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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017


K.Yeon

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  • 4 weeks later...
On 5/25/2020 at 7:11 PM, savagekerbal said:

Is there an update for the mod? Latest KSP version I see is 1.8.1

35 minutes ago, Brainpop14 said:

Does anyone know if this works in 1.8.1 yet?

It works just fine. But you must install WorldStabilizer too or some of the cargo bays will cause your craft to spawn 1km in the air. This is a problem since KSP 1.4

 

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On 12/19/2019 at 9:09 PM, JadeOfMaar said:

@lane1572 It's possible that you may have that cargo bay attached to the next via its inner node which will break cargo shielding and cause that excessive drag. Make sure that when you attach it and when you try to place another part afterward, that all the nodes that appear inside are smaller, not bigger.

You want to avoid this and (for only the Stail cargo bay, I think) you'll see it coming due to Z-fighting where they attach.

I'll remove the offset of the inner nodes soon and see if the chance of this happening gets reduced. It's actually annoyingly high. Thanks for noticing.

 

Thank you for explaining this!  I was getting really upset about my plane not working.  =]

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Hello! I like OPT parts really much, it looks just the same as I want. But I'm facing some problems using it, generally speaking the OPT wings generate no lift at all, no matter how big it is. and the lift generate by the body(the tank and cargo bay) is strage too, is seems that only cockpit generate lift. It appears both when FAR working and not working. Please tell me how to solve it cause I really want to build cool SSTO with OPT. PS,I'm using 1.9.1

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4 hours ago, Barry Kerman said:

Hello! I like OPT parts really much, it looks just the same as I want. But I'm facing some problems using it, generally speaking the OPT wings generate no lift at all, no matter how big it is. and the lift generate by the body(the tank and cargo bay) is strage too, is seems that only cockpit generate lift. It appears both when FAR working and not working. Please tell me how to solve it cause I really want to build cool SSTO with OPT. PS,I'm using 1.9.1

Either you have TweakableEverything installed and that is somehow messing with OPT (It is known to cause some other very serious problems) or somehow you have 2x FAR patches affecting OPT. This is a known and very serious issue. This happens if you have OPT Reconfig (which includes a FAR config) and an OPT FAR config provided by another mod.

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On 6/25/2020 at 1:24 PM, JadeOfMaar said:

Either you have TweakableEverything installed and that is somehow messing with OPT (It is known to cause some other very serious problems) or somehow you have 2x FAR patches affecting OPT. This is a known and very serious issue. This happens if you have OPT Reconfig (which includes a FAR config) and an OPT FAR config provided by another mod.

Well I didn't installed TweakableEverything but I installed TweakScale, and I have installed OPT-legacy, OPT-reconfig and FAR. I also have Airplane plus but I think that have nothing to do with OPT, so could you tell me how to solve my problem?

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52 minutes ago, Barry Kerman said:

Well I didn't installed TweakableEverything but I installed TweakScale, and I have installed OPT-legacy, OPT-reconfig and FAR. I also have Airplane plus but I think that have nothing to do with OPT, so could you tell me how to solve my problem?

Jade gave info about how to solve the problem, above.
We would need more information about your KSP install.

You need to post your KSP logs, and a screenshot of contents of your /GameData/ folder would also probablly help.
To learn how to find/provide us your KSP logs, read this thread:

 

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On 7/6/2020 at 12:02 AM, Stone Blue said:

Jade gave info about how to solve the problem, above.
We would need more information about your KSP install.

You need to post your KSP logs, and a screenshot of contents of your /GameData/ folder would also probablly help.
To learn how to find/provide us your KSP logs, read this thread:

 

That's really kind of you! This is a screenshot of Gamedata file https://imgur.com/a/9OuyciS

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@Barry Kerman Ahhhh... looking at that screenshot, and considering your issue, along with the advice Jade gave you above, I would look at the highly suspect mods KSP Recall and TweakScale. Sorry, but I dont think I would trust KSP Recall in my install with a 10m pole. Even says in the OP for it that it is:

* This is not intended to be "used" by end-users, but instead to provide services to Add'On authors. *
and
* It's not known, yet, how this thing will behave with Fuel Switchers, please exercise prudence when installing this with such Add'Ons. *

Between that mod, TweakScale, FuelWings, and the fact you have B9 PartSwitch, Firespitter, *and* MFT installed, I wouldnt be surprised that you are having issues with wings and lift... to my un-expert eye, that seems like a nightmare to all get working together... vOv

OH... also I see you are missing two ModuleManager cache files that get generated every start of KSP.
i would say that is a big problem.
I see you have the latest, official, v4.1.4 installed... vOv

I know Lisias has forked ModuleManager for some reason, so they may have their mods (esp. KSP Recall & TweakScale), set up to only work with their own version of ModuleManager, and not the official release by Sarbian.... So I dont know if that could be an issue. vOv

I know ModuleManager is an absolute corner-stone of KSP modding, and if there are issues with it, it WILL ruin your day. I would be highly suspect of any fork of MM, not blessed by Sarbian or Blowfish, or ANY mods that may rely on said un-official fork. vOv
 

Edited by Stone Blue
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2 hours ago, Stone Blue said:

@Barry Kerman Ahhhh... looking at that screenshot, and considering your issue, along with the advice Jade gave you above, I would look at the highly suspect mods KSP Recall and TweakScale. Sorry, but I dont think I would trust KSP Recall in my install with a 10m pole. Even says in the OP for it that it is:

* This is not intended to be "used" by end-users, but instead to provide services to Add'On authors. *
and
* It's not known, yet, how this thing will behave with Fuel Switchers, please exercise prudence when installing this with such Add'Ons. *

Between that mod, TweakScale, FuelWings, and the fact you have B9 PartSwitch, Firespitter, *and* MFT installed, I wouldnt be surprised that you are having issues with wings and lift... to my un-expert eye, that seems like a nightmare to all get working together... vOv

OH... also I see you are missing two ModuleManager cache files that get generated every start of KSP.
i would say that is a big problem.
I see you have the latest, official, v4.1.4 installed... vOv

I know Lisias has forked ModuleManager for some reason, so they may have their mods (esp. KSP Recall & TweakScale), set up to only work with their own version of ModuleManager, and not the official release by Sarbian.... So I dont know if that could be an issue. vOv

I know ModuleManager is an absolute corner-stone of KSP modding, and if there are issues with it, it WILL ruin your day. I would be highly suspect of any fork of MM, not blessed by Sarbian or Blowfish, or ANY mods that may rely on said un-official fork. vOv
 

Though I know very little about mods and codes and I don't understand most of things that you said above,  but I would like to thank you very much for your help! 

and also I dont know what would hapen to those vesseles which I have used Tweakscale on them if I uninstall Tweakscale

Edited by Barry Kerman
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[snip by Moderator]

On 7/9/2020 at 10:06 AM, Stone Blue said:

I know Lisias has forked ModuleManager for some reason, so they may have their mods (esp. KSP Recall & TweakScale), set up to only work with their own version of ModuleManager

I'm sorry,  but I need to correct you on this. Unfortunately, your knowledge (and affirmation) is far from corresponding to the reality and should be checked.

Every Add'On I publish on Forum is tailored to work with others add'ons published on Forum. I don't break the user space.

 

On 7/9/2020 at 12:53 PM, Barry Kerman said:

and also I dont know what would hapen to those vesseles which I have used Tweakscale on them if I uninstall Tweakscale

Similar things that would happen if you uninstall a fuel switch after using it on a part: the part became "defaulted". It only happens that on TweakScale things are dramatically visible on the spot:

Spoiler

54075134-4efa9880-427a-11e9-9d24-0917306

 

Edited by Lisias
needed clarification
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@blackbeard03 I can't help you, sorry. Tweakscale doesn't work well with parts that use B9 Part Switch to change things other than what resources they're holding. I don't have your problem (with engines anyway... I do have an issue with converters) because I stay with an old version of Tweakscale (and i don't install many, many mods so Tweakscale doesn't cry and scream at me. :P )

Edited by JadeOfMaar
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7 hours ago, blackbeard03 said:

i love you mod but i do have 1 problem whiff it if i scale up the egg dog engine the thrust does  not increase the thrust of the engine . i rely what to us it for this build so pleas tel me how to fix it if tried to but i cant seem to find the 540 file 

Sounds like something in need to be written in order to accomplish that.

 

6 hours ago, JadeOfMaar said:

Tweakscale doesn't work well with parts that use B9 Part Switch to change things other than what resources they're holding.

Yep, something needs to be written. TweakScale only scales what it knows about, or what knows about TweakScale.

IFS, MFT, FSfuelSwitch - these ones works because we know about each other - but if someone changes how it behaves internally and don't talk to TweakScale about, things will not work.

So B9 Part Switch support are in need to be revisited somewhen  in the near future.

 

6 hours ago, JadeOfMaar said:

(with engines anyway... I do have an issue with converters) because I stay with an old version of Tweakscale (and i don't install many, many mods so Tweakscale doesn't cry and scream at me. :P )

The current (stock) patches don't scale Resource Consumption, only Production because Squad doesn't does it on their parts (or, at least, didn't did that the last time I checked, on 181 or 190 times). You need to use a specialised behaviour, ModuleGeneratorExtended, to have both input and output working. This was needed because as long as you start scaling consumption of resources, every single craft that scales a converter will break because they were made on a time when the input was not scaling - and since KSP now updates all crafts on a savegame with the current prefab on loading, I think I don't have to explain how this will bite the users.

About using an old TweakScale, keep an eye on every patch you install on the game. That pesky warnings are pesky indeed, but they have a reason to exist.

-- post edit -- 

The current patches should work with older TweakScale versions - you may want to remove the older patches to install the new ones and be able to use them. I'm trying hard to [DO NOT :P] modify anything on TweakScale that would affect patches, as this can break savegames on the wild.

Edited by Lisias
post edit - and post post edit (in brackets)
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@Lisias hi there, hi. :D

If you get around to it you will find that the Egg Dog engine is the same kind as the WarpJet SAGE engine as described in https://github.com/net-lisias-ksp/TweakScale/issues/93. It also uses B9 to change engine module properties.

3 hours ago, Lisias said:

and since KSP now updates all crafts on a savegame with the current prefab on loading,

This concerns me greatly.

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  • 2 weeks later...
On 7/18/2020 at 2:07 AM, JadeOfMaar said:

@Lisias hi there, hi. :D

If you get around to it you will find that the Egg Dog engine is the same kind as the WarpJet SAGE engine as described in https://github.com/net-lisias-ksp/TweakScale/issues/93. It also uses B9 to change engine module properties.

This concerns me greatly.

Hello @JadeOfMaar and @Lisias

I think that I am having probably the same problem as you were mention here on this thread:

When I was testing my main spaceship with OPT-E Warpjet "SAGE" with tweakscale on KSP 1.10:

gkjFDFE.png

 

I am getting 60 messages per second of:

[EXC 08:46:11.203] NullReferenceException: Object reference not set to an instance of an object
        ModuleEngines.UpdatePropellantGauge (Propellant p) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.UpdatePropellantStatus (System.Boolean doGauge) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.FixedUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

It seams that ModuleEngines.UpdatePropellantGauge (Propellant p) is always expecting a propellant and in this case the engine is pure electric...

What do you think?

Thanks!

When I am doing the same on the Mun, with KSPI engines, the problem don't exist, the error is just with OPT-E Warpjet "SAGE" engine:

YL4jjzD.png

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Hi!

 

1 hour ago, pmborg said:

I am getting 60 messages per second of:

[EXC 08:46:11.203] NullReferenceException: Object reference not set to an instance of an object
        ModuleEngines.UpdatePropellantGauge (Propellant p) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.UpdatePropellantStatus (System.Boolean doGauge) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.FixedUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

It seams that ModuleEngines.UpdatePropellantGauge (Propellant p) is always expecting a propellant and in this case the engine is pure electric...

You are right, however, not that right yet. This engine has two propellants: IntakeAir and ElectricityCharge. So I could think of two possibilites (what's different of existing only two of them):

  • The ModuleEngines is looking for a specific propellant, and failing because this engine doesn't have or use it.
  • The ModuleEngines is looking for something that ElectricCharge doesn't have it, but LiquidFuel et all always have it

On both possibilities, the code fails to cope with the absent datum. (it happens 60 times per second because the FixedUpdate thingy).

Looking into the RESOURCE_DEFINITION for ElectricityCharge and LiquidFuel, the only thing I saw that could fire a NRE is the drainFXDefinition - the other values would fire a DivisionByZero or shoving NaNs and INFs, I think. But I don't think the ModuleEngines would need something like this, so it must be the other one.

So let's try a stunt to see what we get. Save this file somewhere on your GameData (as GameData/__LOCAL/Hacks - you need to remember this to get rid of the stunts later).

@PART[opt_sage]
{
	%RESOURCE[LiquidFuel]
	{
		%amount = 1
		%maxAmount = 1
	}
	
	@MODULE[ModuleEngineFX]
	{
		%PROPELLANT[LiquidFuel]
		{
			ratio = 0
			DrawGauge = False
		}		
	}
}

This will inject 1 unit of LiquidFuel to the part and tells the ModuleEngine to consume 0 units of it per quantum (the minimal unit of time of the simulation).

I hope that borking code will find them and be happy from now.

 

Edited by Lisias
kraken damned keyboard. =P
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@Lisias testing... this fix.

 

cd /D "K:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\__LOCAL"

K:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\__LOCAL>type hack.cfg
@PART[opt_sage]
{
        %RESOURCE[LiquidFuel]
        {
                %amount = 1
                %maxAmount = 1
        }

        @MODULE[ModuleEngineFX]
        {
                %PROPELLANT[LiquidFuel]
                {
                        ratio = 0
                        DrawGauge = False
                }
        }
}
 

Unfortunately didn't worked, the error is still there:

[EXC 10:59:33.097] NullReferenceException: Object reference not set to an instance of an object
        ModuleEngines.UpdatePropellantGauge (Propellant p) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.UpdatePropellantStatus (System.Boolean doGauge) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.FixedUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

I uploaded the log just in case...

KSP.log: https://www.dropbox.com/s/xpeeho8llqf7qmc/KSP.log?dl=0

Player.log: https://www.dropbox.com/s/s81o5aha08drqfy/Player.log?dl=0

 

 

Edited by pmborg
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1 hour ago, pmborg said:

@Lisias testing... this fix.

<...>

Unfortunately didn't worked, the error is still there:

[EXC 10:59:33.097] NullReferenceException: Object reference not set to an instance of an object
        ModuleEngines.UpdatePropellantGauge (Propellant p) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.UpdatePropellantStatus (System.Boolean doGauge) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        ModuleEngines.FixedUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

IIRRC... I forgot the % on ratio and DrawGauge on the PROPELLANT thingy, and also the :FINAL. :( 

But that would not had helped. I didn't knew OPT Legacy has B9PartSwitch as dependency, so anything I did on that hack was ruled out.

I'm trying to workout a patch for this. B9PSW does not help by using nameless sections, so patching it is a bit different from what I'm used to do. I will edit this thing with a working patch as soon as I have one.

-- POST EDIT --

This patch did what I wanted. I'm currently firing up KSP to see if it solves something on the Sage

@PART[opt_sage]:FINAL
{
	%RESOURCE[LiquidFuel]
	{
		%amount = 1
		%maxAmount = 1
	}

	@MODULE[ModuleEnginesFX]
	{
		%PROPELLANT[LiquidFuel]
		{
			%ratio = 0
			%DrawGauge = False
		}
	}

	@MODULE[ModuleB9PartSwitch]
	{
		@SUBTYPE,*
		{
			@MODULE,*
			{
				@DATA,*
				{
					%PROPELLANT[LiquidFuel]
					{
						%ratio = 0
						%DrawGauge = False
					}
				}
			}
		}
	}
}

 

-- -- POST POST EDIT -- -- 

I didn't found any exception on my KSP.log, but didn't checked if it would have some without the hack (working time, I can come back to this at lunch if needed). @pmborg, let me know if something changed on your rig.

Cheers!

Edited by Lisias
post post edit
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