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[1.9.1+] OPT Spaceplane Continued 3.1.1 [Mar 06, 2021] [Update time!]


JadeOfMaar

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Heh!  No, no, I wasn't using SystemHeat on that; :) the 1.3.1. install hasn't been messed with in over a year :D

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...

(?)

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3 hours ago, grisby_2133 said:

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...

You're asking for MM documentation regarding +PART and @PART. Since I created OPT Reconfig, OPT's MFT configs were phased out. There is instead revised/improved support for RealFuels and for Allista's Configurable Containers.

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  • 2 weeks later...

I am not positive this is a bug, but I think so. I play with both OPT and Pathfinder installed but on a ship with the OPT-J Mobile Lab there is no ability to start an experiment with the Pathfinder interface. I looked at MM and didn't see any module installed for it, but I am very shaky trying to read config files like this. Would it be possible to have this added to the lab? I hate having to carry around a 2.5m mobile lab just to handle this.

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On 9/28/2021 at 7:19 PM, Stumble said:

I looked at MM and didn't see any module installed for it

oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry.

On 9/28/2021 at 7:19 PM, Stumble said:

Would it be possible to have this added to the lab?

Save this and let me know:

Spoiler
@PART[j_4m_lab|k_3m_lab]:NEEDS[WildBlueTools]
{
	MODULE
	{
		name = WBIModuleScienceExperiment
		experimentID = WBIEmptyExperiment
		defaultExperiment = WBIEmptyExperiment
		isGUIVisible = True
		isRunning = False
		checkPartResources = True
		resultsSafetyCheck = False
		experimentActionName = Do Nothing
		resetActionName = Reset Nothing
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		xmitDataScalar = 0.0001
		dataIsCollectable = False
		interactionRange = 1.2
		rerunnable = False
		resettable = False
		usageReqMaskInternal = 1
		usageReqMaskExternal = 8
	}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	MODULE
	{
		name = WBIExperimentManifest
		defaultExperiment = WBIEmptyExperiment
	}
	MODULE
	{
		name = WBIScienceConverter
		scientistBonus = 0.25
		researchTime = 7
		scienceMultiplier = 5
		fundsPerData = 100.0
		reputationPerData = 1.0
		scienceCap = 750
		powerRequirement = 5
		ConverterName = Research
		StartActionName = Start Research
		StopActionName = Stop Research
	}
	MODULE:NEEDS[Pathfinder]
	{
		name = WBIMultipurposeHab
		enableLogging = True
		showGUI = True
		isInflatable = False
		capacityFactor = 1.0
		inflatedCrewCapacity = 3
		fieldReconfigurable = True
		canConfigureWhenDeflated = True
		templateNodes = PATH_SCIENCE
		defaultTemplate = OmniLab
		//If the part has a KIS container, this is the base and max amount
		baseStorage = 0
		maxStorage = 0.1
		// partToolTipTitle = Your First Habitat
		// partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis.
		opsViewTitle = Mobile Analyzer Operations
		resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir
		resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
		resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
		resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies
	}
}

 

 

Edited by JadeOfMaar
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On 9/30/2021 at 7:32 PM, JadeOfMaar said:

oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry.

Save this and let me know:

  Reveal hidden contents
@PART[j_4m_lab|k_3m_lab]:NEEDS[WildBlueTools]
{
	MODULE
	{
		name = WBIModuleScienceExperiment
		experimentID = WBIEmptyExperiment
		defaultExperiment = WBIEmptyExperiment
		isGUIVisible = True
		isRunning = False
		checkPartResources = True
		resultsSafetyCheck = False
		experimentActionName = Do Nothing
		resetActionName = Reset Nothing
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		xmitDataScalar = 0.0001
		dataIsCollectable = False
		interactionRange = 1.2
		rerunnable = False
		resettable = False
		usageReqMaskInternal = 1
		usageReqMaskExternal = 8
	}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	+MODULE[WBIModuleScienceExperiment],0 {}
	MODULE
	{
		name = WBIExperimentManifest
		defaultExperiment = WBIEmptyExperiment
	}
	MODULE
	{
		name = WBIScienceConverter
		scientistBonus = 0.25
		researchTime = 7
		scienceMultiplier = 5
		fundsPerData = 100.0
		reputationPerData = 1.0
		scienceCap = 750
		powerRequirement = 5
		ConverterName = Research
		StartActionName = Start Research
		StopActionName = Stop Research
	}
	MODULE:NEEDS[Pathfinder]
	{
		name = WBIMultipurposeHab
		enableLogging = True
		showGUI = True
		isInflatable = False
		capacityFactor = 1.0
		inflatedCrewCapacity = 3
		fieldReconfigurable = True
		canConfigureWhenDeflated = True
		templateNodes = PATH_SCIENCE
		defaultTemplate = OmniLab
		//If the part has a KIS container, this is the base and max amount
		baseStorage = 0
		maxStorage = 0.1
		// partToolTipTitle = Your First Habitat
		// partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis.
		opsViewTitle = Mobile Analyzer Operations
		resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir
		resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
		resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
		resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies
	}
}

 

 

Does this get saved to the .cfg for the OPT-J Mobil lab? 
 

If so can I ask why the change includes stuff about inflation?

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So that didn't seem to work. I added what you put as an additional module, and the below screen shot is what I got. 

https://imgur.com/a/yLdnu5g

 

The complete .cfg is below.

Spoiler

//THIS_CFG_HAS_BEEN_AUTO_COMPILED_BY_KYEON_BOT_MK2
//LIFT_AND_MASS_ARE_AUTO_BALANCED
//THIS_WORK_IS_LICENSED_UNDER_THE_CREATIVE_COMMONS_ATTRIBUTION
//_NONCOMMERCIAL_SHAREALIKE_4.0_INTERNATIONAL_LICENSE
//MODNAME: ORBIT PORTAL TECHNOLOGY SPACE PLANE PARTS
//VERSION: 1.9.9
//DATE_ED: 2017-07-29
PART
{
    name = j_4m_lab
    author = K.Yeon
    module = Part

    //descriptions
    title = #LOC_OPT_j_4m_lab_title
    manufacturer = #LOC_OPT_manufacturerA
    description = #LOC_OPT_j_4m_lab_desc
    bulkheadProfiles = j
    mass = 3.938
    tags = #LOC_OPT_tags_lab

    //category, technology and cost
    category = Science
    subcategory = 0.0
    TechRequired = advExploration
    cost = 9700
    entryCost = 30000

    //temperatures
    skinMaxTemp = 2700
    maxTemp = 1500
    emissiveConstant = 0.88

    //tolerances
    crashTolerance = 12
    breakingForce = 600
    breakingTorque = 550

    //scales
    scale = 1
    rescaleFactor = 1.0

    //others
    attachRules = 1,0,1,1,0
    dragModelType = default
    fuelCrossFeed = True

    MODEL
    {
        model = OPT/Parts/main/j_4m_scienceLab
    }
    node_stack_top = 0.0, 2., 0, 0.0, 1.0, 0.0, 4
    node_stack_bottom = 0.0, -2, 0, 0.0, -1.0, 0.0, 4
    CrewCapacity = 5
    stackSymmetry = 1
    thermalMassModifier = 4.0
    vesselType = Ship
    INTERNAL
    {
        name = JSCIIVA
    }
    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = Review Data
        storeActionName = Store Experiments
        collectActionName = Take Data
        evaOnlyStorage = True
        storageRange = 2
        allowRepeatedSubjects = True
    }
    MODULE
    {
        name = ModuleScienceLab
        containerModuleIndex = 0
        dataStorage = 1050
        crewsRequired = 1
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }
    MODULE
    {
        name = ModuleScienceConverter
        dataProcessingMultiplier = 0.5
        scientistBonus = 0.25
        researchTime = 5
        scienceMultiplier = 6
        scienceCap = 800
        powerRequirement = 5
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }
    MODULE
    {
        name = ModuleLiftingSurface
        deflectionLiftCoeff = 1.713
        dragAtMaxAoA = 0.884
        dragAtMinAoA = 0.096
        useInternalDragModel = False
    }
    MODULE
    {
        name = ModuleExperienceManagement
    }
    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0
        DISPLAY_MODES
        {
            Mode = Terrain
            Mode = Biome
        }
        REQUIRED_EFFECTS
        {
            Effect = ScienceSkill
        }
    }
    MODULE
    {
        name = WBIModuleScienceExperiment
        experimentID = WBIEmptyExperiment
        defaultExperiment = WBIEmptyExperiment
        isGUIVisible = True
        isRunning = False
        checkPartResources = True
        resultsSafetyCheck = False
        experimentActionName = Do Nothing
        resetActionName = Reset Nothing
        useStaging = False
        useActionGroups = True
        hideUIwhenUnavailable = True
        xmitDataScalar = 0.0001
        dataIsCollectable = False
        interactionRange = 1.2
        rerunnable = False
        resettable = False
        usageReqMaskInternal = 1
        usageReqMaskExternal = 8
    }
    +MODULE[WBIModuleScienceExperiment],0 {}
    +MODULE[WBIModuleScienceExperiment],0 {}
    +MODULE[WBIModuleScienceExperiment],0 {}
    +MODULE[WBIModuleScienceExperiment],0 {}
    +MODULE[WBIModuleScienceExperiment],0 {}
    MODULE
    {
        name = WBIExperimentManifest
        defaultExperiment = WBIEmptyExperiment
    }
    MODULE
    {
        name = WBIScienceConverter
        scientistBonus = 0.25
        researchTime = 7
        scienceMultiplier = 5
        fundsPerData = 100.0
        reputationPerData = 1.0
        scienceCap = 750
        powerRequirement = 5
        ConverterName = Research
        StartActionName = Start Research
        StopActionName = Stop Research
    }
    MODULE:NEEDS[Pathfinder]
    {
        name = WBIMultipurposeHab
        enableLogging = True
        showGUI = True
        isInflatable = False
        capacityFactor = 1.0
        inflatedCrewCapacity = 5
        fieldReconfigurable = True
        canConfigureWhenDeflated = True
        templateNodes = PATH_SCIENCE
        defaultTemplate = OmniLab
        //If the part has a KIS container, this is the base and max amount
        baseStorage = 0
        maxStorage = 0.1
        // partToolTipTitle = Your First Habitat
        // partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis.
        opsViewTitle = Mobile Analyzer Operations
        resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir
        resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
        resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
        resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies
    }
    MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = Toggle Lights
        eventOnName = Lights On
        eventOffName = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 1 0
        }
        greenCurve
        {
            key = 0 0 0 3
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 3
            key = 1 1 1 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }
}
 

 

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Hi, I've been playing this mod but I've run into a problem. Whenever I build a ship using OPT parts, it always takes an insane amount of time to spawn on the launchpad/runway. I'm talking 15-20 minute loading times. As you can imagine: this is unplayable. I don't have such issues with any other mods, and I'm wondering if there's anything I can do to fix it

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On 9/28/2021 at 7:19 PM, Stumble said:

I am not positive this is a bug, but I think so. I play with both OPT and Pathfinder installed but on a ship with the OPT-J Mobile Lab there is no ability to start an experiment with the Pathfinder interface. I looked at MM and didn't see any module installed for it, but I am very shaky trying to read config files like this. Would it be possible to have this added to the lab? I hate having to carry around a 2.5m mobile lab just to handle this.

Sorry for taking so long to respond on this. For an OPT science lab on Pathfinder, right-click the lab, hit Manage Operations, then go to the Mobile Process tab in the WBI window. That's how it's been for me and it has worked out well. I assume you didn't know this path through the UI.

elElvIC.png

 

On 10/3/2021 at 12:17 PM, LoadingTimeExpert said:

Hi, I've been playing this mod but I've run into a problem. Whenever I build a ship using OPT parts, it always takes an insane amount of time to spawn on the launchpad/runway. I'm talking 15-20 minute loading times. As you can imagine: this is unplayable. I don't have such issues with any other mods, and I'm wondering if there's anything I can do to fix it

Certain animated OPT parts (mainly cargo bays and tails) have caused spawn problems due to changes in Unity, requiring the use of WorldStabilizer. At one point (KSP 1.11) that problem got worse and was provoked further (rather than suppressed) by WorldStabilizer. Perhaps that mod and OPT are colliding again.

Edited by JadeOfMaar
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Hello!
I'm posting here because i have a weird conflict between OPT and DeadlyReentry.
(Took me a while to figure which mods were responsible on a heavy modded game)

I'm on KSP 1.12.2 and both mods work  indipendently (i know that OPT is not yet cleared for it  but i was trying) but somehow  OPT  does not load both K tailramps, the two parts are "k_7m_cargoTail" and "k_7m_cargoTail_variant".
The parts do not appear in the editor and any craft that has it does a missing part error. 

MOD LIST from CKAN KSP v1.12.2 clean install:

Spoiler

B9 Part Switch (B9PartSwitch v2.18.0)
Breaking Ground (BreakingGround-DLC 1.7.1)
Deadly Reentry Continued (DeadlyReentry 1:v.7.9.0)
Making History (MakingHistory-DLC 1.12.1)
Module Manager (ModuleManager 4.2.1)
OPT Reconfig (OPTReconfig 3.4.1)

OPT Spaceplane Continued (OPTSpacePlaneMain 1:3.1.1)

The error happens only when BOTH mods are installed soo i thought there was an error in DeadlyReentry config for OPT but i couldn't find any issue
Also the fact that ONLY those two parts are missing is pretty unusual... no other part of other mods seems to be affected
The Error does not seems to provide a useful log... But is replicable in any install i did.
I need to try for older versions of  KSP as soon as my connection is stable enough

Any idea?

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@Krastynio DRE itself is the source of the issue. There is an odd, unnoticeable character right after the = sign on line 83 of the OPT config. Delete that character to fix. (It renders in the MM configcache as extra spaces with the invalid character between them after the = sign.) I've noticed that actually 6 OPT parts are affected and don't appear: k_3m_fuelTank, k_6m_fuelTank, k_7m_cargoTail, k_7m_cargoTail_variant, jk_3m_adaptor, jk_7m_adaptor (K fuel tanks, J-K adapters and the K cargo tails). (Given the setup of the config I'm surprised the whole section of OPT parts listed there don't get broken.)

That odd character also occurs after the final } on line 188 but that's harmless. (I'd still delete it anyway)

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Anyone else notice a massive NRE spam whenever these parts are used with FAR installed? I'm on KSP 1.12.2. -  Without FAR, no NREs in flight. With FAR, it just spams the log constantly with the following:

[EXC 11:46:35.116] NullReferenceException: Object reference not set to an instance of an object
    FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.CalculateEngineAndIntakeBasedParameters (System.Double vesselSpeed) (at <5703ae4062a541a09eeee98e1716f5d5>:0)
    FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.UpdatePhysicsParameters () (at <5703ae4062a541a09eeee98e1716f5d5>:0)
    FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.FixedUpdate () (at <5703ae4062a541a09eeee98e1716f5d5>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Anyone else notice this? I use all other parts and get none of this, but when OPT is on the runway, this is the case. LOG: https://drive.google.com/file/d/1vdaq0GVyKPtw8RCaNf0t0-auU9RGvZyV/view?usp=sharing

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Hello, just a quick question about OPT parts and their control surfaces and wings. When I try to use any with my planes none of them seem to have any effect on aerodynamics. I have both OPT files and the OPT Config files, is there something I'm missing or are they still suppose to be broken and only for looks?

I have tried the parts set with FAR and they work, but I would rather not play with that mod installed on KSP.

Edit: Updating to 1.12.2 from 1.11.1 seems to have fixed the parts. I think I've solved my problems for now.

Edited by Lightlaw
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19 hours ago, Lightlaw said:

When I try to use any with my planes none of them seem to have any effect on aerodynamics.

You might have an empty FAR folder. Just having that folder means that mod is "present" and patches will run, but without its plugin, wings and elevons will have no working lift modules. FAR itself may be broken in 1.11.1 but I don't use it so I wouldn't know for sure.

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  • 4 weeks later...
3 hours ago, TycoonTitian01 said:

I do not know if it is supposed to be that way, but the elevons and stabilizers do not rotate

also idk why but the wings don't count as lift in the assembly building

Possible causes are:

  • TweakableEverything mod
  • Empty FerramAerospaceResearch folder
  • Some "realism" mod that contains patches that contain :FOR[FerramAerospaceResearch]
    • If you locate such config files, do let me know what mod, and the path to them so I can confirm and more easily remember for the next time someone has this issue.

 

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1 hour ago, JadeOfMaar said:

Possible causes are:

  • TweakableEverything mod
  • Empty FerramAerospaceResearch folder
  • Some "realism" mod that contains patches that contain :FOR[FerramAerospaceResearch]
    • If you locate such config files, do let me know what mod, and the path to them so I can confirm and more easily remember for the next time someone has this issue.

 

Ok, I do not have TweakableEverything mod, but I also dont have anything named FerramAerospaceResearch either

I installed the mod via CKAN, if that can help you at all

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  • 3 weeks later...

@JadeOfMaar or anyone else-

I have a question about using the skylight tilt rotor VTOL engine. What's the best way to toggle between hovering and forward flight?

So far, the best configuration I've achieved requires 2 steps to change flight modes. I'd like to simplify that to 1 click or keypress. Here's my 2 steps:

  1. Toggle engine deployment using the engine's PAW or an action group.
  2. Toggle hover mode by using a helicopter-looking button on the toolbar. I think this button used to come with OPT and now from Kerbal Actuators, but I could be wrong.

I can't get hover to work from an action group, even though the SPH action group editor shows "toggle hover" as one of the skylight's available actions. Note that I don't actually see "toggle hover" in the skylight's PAW so maybe it's a false action (some probe cores have a similar issue with "Collect All" showing in the action group editor but not really being allowed by the core).

Should the skylight engine hover action be bindable to an action group? Or is there some other way to link hover+deploy without action groups?

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2 hours ago, Daniel Prates said:

btw @linuxgurugamer and @JadeOfMaar I forgot to thank you whomever of you is responsible for fixing how the OPT extensible docking ports and 'docking cam kurs' relate; earlier it wasn't working since the camera would look from behind the 3d model skin, it seems to be fixed now. Whomever did it, thanks!

I believe that's @Stone Blue :)

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On 12/9/2021 at 2:57 PM, DeadJohn said:

@JadeOfMaar or anyone else-

I have a question about using the skylight tilt rotor VTOL engine. What's the best way to toggle between hovering and forward flight?

So far, the best configuration I've achieved requires 2 steps to change flight modes. I'd like to simplify that to 1 click or keypress. Here's my 2 steps:

  1. Toggle engine deployment using the engine's PAW or an action group.
  2. Toggle hover mode by using a helicopter-looking button on the toolbar. I think this button used to come with OPT and now from Kerbal Actuators, but I could be wrong.

I can't get hover to work from an action group, even though the SPH action group editor shows "toggle hover" as one of the skylight's available actions. Note that I don't actually see "toggle hover" in the skylight's PAW so maybe it's a false action (some probe cores have a similar issue with "Collect All" showing in the action group editor but not really being allowed by the core).

Should the skylight engine hover action be bindable to an action group? Or is there some other way to link hover+deploy without action groups?

Sorry. There's no proper means for that, I guess. I haven't built a hover craft using WBI's controls in a while... While OPT's VTOL engines are meant for use with WBI hover controls, they're not also meant to be useable to the same degree as WBI's tilt-rotor engines, or to have the extra complexity to setup (on my part) to be that useable. In the hover control window (which usually needs to be kept open) you can use the keybinds given in green under the vertical speed controls to toggle the hover itself or adjust your vertical speed.

2 hours ago, Szymex99 said:

Hello, can you please do something about broken iva in both lab nad crew cabin in K format? The iva is treated as a cocpit.

Sorry. I don't make IVA. Whatever is there is placeholder and better than nothing.

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