Victorsaurus
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Everything posted by Victorsaurus
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Hello! I just found this on CKAN and was wondering if anyone has any pictures of some of the random changes that are made with each new save game seed?
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Hey sorry if I missed this somewhere but does this work with Planetary Base Systems and Pathfinder?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Got a picture? I had a similar idea using KRE Dragon engines but they are not very efficient. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
This thing? Will it work on 1.2? Cause it looks awesome... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Hey how do you guys usually land a SSTO on a low grav body like the Mun? I keep trying to land mine backwards on its butt, then tipping it forward so it sets down on its landing gear. But what keeps happening is that when the butt of the ship touches the surface, or the landing gear touches down, the who thing falls apart. Even with auto-strut and rigid attachments on, and even if it lands at just a couple meters per second. It seems really exaggerated, like the crash tolerances are way off. Is this more of the on-going problems with colliders? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Ok check this out. Just a concept using some Kerbal Re-usability Expansion's "Draco" engines. The efficiency...well, its really not, but it gets the brain working. This would be one awesome VTOL option. Very balanced! Alright, I'll quit posting for a bit but OPT is just too cool. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Yo! Apart from individual B9-style RCS ports, would you also consider doing a radial docking port? B9 had a really great one that opened up and whatnot, I always stuck it on my OPT craft in previous updates. Just a thought, can't wait for the next update! Check out the new boat! Also, I noticed this with the Humpback cargo ramp. Is there anyway to animate it so that its not blocked by itself if it has to be adjusted (due to landing gear)? Plus, when I try to open it 100% when the plane is landed it blows up. Violently. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Ahh see I don't rely on RCS much unless I'm in orbit. LOL at 60%, you're right though I nail my landings pretty well, but I only ever land at the KSC maybe 1 in 10 landings. My Kerbals like to crash in strange and exciting places I guess. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Hey man, what has always worked for me is that when I've set my landing trajectory, I transfer as much fuel as I can to the front of the ship to keep the weight forward. OPT is great with this because the cockpits are usually kinda heavy, or have to option to hold fuel (which I usually do, then lock it and only use it in case of an emergency). Then you add some canards to the front as well, so when you start to enter the atmosphere the weight in the front keeps you from tumbling around, and the canards help your AoA (angle of attack) just enough so that you don't missile straight through the atmosphere at 3000 m/s (oh, what fun!) and also help to keep the nose under control. That's how I do it anyway. Check out the picture of the ship I made just above your post, that's how I usually build my SSTO crafts. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Oh man I love this mod. Here's a picture of a prototype I've playing with. It would be even better with some small individual RCS ports -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Is it possible to replace the stock landing gear models with the OPT gear and keep all the same colliders using Blender? Speaking from the point of view of replacing weapon models in Insurgency, so I'm probably way off. Different engine too. Ah well, its cool to know better landing gear is somewhere on the horizon. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
I can't wait!!! Will you be releasing some RCS parts that are just as streamlined and sexy as the rest of the parts? I did try the Juno RCS adapter part yesterday and its awesome, but having some small individual engines would be great too. Also just out of curiosity, are the landing gear parts still a work in progress or do you guys know what is happening with Adjustable Landing Gear? (the thread is locked). Thanks again for the awesome work you guys do on this mod. -
Hey man your rover garages are too amazing! Sadly, I can't use them. They would be literally the perfect delivery method for my malamute rovers and KPBS base parts but they are just a bit too small. Any chance you could make a 3.5 m rover garage? Maybe also a 5 m one? Just a suggestion, but if you had a 3.5 m one I would be in heaven.
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Hey everyone, I'm sorry if this has been asked before but is there a way to view your altitude info (showing ap/peri, actual altitude, etc etc) while playing? Kind of how kerbal engineer works? I thought I saw somewhere that 1.2 would have that and that it would be enabled in the debut menu. Not sure if that's true but its one of those "stock" things that really should be implemented into the game without mods.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Oh I'm gonna find them all! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Does the Stail science bay not have IVA either? I couldn't get it to do anything. The Juno science bay works just fine. Check this out though, looks sick! No IVA but whatever. http://imgur.com/J3xSDhG You're right on the Kraken and Avatar series. Just getting use to the new parts, its was my bad. This is the texture I was talking about. I just couldn't tell if its complete or not. I'm still using it. http://imgur.com/NeDn7LP -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
http://imgur.com/x7pcHtA Behold the Eagle! http://imgur.com/gdeJzsP Made it to orbit quite well. http://imgur.com/BQPvywP Not the most stable on re-entry...but I kid you not it survived and had to be recovered from the west mountains by the KSC. Jeb and Val needed a break after this one. A couple things I noticed was that for the Stail cargo bays the textures were kind of funny. As you can see the crew also did not show up for whatever reason. The Avatar shuttle also doesn't match its parts, the cockpit is a bit bigger (http://imgur.com/VVMl3Cq) But hey! Its somewhat working which is awesome! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Ok cool. Actually one of the engines I was thinking of is already dual mode so I'm just a doofus. I'm building a ship now! Oh man, so excited. Still have to make sure all my parts have fuel and what not. Would look so much better with adjustable landing gear but those guys are on lockdown it seems until the UN5 issues are fixed. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Just out of curiosity, how would I write in instructions for an engine to make dual mode (atmo & space)? Thinking about do that to the J61 and maybe the Arie -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Dude you're a champ. Now that I see the screen shots you provided I have seen those files before, not sure why they are not there. UltraSearch didn't find it it either. Its definitely something on my end. Tricky problem for sure. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
So in case anyone is having the same problems as I am, just wanted to give an update for a couple things I've tried in order to get ModuleManager to do its job. Under MM_Patches in the OPT folder, you'll see OPT_FS for Firespitter. You'll see a parts patch that looks like this for example: @PART[c_6m_cargoTail]:NEEDS[Firespitter] { MODULE { name=FSfuelSwitch resourceNames=Structural;LiquidFuel;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel,Oxidizer,MonoPropellant resourceAmounts=0;586;432,586;216,293;200,244,60 basePartMass=5.5 tankMass=0;0;0;0;0 tankCost=0;0;0;0;0 displayCurrentTankCost=false hasGUI=true showInfo=true } The trick, I think, is to change the top line to match whatever is in the actual parts file that KSP can read. So where it says "@PART[c_6m_cargoTail]:NEEDS[Firespitter]" I have tried: @PART[c_6m_cargoTail]:NEEDS[Firespitter] @Part[c_6m_cargoTail]:NEEDS[Firespitter] @PART[OPT_c_6m_cargoTail]:NEEDS[Firespitter] @Part[OPT_c_6m_cargoTail]:NEEDS[Firespitter] The bottom two are important because in the parts folders, like for this part for example, it says "OPT_c_6m_cargoTail" And anyone who has tried to move anything around knows KSP is big on having every little letter and space just right (even whether it should be lower or upper case, at least in my tinkering around). So basically every part with the exception of some engines and the wings are preceded by "OPT_" then the part name. stali79 helped me figure out that copying the MODULE instructions down and pasting into each respective part will work, but it is time consuming. (I've only tried it on a couple parts as well, so for all I know that could be on the whole wrong.) So I'm just trying to get the ball rolling to see if someone maybe figures out so weird little detail preventing module manager from looking up the parts properly, to make the process more efficient than copy/paste. A big part of this is I seem to be missing some MM files that I need to delete, and cant because I don't see them anywhere. I'm gonna get this figured out lol, not going to let my favorite mod down. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
Yeah I wasn't sure if you'd be able to. Dropbox kept uploading it as .ini and not as a text file. Like I said I'll keep messing around with it. At least we did figure out a solution, even if it is time consuming with lots of copy/paste. My MM just needs to get its act together lol As always thanks for you help! And thanks for keeping this mod going. It literally is my favorite mod, makes the whole game worth all the frustration that sometimes comes with it. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
So I did find a log, not sure if its the one you need, let me know. I will keep looking for KSP.Log (this one said goglog) https://www.dropbox.com/s/2472qa1qjfaz8po/goglog.ini?dl=0 I also cant find the various MM files I need to delete so I will keep looking for those as well. I did find that copy/pasting the FS patches manually... Works! It will be super time consuming to do it that way though. Gonna keep playing around and looking for what you told me to find. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Victorsaurus replied to K.Yeon's topic in KSP1 Mod Releases
I'm glad I could provide some good info! Alright, so dumb questions: How do I find the actual KSP.Log? I'm gonna check the link for submitting help logs again but I think it only mentioned the output log. (EDIT: It actually says specifically not to use KSP.Log for missing valuable data?) Where do I find the files to delete in Game Data? My module manager just shows up as ModuleManager.2.6.25.dll, and none of the other folders have those files. (right now my Game Data only has: CommunityResourcePack, Firespitter, InterstellarFuelSwitch, OPT, Squad, and the .dll) I see the patches and fuel configs in the OPT folder, so would I just copy/paste where needed?