K.Yeon

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

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What is that Mk2 nose cap from, in the third screenshot? Can't find it as part of the OPT parts pack. Also, speaking of which, I wasn't able to find any download links in your first post, only through performing a google search which then led me to curse.

Other than that, very very sexy mod. Thank you!

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22 minutes ago, Bomoo said:

What is that Mk2 nose cap from, in the third screenshot? Can't find it as part of the OPT parts pack. Also, speaking of which, I wasn't able to find any download links in your first post, only through performing a google search which then led me to curse.

Other than that, very very sexy mod. Thank you!

Fuel tank parts. OPT MK2 Nose Cone. :)

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2 hours ago, Ohm Machre said:

Fuel tank parts. OPT MK2 Nose Cone. :)

Thanks. I must've totally missed it.

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I have a quick question. I was wanting to tweak the engines in this mod a bit, but I've never done such so I wanted to be sure before I screwed something up. Inside the cfg file, what exactly do I change to make the engine more powerful or less powerful, and which way should I edit them?

EDIT: After looking at the cfgs, I think I've got it figured out but I want to be sure. Under the module section, to effect the thrust of the engine, obviously I would edit the Min and Max thrust. That's simple. I'm assuming for the fuel efficiency I should edit the "ratio"s under the propellant types, but the numbers are arbitrary to me. For example, if I wanted to make an engine more fuel efficient, should I increase or decrease the ratio number?

Edited by Azrael the Sorrowful

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45 minutes ago, Azrael the Sorrowful said:

I have a quick question. I was wanting to tweak the engines in this mod a bit, but I've never done such so I wanted to be sure before I screwed something up. Inside the cfg file, what exactly do I change to make the engine more powerful or less powerful, and which way should I edit them?

EDIT: After looking at the cfgs, I think I've got it figured out but I want to be sure. Under the module section, to effect the thrust of the engine, obviously I would edit the Min and Max thrust. That's simple. I'm assuming for the fuel efficiency I should edit the "ratio"s under the propellant types, but the numbers are arbitrary to me. For example, if I wanted to make an engine more fuel efficient, should I increase or decrease the ratio number?

Not ratio, what you want is atmosphereCurve. First digit of each key is atmospheric pressure, in atms. Second digit is Isp for that atm pressure. That's the one that you want. (there may only be one key for some jet engines. Not sure if OPT is done that way)

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9 minutes ago, Starwaster said:

Not ratio, what you want is atmosphereCurve. First digit of each key is atmospheric pressure, in atms. Second digit is Isp for that atm pressure. That's the one that you want. (there may only be one key for some jet engines. Not sure if OPT is done that way)

So, then, don't mess with the first number but do mess with the second? So, for example, with the aerospike, if I wanted to up the ISP, I would simply go to "atmosphereCurve {key=0 420" and change the 420 to a higher number? Or if I wanted to lower it, obviously lower the number?

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10 minutes ago, Azrael the Sorrowful said:

So, then, don't mess with the first number but do mess with the second? So, for example, with the aerospike, if I wanted to up the ISP, I would simply go to "atmosphereCurve {key=0 420" and change the 420 to a higher number? Or if I wanted to lower it, obviously lower the number?

yes

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On 3/14/2016 at 5:10 AM, Ohm Machre said:

Fuel tank parts. OPT MK2 Nose Cone. :)

Okay so I assume it's a part introduced in 1.8 (which I can't find a download link for), because I wasn't able to find it even after picking through the entirety of the Fuel Tanks tab. Is there possibly some super secret non-media fire mirror for 1.8?

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2 minutes ago, Bomoo said:

Okay so I assume it's a part introduced in 1.8 (which I can't find a download link for), because I wasn't able to find it even after picking through the entirety of the Fuel Tanks tab. Is there possibly some super secret non-media fire mirror for 1.8?

No. It's right on the front page. Do a CTRL+F for mediafire. It's just not a HYPERLINK anymore, due to the ban on MediaFire links.

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34 minutes ago, Ohm Machre said:

No. It's right on the front page. Do a CTRL+F for mediafire. It's just not a HYPERLINK anymore, due to the ban on MediaFire links.

Right, what Ohm Machre said. 

http://www.This website cannot be used on these forums/download/479n9nm72b5reru/OPT1.8testV4.01.zip

The above isn't a 'LINK', it's just a line of text that is a URL.  Use CTRL+C to copy it into your clipboard, then CTRL+V to paste it into your browser's address bar.  Then just replace the part where it says "This website cannot be used on these forums" with the word "mediafire",  and you'll be good to go.  Again, it's LINKS to MediaFire that are not allowed from here, as a free individual you have the right to navigate on your own to the site at your own risk.  :)

Edited by Neutrinovore

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Has anyone had any luck getting the wings included in OPT v1.8 release 4 to work with B9 (v6.0) with FAR (0.15.5.7 "Johnson")? I love OPT, but when I use the wings the elevons have to be controlled with "A" for climb and "D" for descend instead of "W" and "S" like the stock wings. 

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Best wings ever!
 Well done, wish they were compatible with tweakscale though so I could use em with everything!

Also, is it possible to have a second adapter option for MK2 pods? The one provided really screws up the COM and is hard to counter in vacuum.

Edited by NerdCrisis

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Anyone here know how to set up drag cubes?

I was cleaning out my archives directory and realized I have a copy of the OLD legacy pack @K.Yeon was kind enough to release. It's a small pack, not much in it in applicable to the current test version. (You know, the profile changes.) BUT! It does have the fuel drop tanks! I thought of maybe modernizing this part for myself (mainly mod the fuel storage and switch to Interstellar Fuel Switch vs. FireSpitter), but I noticed it doesn't have a drag cube.

I have no idea what KSP does with parts missing a drag cube. Does it have some default settings it can use? (Be they hard-coded or somehow derived from the model.) Or does it effectively have no drag? (I doubt this, but KSP is known to be odd/quirky, to say the least.) It's not a pressing matter, but if I ever get back into BDArmory, this would be a nice complement for aircraft designs. (Yes, I realize I can hack together my own drop tanks, but they don't look as nice.)

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1 hour ago, StahnAileron said:

Anyone here know how to set up drag cubes?

I was cleaning out my archives directory and realized I have a copy of the OLD legacy pack @K.Yeon was kind enough to release. It's a small pack, not much in it in applicable to the current test version. (You know, the profile changes.) BUT! It does have the fuel drop tanks! I thought of maybe modernizing this part for myself (mainly mod the fuel storage and switch to Interstellar Fuel Switch vs. FireSpitter), but I noticed it doesn't have a drag cube.

I have no idea what KSP does with parts missing a drag cube. Does it have some default settings it can use? (Be they hard-coded or somehow derived from the model.) Or does it effectively have no drag? (I doubt this, but KSP is known to be odd/quirky, to say the least.) It's not a pressing matter, but if I ever get back into BDArmory, this would be a nice complement for aircraft designs. (Yes, I realize I can hack together my own drop tanks, but they don't look as nice.)

So, I pulled those very drop tanks from teh legacy pack into my own game. And I noticed something interesting about them.

 

The decouplers have drag, but not the tanks. So they do this weird flip when you remove them.

 

Also, they weigh next to nothing.

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@StahnAileron

@Ohm Machre

You don't need to manually add drag cubes to a part except in unusual situations involving animated parts or if the part has mesh normal issues. 

If parts flip that doesn't sound like they are dragless. Look elsewhere for the cause. 

Edit: on phone and getting out of the car as I typed that. So it was terser than I intended. Maybe there's something about the situation involving those tanks that I'm unaware of but if they were dragless then they would fall off without flipping. You need drag for that to happen. 

Edited by Starwaster
Expand explanation.

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Oh, actually, thinking about it, @Ohm Machre's experience might be because the decoupler for the tanks aren't aligned with the center of mass (IIRC last time I used them months ago.) I think the last time I actively used them I didn't drop them until I was hypersonic in thin atmo (they were my primary LF source for jet ops). The decouplers punch out with 250 force. It's been a while, so memory is fuzzy with my experience. But I think I recall several things on the tanks didn't conveniently line up.

If the tanks don't need drag cubes (I'm guessing the game assigns or calculates settings for a part?), it'll make it easier for me to mod the part. That means I just need to mess with "balancing" the part stats and integrating IFS. (Or maybe just leave it to Nertea's generalized IFS config from his Cryo Tanks mod...)

Thanks for the feedback!

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If you're looking for a more powerful engine, i found a way to stick the KSPI Hybrid thermal nozzle module into the OPT j-61 engine, using its atmosphere and mach curve...
(using a MK2 Precooliner as air intake, precooler, radiator, and thermal pipe from the reactor)

It  is literally so powerful it wrenches my ship apart unless i use a tun of struts and start with low throttle.
I can't redistribute this part for obvious reasons, but here's the content of the CFG. make a copy of the engine, then replace all the text with this. only work if you have the 1.7 J-61 engine, KSPI, mk2 expansions, and mk2 KSPI integration installed.

Spoiler

PART
{
// --- general parameters ---
name = opt_mk2_engine_thermal
module = Part
author = Iihyaresh

// --- asset parameters ---

model = model.mu

 

rescaleFactor = 1

// --- node definitions ---
node_stack_top = 0.0, 0.17904, 0.0, 0.0, 1.0, 0.0, 3

//node_attach = 1.25, 0.0, 0.0, 0.0, 1.0, 0.0, 4    

// --- editor parameters ---
TechRequired = highAltitudeFlight
entryCost = 18000
cost = 2250
category = Engine
subcategory = 0
title = OPT Advanced Thermal Hybrid Engine
manufacturer = OPT Propulsion Science Division in cooperation with Rushlight Heavy Industries
description = After far to much coffee, and far to little sleep, one of our engineers wondered what would happen if they replaces the J-61's compresser blades with a thermal exchange and compression nozzle. This unholy monstrocity was the result.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 2.5
dragModelType = default
crashTolerance = 12
breakingForce = 400
breakingTorque = 600
maxTemp = 2900

    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
MODULE
    {
        name = ThermalNozzleController
        isJet = true
        originalName = Atmospheric Thermal Jet Mk2
        upgradedName = Hybrid Thermal Rocket Mk2
        upgradeCost = 100
        upgradeTechReq = improvedNuclearPropulsion
        radius = 1.965
        exitArea = 2.6105
        powerTrustMultiplier = 1.5
        powerTrustMultiplierJet = 1.5
        IspTempMultOffset = -1.371670613
        sootHeatDivider = 50
        sootThrustDivider = 150
        emisiveConstantMult = 3
        emisiveConstantExp = 0.6
        maxTemp = 2750
        baseHeatProduction = 49.424
        partMass = 1.773
        buildInPrecoolers = 4
        canUseLFO = TRUE
        jetPerformanceProfile = 1
    }
    MODULE
    {
        name = ModuleEnginesFX
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.03
        minThrust = 0
        maxThrust = 650
        heatProduction = 291
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.2
        engineDecelerationSpeed = 0.4
        useVelocityCurve = False
        flameoutEffectName = flameout
        powerEffectName = running_thrust
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_turbine
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        
        PROPELLANT
    {
        name = IntakeAtm
        ratio = 1            
        DrawGauge = True
    }
    
        atmosphereCurve
        {
            key = 0 7000 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        machLimit = 8
        machHeatMult = 2.0
velCurve
{
key = 0 0.6

key = 0.2 0.8

key = 1.36 0.9

key = 2.0875 1.306206 0.558359 0.2083685

key = 2.474524 1.870126 1.621842 1.29743

key = 2.945652 2.160394 0.3836924 -0.04622887

key = 3.842887 1.940503 -0.2246427 -0.2246427

key = 6 1.5

key = 7.5 0

}
        atmCurve
        {
        //Airflow vs max thrust?
        key = 0 0
        key = 0.005 0.3

        key = 0.03469022 0.8916956 19.92897 0.5922443

        key = 0.2 1

        key = 0.3 1

        key = 1 0.6
        }
    
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.6
        maxDistance = 25
        falloff = 2
        thrustTransformName = thrustTransform
    }

 

 

    EFFECTS
    {        
        running_thrust
        {            

            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
                localRotation = 1, 0, 0, -90
            }
////////////////////////////OPTFX/////////////////////////////
    AUDIO
    {
      channel = Ship
      clip = sound_rocket_spurts
      volume = 0.0 0.0
      volume = 0.1 1.5
      volume = 1.0 2
      pitch = 0.0 0.2
      pitch = 1.0 1.0
      loop = true
    }
            AUDIO
            {
        name = jetsHumm
                channel = Ship
                clip = sound_jet_low
                volume = 0.0 0.0
        volume = 0.1 0.4
        volume = 0.6 0.8
                volume = 1.0 0.3
        volume = 1.5 0.2
                pitch = 0.0 0.1
        pitch = 0.5 0.2
                pitch = 1.0 2
                loop = true
                speed = 0.0 1.70
                speed = 1.0 1.65
            }
            AUDIO
            {
        name = jetscream
                channel = Ship
                clip = sound_jet_deep
                volume = 0.0 0.0
        volume = 0.1 1
                volume = 1.0 3.5
        volume = 1.7 5.5
                pitch = 0.0 0.8
        pitch = 0.5 1
                pitch = 1.0 3
        pitch = 1.7 5
                loop = true
                speed = 0.0 1.70
                speed = 1.0 1.95
            }
            AUDIO
            {
        name = jetscreamHighSpeed
                channel = Ship
                clip = sound_jet_low
                volume = 0.9 0.0
                volume = 1.0 0.1
        volume = 1.7 3
        volume = 5 5
                pitch = 0.9 1.5
        pitch = 2.7 3
                loop = true
                speed = 0.0 1
                speed = 1.0 1
            }
            AUDIO
            {
        name = rocketsound
                channel = Ship
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 1.0 0.8
        volume = 2.7 0.2
                pitch = 0.0 0.2
                pitch = 1.0 0.3
        pitch = 1.7 0.4
                loop = true
            }


    MODEL_MULTI_PARTICLE
    {
               name = flamethrust
               modelName = OPT/FX/ramjet_fx
               transformName = FXNode
               emission = 0.0 0 0
           emission = 0.1 8
               emission = 0.9 10
               emission = 1.5 12
               emission = 2.75 20
               speed = 0.0 0.4
               speed = 1 0.7
           speed = 2.75 2
    }
}
////////////////////////////OPTFX==END//////////////////////////        

        running_turbine
        {
            AUDIO
            {
                channel = Ship
                clip = sound_jet_low
                volume = 0.0 0.0
                volume = 0.05 0.7
                volume = 1.0 1.0
                pitch = 0.0 0.5
                pitch = 0.05 0.6
                pitch = 1.0 1.2
                loop = true
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = thrustTransform
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }


    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = engine_light
        dependOnEngineState = True
        responseSpeed = 0.01
    }

RESOURCE
{
    name = WasteHeat
    amount = 0
    maxAmount = 200000
}

MODULE
{
  name = ModuleResourceIntake
  resourceName = IntakeAir
  checkForOxygen = true
  area = 0.0125
  intakeSpeed = 10
  intakeTransformName = intake_transform
}

RESOURCE
{
 name = IntakeAir
 amount = 0.5
 maxAmount = 1.0
}

    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 0.1
        dragAtMaxAoA = 0.1
        dragAtMinAoA = 0
    }
}
    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = thrustTransform
        gimbalRange = 10.00
    }
//moduleEnd

@PART[turboRamJetMk2]:NEEDS[km_Gimbal]
{
    !MODULE[ModuleGimbal] {}
    MODULE
    {
        name = KM_Gimbal_3
        gimbalTransformName = thrustTransform
        pitchGimbalRange = 10
        yawGimbalRange = 0
        enableRoll = true
        enableSmoothGimbal = true
        responseSpeed = 20
    }
}

 

 

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Personally I think we need to have a k-sized flat "shovelnose" nosecone in order to make unmanned k-sized spacecrafts...

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Why do you need an entirely seperate cockpit for that? Just add a probe core inside or that mechjeb walky-talky thing.

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1 hour ago, Jimbodiah said:

Why do you need an entirely seperate cockpit for that? Just add a probe core inside or that mechjeb walky-talky thing.

he's probably talking about a K sized probe core...

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Yes I know, but why? Just slap a stock probe core onto the attach node inside and you are done.

Edited by Jimbodiah

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1 minute ago, Jimbodiah said:

Yes I know, but why? Just slap a stock probe core onto the attach node inside and you are done.

For the same reason we have probe cores in the same form factor as the plane parts in the first place. It looks better and doesn't clutter up the plane with useless greebles.

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