16/ http://forum.kerbalspaceprogram.com/index.php?/topic/111978-122-anatid-robotics-mumech-mechjeb-autopilot-260-12-dec-2016/ http://forum.kerbalspaceprogram.com/index.php?/topic/94352-122-mark-one-laboratory-extensions-mole-v145-mk1-cmd-pod-station-extensions-more/ http://forum.kerbalspaceprogram.com/index.php?/topic/144775-12x-bdarmory-continued-v01116-08-nov-2016/ http://forum.kerbalspaceprogram.com/index.php?/topic/72032-12-usi-kolonization-systems-mksoks-0500/ http://forum.kerbalspaceprogram.com/index.php?/topic/140070-113-realism-overhaul-v1132-august-31/ http://forum.kerbalspaceprogram.com/index.php?/topic/150226-skyers-weaponparts-pack-12x/ http://forum.kerbalspaceprogram.com/index.php?/topic/32547-104-aies-aerospace-v161/ http://forum.kerbalspaceprogram.com/index.php?/topic/134130-12-thomassinos-sunflares/ http://forum.kerbalspaceprogram.com/index.php?/topic/123628-122-kopernicus-kerbol-starsystem-045-test-05-is-out/ http://forum.kerbalspaceprogram.com/index.php?/topic/47786-121-near-future-technologies-nov-18-many-updates/ http://forum.kerbalspaceprogram.com/index.php?/topic/82833-121-stockalike-station-parts-expansion-nov-18-121-update/ http://forum.kerbalspaceprogram.com/index.php?/topic/79250-add-on-posting-rules-aug-21st-2014/ http://forum.kerbalspaceprogram.com/index.php?/topic/136205-new-rule-repeated-requests-for-add-on-updates-are-now-forbidden/ http://forum.kerbalspaceprogram.com/index.php?/topic/130035-mediafire-links-removed/ http://forum.kerbalspaceprogram.com/index.php?/topic/50701-community-mods-and-plugins-library-oct202016/ http://forum.kerbalspaceprogram.com/index.php?/topic/143140-ckan-the-comprehensive-kerbal-archive-network-v1220-28-december-2016/ Quote Link to post Share on other sites
Jarin 506 Posted January 6, 2017 Share Posted January 6, 2017 10 hours ago, stali79 said: JFC... that's a lot bigger issue than I thought. Helloooo dropped DB table. Quote Link to post Share on other sites
Beetlecat 1,042 Posted January 6, 2017 Share Posted January 6, 2017 2 hours ago, Jarin said: JFC... that's a lot bigger issue than I thought. Helloooo dropped DB table. Not necessarily -- a handful (large handful) of threads, vs. an entire table. I can't wait to hear the description of what happened. Somebody may have been accidentally *deleting* rather than *marking as read* or something. Quote Link to post Share on other sites
Jarin 506 Posted January 6, 2017 Share Posted January 6, 2017 1 minute ago, Beetlecat said: Not necessarily -- a handful (large handful) of threads, vs. an entire table. I can't wait to hear the description of what happened. Somebody may have been accidentally *deleting* rather than *marking as read* or something. Sounds like they lost the entire front page, including stickies. Seems a likely candidate for someone accidentally hitting "select all/delete" in the mod view. <.< Quote Link to post Share on other sites
Winchester 34 Posted January 7, 2017 Share Posted January 7, 2017 21 hours ago, JadeOfMaar said: @Raideur Ng !!!! What the actual, man??? ...I like it Here's another little thing from me, making full use of the J-60 engine as I want. Codename Stealth/F-15, this new concept shuttle leaps from the launchpad and into space like an angry Kryptonian. There's too much TWR available to this craft at nearly every step. I should add cargo space somewhere and let it hold some real weight, or some more tankage and make it capable of planet-hopping. The Classic edition wears the homeworld flag and has the J-92 for its in-air booster. From Mach 1 to flameout from no IntakeAir (or apoapsis in space and full throttle no longer needed, whichever happens first) the Shcramjet shcrams non-stop. Once in space, currently, it has 3000 ~ 3800m/s dV remaining. [snip] The DeOxy edition wears other worlds' flags, adds the short Mk2 to 2.5m adapter from Mk2 Expansion and uses the J-60 with "DeOxy" secondary mode as its in-air booster. Like the Shcramjet, the Screamjet screams pretty soon after takeoff and until Mach 5 where it (intentionally) flames out. Unlike the former edition I can't easily add a cargo bay because of the length of this engine and it's clipped fairly far as is. It also adds parachutes because I had quite some trouble with aerodynamic stability and touchdown at safe speeds in really thin atmosphere. [snip] While I love the looks of the design, I can't help but think that the in-air boosters are complete overkill, seeing as one of the prototypes for the Simplex hauls sixteen passengers to 100 km with 8 km/s delta-V remaining with only two J-81 engines - if I let MechJeb do the flying. Your plane is substantially smaller, it really shouldn't need the extra oomph unless you've modded the engines, or you've overloaded on liquid fuel. Quote Link to post Share on other sites
Winchester 34 Posted January 7, 2017 Share Posted January 7, 2017 I finally got around to making the LFO-powered J-RCS, which I basically just renamed J-OMS instead. Drop the CFG files from this zip in your OPT/parts/main folder, and have a look: https://dl.dropboxusercontent.com/u/70565045/KSP/opt_j_oms.zip Note that I made the thrusters more powerful than the old monoprop ones, you may want to tone them down and reduce the fuel rate instead to make them easier to control. Note that these are separate parts for now, I'll have to ask around for how to make a switchable version. Quote Link to post Share on other sites
stali79 286 Posted January 7, 2017 Share Posted January 7, 2017 7 minutes ago, Winchester said: I finally got around to making the LFO-powered J-RCS, which I basically just renamed J-OMS instead. Drop the CFG files from this zip in your OPT/parts/main folder, and have a look: https://dl.dropboxusercontent.com/u/70565045/KSP/opt_j_oms.zip Note that I made the thrusters more powerful than the old monoprop ones, you may want to tone them down and reduce the fuel rate instead to make them easier to control. Note that these are separate parts for now, I'll have to ask around for how to make a switchable version. You should configure it for legacy instead of main but require main's resources. That way if @K.Yeon is happy with it it can be made official in main, legacy has old and community submitted parts for that purpose. Quote Link to post Share on other sites
Winchester 34 Posted January 7, 2017 Share Posted January 7, 2017 Just now, stali79 said: You should configure it for legacy instead of main but require main's resources. That way if @K.Yeon is happy with it it can be made official in main, legacy has old and community submitted parts for that purpose. I don't know how to do that properly, I assume I need to add a path to the model name or something? Would appreciate it if you showed me how. Also, currently writing a post in mod development asking for how to go about making them switchable to reduce the parts count... Quote Link to post Share on other sites
stali79 286 Posted January 7, 2017 Share Posted January 7, 2017 20 minutes ago, Winchester said: I don't know how to do that properly, I assume I need to add a path to the model name or something? Would appreciate it if you showed me how. Also, currently writing a post in mod development asking for how to go about making them switchable to reduce the parts count... Writing you a how-to as i type this, well have done it and am testing to ensure it works. Quote Link to post Share on other sites
stali79 286 Posted January 7, 2017 Share Posted January 7, 2017 Annnnd done Quote Link to post Share on other sites
stali79 286 Posted January 7, 2017 Share Posted January 7, 2017 Ok everyone. Dont install the version @Winchester released. Extract this one directly into your GameData folder. https://www.dropbox.com/s/qoe1vwfnlxkw89o/OPT_Legacy.rar?dl=0 Quote Link to post Share on other sites
JadeOfMaar 8,467 Posted January 7, 2017 Author Share Posted January 7, 2017 (edited) 3 hours ago, Winchester said: While I love the looks of the design, I can't help but think that the in-air boosters are complete overkill, seeing as one of the prototypes for the Simplex hauls sixteen passengers to 100 km with 8 km/s delta-V remaining with only two J-81 engines - if I let MechJeb do the flying. Your plane is substantially smaller, it really shouldn't need the extra oomph unless you've modded the engines, or you've overloaded on liquid fuel. You're right. The in-air booster is complete overkill and I've known it, especially the Classic version that needs Oxygen. The motive for that is from my tendency towards hypersonic craft-- actual ones that keep on accelerating past Mach 6 on jet engines. I do intend to overload on LiquidFuel in the DeOxy version as I intend for it and my tuned J-60 to be able to use any atmosphere for propulsion and not burn Oxidizer the entire time. I may do as I did to the J-61 as well and nerf it a little more to make it better complement the HAE-02, or in any case still have a very unique performance curve to the other jet engines. (Currently it's still single-mode and low-end acceleration is greater and it flames out at Mach 5 instead of Mach 7+) Edited January 7, 2017 by JadeOfMaar Quote Link to post Share on other sites
Winchester 34 Posted January 7, 2017 Share Posted January 7, 2017 18 minutes ago, stali79 said: Ok everyone. Dont install the version @Winchester released. Extract this one directly into your GameData folder. https://www.dropbox.com/s/qoe1vwfnlxkw89o/OPT_Legacy.rar?dl=0 Thanks a bunch. I'm assuming that goes in future releases of the Legacy pack? TweakScale is fun, this thing uses two J-81 and two J-92 engines, both scaled up to 150%, and it could probably have taken off vertically - it hit mach one before the end of the runway and made it to 100 km orbit with 6 km/s delta-V left. Conversely, the Dark Drive is near useless if scaled down, there's no way you're going to space on 1.25 meter Dark Drives. If anyone has any tips for how to prevent departures from controlled flight above 40 km (high enough that the plane is going to space regardless, so MechJeb usually sorts it out, but I'm not sure you could correct for it manually) I'd be grateful for them. Quote Link to post Share on other sites
stali79 286 Posted January 7, 2017 Share Posted January 7, 2017 (edited) 2 minutes ago, Winchester said: Thanks a bunch. I'm assuming that goes in future releases of the Legacy pack? Yup. And you have officially been Easter Egged too Edited January 7, 2017 by stali79 Quote Link to post Share on other sites
JadeOfMaar 8,467 Posted January 25, 2017 Author Share Posted January 25, 2017 (edited) Here's my 2nd OPT-based station. Unlike the Pirate Station this one belongs to the homeworld and isn't just a wild idea to show off. It's going to serve. It has 3 crew arms and 3 cargo arms and features a J Lab rather than a stock or Mk2 Lab (The pointy outermost pieces are tails from Mk2 Expansion). Instead of cabins/lab in the cargo arms there are service bays with Clamp-O-Tron Seniors for slipping tall modules through and connecting like camera batteries or gun clips... One of these bays is sadly blocked by a Dark Drive; 6 dorsal small inline docking ports + 6 ventral large inline docking ports + the 3 Clamp Sr's + 3 stock shielded ports in the ring make for plenty expansion. Edited January 25, 2017 by JadeOfMaar Quote Link to post Share on other sites
docthaspok 21 Posted February 9, 2017 Share Posted February 9, 2017 Love this mod, check it out this SSTO, it land on water easy and when its fuel tanks are half full or less; it can also take-off from water. Still haven't come up with a name for it. It use OPT, OPT Legacy, MK2 Expansion and B9 mods. Still racking my brain for a proper name for it. Quote Link to post Share on other sites
JadeOfMaar 8,467 Posted February 10, 2017 Author Share Posted February 10, 2017 @docthaspok That's a serious piece of work you got there. With all those Mk2 RCS parts I think this craft was inspired by another game, namely Elite: Dangerous. You forgot to mention Quiztech Aerospace. I recognize that Mk2 linear aerospike. I'm so tempted to reinstall that mod for just that engine and the air RCS since Mk2 Expansion really has your/my back for parts. Quote Link to post Share on other sites
Raideur Ng 72 Posted February 17, 2017 Share Posted February 17, 2017 (edited) Megatanker 2: The Tankering 860t runway weight - 41k/49k units of LF/O to orbit Edited February 17, 2017 by Raideur Ng Quote Link to post Share on other sites
JadeOfMaar 8,467 Posted February 18, 2017 Author Share Posted February 18, 2017 @Raideur Ng That's alottttttt of LFO. If you were to use it all through the aerospike engines, what would its dV be, and what's its TWR in low Gael/Kerbin orbit? Quote Link to post Share on other sites
Raideur Ng 72 Posted February 18, 2017 Share Posted February 18, 2017 At full load, the TWR with both linear aerospikes is 0.2....it crawls into orbit, but I get 1900 m/s out of the Shcramjets. It isn't designed to go exploring. However, I want to figure out a way to get down to Tellumo. Aerobreaking just doesn't work for spaceplanes on that god-forsaken planet. Quote Link to post Share on other sites
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