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K.Yeon

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  1. Good afternoon, will there be update of mod OPT to version 1.4.3? I am having an unknown problem in version 1.3.0, any part I choose as a booth becomes inactive and blocks not only its use, like any other part of any other mod, as well as the OPT parts themselves, the solution I found is loading another so just return to normal. This is not normal.

  2. anyone know how to manually update this mod to make it compatible with v1.4.0 ?

  3. You guys are absolutely right it was a spelling mistake by me... I guess because FAR 1.3 update came out a abit late so no one was using it until now. I corrected the spelling mistake: https://www.dropbox.com/s/tugtcgziz7pv35z/OPT_FAR.cfg?dl=0, old post link also updated, let me know if there are still problems. I will be adding the patch inside the mod .zip file once OPT updates again, i still don't have much spare time these days, but i am working on something:
  4. Like JadeOfMaar said the H fuselage is just few parts that complements the K fuselage. I didn't make a cargo bay for it because H fuselage doesn't have much volume, as it has the same height as the Mk2 fuselage. I don't really like making parts that have the same functions of a stock part. if you want to make the part your self, i guess you should watch something like this tutorial: https://www.youtube.com/watch?v=7hRJ1qI8uoY. Once you understand how it works, you can import the OPT models using .mu import addon for blender, and make the adjustments you need. But at that point you could probably make your own mod which is always fun to do If you need help just go to addon development and ask a question
  5. Yes i also use pilot assistant, it's very relaxing to fly an airliner with it i put a link for it under "must have mods" Update: The mod is uploaded to curse for now, not sure how long it will take!
  6. Thanks for the comments! I originally intended to do this but i didn't like how some parts start to glow a bit red as soon as i fly close to mach 0.6-.7, making the plane look like a hot iron. UPDATE: I finished the IVA today: The IVA instrument is going to rely on RPM and ASET props. It isn't accurate to real airliner at all, but it's pretty functional. Hopefully if @DeputyLOL comes back he could make it into a much better cockpit like his mod. Then i flew to north pole to do some science! Had a nice view of the sun rise It was quite enjoyable and relaxing flight i must say, especially with mod like scatterer. Just need some more minor tweaking, should be ready for download in 24 hours!
  7. Sorry i only did a little bit of testing on another computer which has the 1.2.2 install. My current computer is running ksp 1.3, and believe it or not right now i do not have the internet luxury to re download ksp 1.2.2 (at least not for another week), and do more testing... FAR SUPPORT: If anyone is willing to try this patch you can download it from : https://www.dropbox.com/s/tugtcgziz7pv35z/OPT_FAR.cfg?dl=0, Place it in GameData/OPT/mm_config/ folder. But since FAR config file isn't affected by the ksp updates, i believe it should be perfectly fine. Let me know if there is a problem with it, Thanks!
  8. Features: Introduction: This new mod introduces 7 airliner related parts (for now). All parts in this mod unlocks at [aerodynamics] tech, as well as the stock aeroplane control surface. So you could get a working airliner early in the game if you somehow unlocks advanced landing. However all parts in this mod is not heat protected! Going beyond Mach 3 will spell doom to your crew. If you build an airliner out of stock parts it cost about 200,000 funds, and looks very strange with shuttle cockpit and unnecessary weight. With the airliner parts it cost 55,000 funds and 20t lighter The biggest issue of this mod currently is the crew module doesn't have hatches to allow EVA through portrait, and the cockpit only have 2 seats, which means you only can EVA 2 crew at a time. This is going to be ridiculous for a airliner that carries 80+ Kerbals. I'm going to have to figure something out, perhaps i will be making a longer version of the mk3 crew with hatch in the future. But for the moment perhaps EVS mod will help! Bundled mod: Module Manager v2.8.1, by sarbian Firespitter Plugin, v7.4.X, by Snjo IVA required Mod: (no longer bundled) RasterPropMonitor, by Mihara, MOARdV ASET Prop pack, by alexustas Must Have Mods: Kerbal Foundries, by Lo-Fi/ShadowMage [contains Adjustable Landing Gears which are much better than stock landing gears. Two of the pre-built craft requires this.] Pilot Assistant, by Crzyrndm [can be used as auto pilot to maintain your heading, altitude and speed for long trips.] Janitor's Closet, by linuxgurugamer [some parts of this mod look exactly the same as stock parts. Use this mod to avoid confusion.] Supported mod: Connected Living Space, by Papa_Joe Ferram Aerospace Research (FAR), by ferram4 Installation: Simply drag the content of the .zip file into your KSP install directory. Then check the GameData folder, make sure there are no duplicates of ModuleManager.dll. Download Links: Credits: Original Creator: @K.Yeon Some part contains Squad Assets. Support this project if you like This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  9. Bro.... it looks like you use tweakscale on those engines again haha. Those ARI engines looks much smaller than 1.25m diameter. So it's the exact same problem as before with tweakscale, which i cannot fix. If you found another problem just try it with clean install first. If it works with clean install but not with some mod, probably the best figure it out by uninstalling mods one by one until the problem is gone so you can report exactly what mod is conflicting with OPT.
  10. Patch 2.0.1 Nothing too significant, just some balance for career and science game play. Isn't really needed if you are happy with your current game play. Note that if you are playing a science or career game play, your existing in flight craft will not be affected HOWEVER crafts inside VAB, SPH may show as "this craft contain invalid or locked parts". You need to research relevant parts in the tech tree to unlock them again. Sorry for the inconvenience. Major nerf to all OPT RCS parts, they all have specific impulse of 350 (down from 550) and requires electric charge. If you have CTT, all OPT engines other than j aerospike will be in the Experimental aircraft engines Also fixed the bug where any parts attached to the vertical node of J deployment bay doesn't get shielded. Detailed changes: Download links: https://mods.curse.com/ksp-mods/kerbal/225018-opt-space-plane-parts-v2-0 https://spacedock.info/mod/1028/OPT Space Plane At least one of the links should be working. Thanks!
  11. Thanks for that! Indeed it's a bug, to fix it, go to: OPT/Parts/main/j_3m_depBay.cfg go to line 61, change the LAST "node_stack_top" to "node_stack_connect01" node_stack_top2=0.0, 1.5, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2=0.0, -1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top=0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom=0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 4 node_stack_connect01=0, 0, 0.8, 0, 0, -1, 1 then it should be fine. I spend the last couple of days play through a career campaign with couple of mods, and i think OPT parts still need some minor balancing. Especially the new RCS ports, i was using them on a mun return capsule and 4 of those OPT rcs was all i need to get a small craft home, that's definitely over powered haha. So ill be making a patch to adjust those along with some tech tree adjustments asap.
  12. oh i just realized those engines are tweakscaled, i think what shadowmage said here is probably relevant: So im guessing tweakscale hasn't changed that aspect since then, which means the game still think those engines has the same drag cube as before they were scaled, which is outside of the covering range of the j deployment bay.
  13. Thanks! Starwaster is right, go to the debug menu, under aero, check the box "display aero data in action menus". now right click the part during flight. I just tested this it seems theres a bug with cargo bays, OPT or stock, it would say items inside the cargobay are not shielded, however they don't have any drag. I guess due to this, the aerodynamic fx is present for those parts inside a cargobay. EDIT__________________ I made some screen shots to show you guys what i mean:
  14. OPT 2.0 is up! https://mods.curse.com/ksp-mods/kerbal/225018-opt-space-plane-parts-v2-0 https://spacedock.info/mod/1028/OPT Space Plane (link might have delays) Changes and Bug Fixes: Added several new RCS parts Added IVA for J science lab and H crew cabin. Fixed JSL, JHT, JQS and KSP IVA windows (was 100% transparent). Changed KH cargo/fuselage's inner node upward by 0.61, so it's centered for 3.75m parts. Further reduced lifting body lift value by up to 10% Cockpit and nose part's lift value reduced by 40% Fixed h fuselage's lift value (reduced) Applied all previous bug fix patches (missing h fuselage fuel and missing tech) Fixed base mass value for MFT (set to -1) Nebula engine(2.5m engine)'s Centre of Mass shifted forward by 1.5 (since the engine's main body isn't modelled) Added TACLS for h crew cabins If any new bug is found, report right away! Also as the version number 2.0 suggest, this marks the end of OPT development, i won't be adding anything new any time soon, but i will be keeping OPT updated. Thanks! Also is it possible to move this entire thread to add-on section?
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