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


K.Yeon
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1 minute ago, stali79 said:

No need to thank me mate, I tried to do what @Winchester is doing and failed miserably, my only real contribution is hunting down the old 1.6 and 1.6.9 releases. Winchester is the real hero in this story.

I only know what to do because I've done something similar before, with a flight simulator. Editing config files is pretty simple, but I can't really fix any of the problems with the actual models like missing IVAs and animations. 

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I have 3 potentially unrelating issues that some advice would be appreciated on. The first 2 you will see in the IMGUR album. Attach nodes being in screwy places all of a sudden but ONLY for some parts, and the A cockpit having rcs on in the SPH, the third issue is how the hell do I remove a quote box from here that won't go away?

 

PS I don't know how to actually share the imgur album the way everyone else does.

 

Imgur album with odd issues.

Forum hell

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5 hours ago, OctarineNoise said:

Oh yeah! This was literally the only thing still missing that I was waiting for, before starting a 1.1 career. Great work guys, it seems good mods really can't die :)

@Steel Dragon some of the stuff you have on those planes look interesting, can you help me out identifying them? From the small plane, I'm interested in the underwing pods and the main engines. From the large one, the cockpit / body / cargo bay area. What mods are those from?

Both of the parts your asking about come from the Mark IV Space Plane Mod. I am looking for / hoping to find an updated version of it as I realy like the large body hull it offers along with how well it matches the OPT style.

*edit*

Found that most of the Mark IV stuff works as is and what doesnt is getting fixed. Totaly still love OPT but this does compliment it well
 

 

Edited by Steel Dragon
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14 minutes ago, Steel Dragon said:

Found that most of the Mark IV stuff works as is and what doesnt is getting fixed. Totaly still love OPT but this does compliment it well
 

And who doesn't love the fact it is inspired by Thunderbird 2!!!!

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So, I've gone and written a new config for the Mk2 Engine. It is now a high performance RAPIER, based around a linear aerospike.

Problem I'm having, is in making some realplume configs for it. Is there any way to turn the round exhaust plumes from the realplume effects into a flattened plume shape, matching the nozzle on the Mk2.

 

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1 minute ago, Gryphorim said:

So, I've gone and written a new config for the Mk2 Engine. It is now a high performance RAPIER, based around a linear aerospike.

Problem I'm having, is in making some realplume configs for it. Is there any way to turn the round exhaust plumes from the realplume effects into a flattened plume shape, matching the nozzle on the Mk2.

 

I have no idea, you should do your part as a separate engine to the original, would be handy having both

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14 minutes ago, Gryphorim said:

So, I've gone and written a new config for the Mk2 Engine. It is now a high performance RAPIER, based around a linear aerospike.

Problem I'm having, is in making some realplume configs for it. Is there any way to turn the round exhaust plumes from the realplume effects into a flattened plume shape, matching the nozzle on the Mk2.

 

if you get it working I would really love that engine

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I have it working. It's only the Realplume config I'm struggling with

PART
{
// --- general parameters ---
name = opt_mk2_engine
module = Part
author = K.Yeon

// --- 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 R-type 2 Advanced RAPIER
manufacturer = OPT Propulsion Science Division, ASTRA R&D
description =
// 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
EFFECTS
	{
		running_closed
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_spurts
				volume = 0.0 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_aeroSpike
				transformName = smokepoint
				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
			}
			    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
    }
MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/shockExhaust_blue_small
				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 0.5
				speed = 1.0 1.2
			}
		}
		power_open
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_spurts
				volume = 0.0 0.0
				volume = 0.05 0.0
				volume = 1.0 1.0
				pitch = 0.0 0.2
				pitch = 1.0 1.0
				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
    }
MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/shockExhaust_red_small
				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 0.5
				speed = 1.0 1.2
			}
		}
		running_open
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_deep
				volume = 0.0 0.0
				volume = 0.05 0.6
				volume = 1.0 1.0
				pitch = 0.0 0.7
				pitch = 1.0 1.4
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_aeroSpike
				transformName = smokepoint
				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
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = smokepoint
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}
	MODULE
	{
		name = MultiModeEngine
		primaryEngineID = AirBreathing
		secondaryEngineID = ClosedCycle
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = AirBreathing
		powerEffectName = power_open
		//runningEffectName = running_open
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.33
		minThrust = 0
		maxThrust = 240
		heatProduction = 210
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.2
		engineDecelerationSpeed = 0.35
		useVelocityCurve = False		
		spoolEffectName = running_open
		engineSpoolIdle = 0.05
		engineSpoolTime = 2.0
		EngineType = Turbine
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1
			DrawGauge = True
		}
		PROPELLANT
		{
			name = IntakeAir
			ignoreForIsp = True
			ratio = 6
		}
		atmosphereCurve
		{
			key = 0 3200 0 0
		}
		// Jet params
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flowMultCap = 3.0
		// no mach (heat) limit
		velCurve
		{
			key = 0 1 0 0.08333334
			key = 0.2 0.98 0.42074 0.42074
			key = 0.7 1.8 2.290406 2.290406
			key = 1.4 4.00 3.887193 3.887193
			key = 3.75 8.5 0 0
			key = 4.5 7.3 -2.831749 -2.831749
			key = 5.5 3 -5.260566 -5.260566
			key = 6 0 -0.02420209 0
		}
		atmCurve
		{
			// higher thrust at altitude than even TRJ
			key = 0 0 0 0
			key = 0.018 0.09 7.914787 7.914787
			key = 0.08 0.3 1.051923 1.051923
			key = 0.35 0.5 0.3927226 0.3927226
			key = 1 1 1.055097 0
		}
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = ClosedCycle
		runningEffectName = running_closed
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 440
		heatProduction = 133
		fxOffset = 0, 0, 0.25
		EngineType = LiquidFuel
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1.1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 325
			key = 1 295
			key = 9 0.001
		}
	}

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

	MODULE
	{
		name = ModuleGimbal
		gimbalTransformName = gimbal
		gimbalRange = 3
 		gimbalResponseSpeed = 6
 		useGimbalResponseSpeed = true
	}
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
    }
}

Here is the config for the Mk2 RAPIER.

I'll post a realplume config if I get something that works.

Let me know if you find any bugs.

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Is anyone having an issue with the J docking port only allowing connections on one side? I can connect it to a part on one of the nodes, but then the 2nd node won't allow anything to connect to it. Also for some unknown reason IFS doesn't seem to be working so I can't fuel my tanks :(

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25 minutes ago, Gryphorim said:

Perhaps reinstall? IFS working on mine (using Winchester's patch) J docking port also fine to build with.

Just reinstalled IFS and no change.

7 minutes ago, Flashblade said:

So what would be involved in getting cockpit lights working for all the cockpits? Does every cockpit need a custom animation to do it. Is work on the model itself required?

I THINK its a custom animation/texture and not a model change.

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D

8 hours ago, stali79 said:

I have 3 potentially unrelating issues that some advice would be appreciated on. The first 2 you will see in the IMGUR album. Attach nodes being in screwy places all of a sudden but ONLY for some parts, and the A cockpit having rcs on in the SPH, the third issue is how the hell do I remove a quote box from here that won't go away?

 

PS I don't know how to actually share the imgur album the way everyone else does.

 

Imgur album with odd issues.

Forum hell

Control-right click on the quotation box and a context menu will show up allowing you to delete the quote. Also, welcome to my forum hell. (btw, sometimes when removing the quote as I describe, it becomes impossible to type anything else in your post so make sure you leave some text IN the post to prevent that happening or you will have to reload the page.

Re RCS always on, it's a config issue but I forget what causes it. Just go over the config for anything out of place.

As far as the stack attach node issue, it's just something that happens sometimes and it's not something to do with the parts themselves.

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I'm getting the same attachment problem with the J-type docking port. Interestingly, the streamlined cockpit from the Mark IV mod has the same problem, so it could be a stock issue. If anyone figures out a fix, I'd gladly hear it.

I can't remember: did this mod ever have IVAs? I never really noticed, but it has suddenly become a lot more important in 1.1. That cutaway view is a real sleeper hit :)

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So having an issue I cant seam to figure out what is causing it. When I use the OPT cockpits specifically the J type, as soon as I launch the cockpit launches off the plane and the entire thing explodes. This only happens with the landing gear attached, with no gear the ship is fine. I do not have any moded landing gear only the stock 1.1.1. Please help

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25 minutes ago, OctarineNoise said:

I'm getting the same attachment problem with the J-type docking port. Interestingly, the streamlined cockpit from the Mark IV mod has the same problem, so it could be a stock issue. If anyone figures out a fix, I'd gladly hear it.

I can't remember: did this mod ever have IVAs? I never really noticed, but it has suddenly become a lot more important in 1.1. That cutaway view is a real sleeper hit :)

It used to have some damn nice complete IVA's but K.Yeon decided to scrap them...

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3 hours ago, OctarineNoise said:

Hmmm... And are those separate meshes, or baked into the regular ones? Meaning: how easy would it be to resurrect them from old files? It's got to be better than large black boxes.

Not unless you have the zips for versions prior to 1.6, thats as far back as I was able to find.

 

@Gryphorim - Interestingly enough, the latest version of IFS is complaining that I am using the wrong version of KSP and that I should use 1.1.1, funnily enough its updated to 1.1.1.

EDIT 1: @Gryphorim - seems ksp WON'T update from 1.1.0 to either 1.1.1 OR 1.1.2... That explains my IFS issues I am guessing. Did a delete and reinstall of KSP and it still only installed 1.1.0, that was a waste of an hour.

EDIT 2: Ok. so if you want to update to 1.1.2, you MUST opt OUT of the beta and the game will update to 1.1.2...

EDIT 3: Updated IFS, KSP and still can't fuel my tanks. :(

Edited by stali79
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@Steel Dragon : Absolutely gorgeous spaceplane!!!!

@stali79 : Even the smallest contribution is noteworthy. Hunting down old stuff is not easy. Files get purged, websites go dark, and sometimes your only hope is finding an OCD file hoarder who keeps backup copies of everything. And thanks for the correction, I was mistaken that the mod author was burnt out. However, I did say " real life happens resulting in development grinding to a halt", which indeed turned out to be the case.

2 hours ago, Steel Dragon said:

So having an issue I cant seam to figure out what is causing it. When I use the OPT cockpits specifically the J type, as soon as I launch the cockpit launches off the plane and the entire thing explodes. This only happens with the landing gear attached, with no gear the ship is fine. I do not have any moded landing gear only the stock 1.1.1. Please help

The stock landing gear - especially the small ones - are bugged - badly. This seems to be low on Squad's priority list as there are apparently bigger bugs to squish. Tip: Don't use Firespitter landing gear - they're even worse! Full Firespitter mod + 1.1 = bad things happen!

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52 minutes ago, neamerjell said:

The stock landing gear - especially the small ones - are bugged - badly. This seems to be low on Squad's priority list as there are apparently bigger bugs to squish.

It'll get fixed eventually. Dunno if it's been fixed for 1.1.2 or not, but when they do finally get around to it, they'll release the hotfix which will fixed the bugged landing gear but horribly break something else, requiring nearly every mod author to recompile their mods from the ground up -- especially the mods that are NOT directly affected by whatever is broken.

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5 hours ago, stali79 said:

I THINK its a custom animation/texture and not a model change.

Yeah it is a texture and an animation, but where are these animations stored? In the model file? if yes nothing can really be done unfortunately.

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1 hour ago, Flashblade said:

Yeah it is a texture and an animation, but where are these animations stored? In the model file? if yes nothing can really be done unfortunately.

If you take a look at the Pack that we have updated, look in the 'a_fuselage" folder. in it you will see a file labelled kCockpit_EMM.png by the looks of it that is the texture for the lights turned on. My guess would be to make those other parts light up you would need to make those textures yourself but I have no idea how you would make the part then use the animation.

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29 minutes ago, stali79 said:

If you take a look at the Pack that we have updated, look in the 'a_fuselage" folder. in it you will see a file labelled kCockpit_EMM.png by the looks of it that is the texture for the lights turned on. My guess would be to make those other parts light up you would need to make those textures yourself but I have no idea how you would make the part then use the animation.

Getting the texture itself just requires a bit of Photoshop skill, I can do that, that is the least problem. But all of it would be pointless if the animation to switch is part of the mu file

 

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