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KSP2 Release Notes
Everything posted by K.Yeon
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
For OPT wings, i use liftvalue=z*0.284, (z is the topdown projection area by the part) This is the same calculation as stock wing parts. For OPT J parts, i use liftvalue=z*0.284*0.35, because the fuselage is curved it's less effective at producing lift For OPT K parts, i use liftvalue=z*0.284*0.55, to be honest i wanted to use 0.80 because i often think the k parts is just a very thick wing. But i used 0.55 to make them more usable ingame. If you have a better way of balancing the lift value please let me know. Because this model isn't 100% accurate, but for that matter stock aerodynamic isn't 100% accurate aswell, so i think the current liftvalues does make sense. When you said you can't build aerodynamically stable craft, i assume you mean your craft's CoL is always in front of CoM? This is very common because most of the engines are very heavy compare to the fuselage, causing the CoM to shift behind. The easiest way to fix this is give your aircraft large delta wings, just take a look at the prebuilt OPT aircrafts, all of them are pretty stable. You might ask why this problem isn't obvious when using stock mk2, this is because the mk2 fuselage is very small relative to the stock wing parts, so most people automatically add more wings to their crafts, and the lift produced by the wing overshadows the lifting body lifts. If you have a mk2 design that's aerodynamically stable, scale the wings and engines twice as large (using tweakscale), and replace the mk2 fuselage with J fuselage, i can guarantee the new craft is also aerodynamically stable. But like i said before, if anyone knows the correct way (stock way) of balancing lifting body parts im always open to change to a more accurate model. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
I tried this when i first made those wings but it doesn't work because the control surface doesn't get mirrored the correct way The current configuration is the only way it works... perhaps i will re make the wings to make them easier to attach in the distant future. OPT is simply a parts pack, it doesn't causes crash. Without a log, i can only suspect it maybe caused by outdated firespitter or RPM? Post the last couple of hundred lines of the ksp log file (Steam\steamapps\common\Kerbal Space Program\KSP.log) right after you encountered a crash, it usually tells the cause. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Download these 3 files: k_3m_tricoupler.cfg k_3m_tricoupler.mu k_texture_2.dds and place them in: Kerbal Space Program\GameData\OPT\Parts\main\ replace the original files. These 3 files definitely works, if this fails to fix the problem, i really have no idea what caused the problem... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
For pre 1.8 textures if i remember correctly they were exported as png files, and converted to dds by a simple program (i think it was DDS4KSP). It caused the texture's quality dropped even more.. Let me see if i can find the old psd files for the legacy parts, most of them should have separate layers for colors and panelline details, so you just need to change the color layer without needing to invert the panellines (which looks abit strange). -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
is that the only part appears pink? the K tri 2.5m part shares the texture file "k_texture_2.dds" with a few other k parts. parts becomes pink when the texture is missing, which means all of the sharing texture parts should be pink (jk adaptor 3m, k bicoupler and k cargo bay). if that's not the case, you might of misplaced the folders, just try re install or you ran out of ram? unlikely if you have 4gb+ ram and using ksp64bit... -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
K.Yeon replied to Nertea's topic in KSP1 Mod Releases
OPT had this massive drag problem last patch as well. It was fixed by making the cargo bay's custom drag cube same as if the part is solid. When game makes the drag cube calculation (the one it puts in PartDatabase.cfg) for hollow/cargobay parts, it automatically made the cubes Y face have less area (to reflect the hollowness) but for some reason in order for cargo bay drag to be correct, the custom drag cube have to be 'solid' for it to work. If you take a look at mk2 cargobay, it's custom drag cube is almost exactly the same as the mk2 fuel tank. hope this helps! Edit: I just saw: "Even just forcing the drag cube to be the same as the fuselage doesn't seem to work!" I remember the depth factor in the drag cube values is very important, if it's not correct it will mess up the whole drag cube... For some of OPT hollow parts, i made solid model of the hollow part, and used it to get those values. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
ok, that makes sense thanks for suggesting it! i will re post a new one once im done with the new update. Due to real life stuff i haven't got the time to focus on modding... For 1.9.3, i still need to finish mk2 cockpit's iva, but since it's already super late, i think i will just make you guys wait a little bit longer and i will combine 1.9.3 with 1.9.4 (with the new KH parts and a few more J adaptor parts) and make it a big update. I also heard some version of FAR is working with 1.2.2 so i will include a patch for FAR too. But once this is done, i think i will just call it OPT 2.0 and OPT will enter maintenance mode once again because im unsure how much effort i can put into this once my full time job begins (in two weeks time). But i will be around for compatibility patches when ksp updates, and adding new parts when i find the time. Thanks for everyone's patience. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
I don't think i will add robotic arms, because i will have to write a plugin for it to work. Besides, there are really good robotic arms parts out there already, take a look at this video: But if is just a simple extendable docking arm then it's totally possible to be added later! The deployment bay is mostly used as a small cargo bay that can 'deploy' small satellites and escape pods. But it's also useful for mounting things like engines(for vtol), 2.5m diameter communication dishes and science stuff. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Theres a fix for the k cockpit light on the first page of this thread in the "bug fix and extra download" section. Perhaps you missed this post: The 'KH' profile is designed to have the 'H' type fuselage on top of existing 'K' fuselage. The H fuselage will have a science and crew tank but not for K fuselage it self. This is planned to be added in 1.9.4 (after next update). There will also be a 'K' type part that allows your kerbal travel from bottom of the ship to the top of the ship where then it can access the airlock on top of the cockpits. But i decide to not make a k inline ramp part. Thanks for that information, my best guess is simply because OPT did not have any support for ConfigurableContainers. If you take a look at folder GameData/OPT/mm_config, you can see a list of mods that OPT supports (MFT not working i will add fix to OP). Anyway, one of them is OPT_Resource_Defaults, it activates when firespitter is disabled making parts start with just LF and Oxidizer. For now, just wait till this weekend for the update, is possible i will add support for ConfigurableContainers. ^^^EDIT @Somtaaw I just downloaded configurable Containers, It doesn't seems to have any problem. Configurable containers converts the volume directly from firespitter fuel switch options, so it should be just a imagination that it's under fueled. Also you might of missed, that if you have both Liquid fuel and Oxidizer, and delete oxidizer, you need to click the volume button to 'edit tank volume', and click +0.25 to max it to get the 700ish pure Liquid fuel number. Progress update: The phoenix cockpit IVA in 1.9.2 is not only empty it also have horrible clippings. But do not worry because almost the entire IVA is has been revamped, and i can feel it, it's going to turn out great! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
just drag the downloaded zip file in your game directory (same place as ksp.exe) and right click extract here. Otherwise you can use ckan -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Let me know what you come up with! t's always good to see what other people think instead of writing one my self (i haven't use CTT yet), so i can have some reference at least -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Thanks @TheKosmonaut, This thread now functions as a temporary link for OPT forum link on curse/spacedock. Also for anyone who wishes to report bugs and make a comment on OPT in general. -
or the kraken!
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For ModuleLiftingSurface, especially in the wing parts, i know the stock deflectionLiftCoeff is calculated by the area*0.284. But how is the dragAtMaxAoA and dragAtMinAoA calculated? the drag at max AoA for wings seems to never go over 1, so does this mean it's a multiplier of some sort? Also if you look at stock's big delta wing, and the aeroplane main wing, both have different surface area, but have the same dragAtMaxAoA=0.6 and dragAtMinAoA=0.0, why? If anyone know how these values work, please let me know! Thanks!
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
There are only 3 craft files included, the OPT BalariV SSTO, OPT Kannam II SSTO, and OPT ATX-95 Experimental Jet. All of them is created with OPT v1.9.0 parts and stock, nothing else. -
Hi, i just saw this post and realized you were using the mk3 mini expansion cockpit. I would gladly help you with a new exterior thats more like a airline cockpit: http://i.imgur.com/vrTfDXV.png, it was planned my mod's release but i never find the time to do the interior. Just message me if you are willing to work on it together so your previous internal can match with the new shape. Btw is there a forum link to this MAS system? im interested to see it also!
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Hey everyone, just letting you know i created a new OPT page on the addon release section: This forum post will still remain open until stali creates a proper page for OPT legacy! Thanks for all the comments and support on this forum page! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
thanks! At some point this year, i seriously thought of just abandon this mod, but in the end i couldn't do it not only because it's something i really enjoy doing, it's also being enjoyed by many. And those encouragement and compliments i got over the years really kept me going. I also just really hate to leave something unfinished... I created this mod originally to suit my own style of playing ksp with my own sense of what is good modelling. Previously i abandoned lot's of parts, and kept changing things. I know lot's of people hated it, but the primary goal of this mod is to be "stock alike"/ "SpacePlane Plus alike", past versions just haven't achieve this in my opinion. But I'm really happy with how the upcoming 1.9 is turning up, so yeah i think is time to put this in the release forum once 1.9 is done! Putting talks aside, here's an dev update: So far me and the testing team have gone through 2 test versions of 1.9, many bugs and stuff have been updated. As of today, i am finishing the modelling of all of I, J and K parts and will begin to complete IVA parts. Everything is still on schedule for end of the month update. Here are some ingame screen shots so far: Note that i decide to postpone the Mk2 engine (both of them) and the drop tank to the next update (v2.0). I have a good concept of what they should look like, but i think rushing to complete them just won't do any good. I also want to say i got lot's of new parts planned for the 2.0 (perhaps the final) update for this mod -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
This is right for the case for the C wing. But the main reason is that the stock module (code) for combined wing and aileron is bad (it was when i made the wings and im pretty sure it still is the case). Let me explain: ^This is the correct model for the wing, when aileron move, the CoM of the wing (placed at CoM of the craft) act like the center of a seesaw causing the craft to pitch up or down. KSP simulates this perfectly when the wing and aileron is separated. ^This is the current stock model for combined wing and aileron: both lift from the wing and lift from the aileron is applied at the wing's Center of Mass. So when the aileron move, there won't be any seesaw action in this case (where CoM of the wing is the CoM of the craft). So for wings such as the stock Big S tailfin which has it's aileron half way through the wing it's perfectly fine. But for OPT wings where the wings are much longer with it's ailerons sitting at the back it can cause problems. Some problem this have caused in the past: The aileron moves in the opposite direction if the wing's CoM is placed more forward than the craft's CoM; Planes won't take off because of the case described in the picture. Until the stock code is fixed, separating the aileron and wing is the best option. You can observe this effect if you press 'f12' in game for aerodynamic overlay. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Yes the phoenix cockpit wont be abandoned, in fact it's my personal favorate design! Yes this is exactly where i am working towards! The duplication occurred when i created the newer version of J and K fuselage while not completely finished with converting old parts to fit the new fuselage. The next update i aim provide a 'clean' and optimized mod with most of the old parts converted to newer versions. That is a good design you got there! [Dev update] Everything is going well and on schedule for the update at end of this month. This week i completed the conversion of all the J fuselage parts: As well as improving the old OPT's Mk2 cockpit to have new look and better views from IVA: Will be aiming to finish the 2.5m cockpits, K parts and IVAs next week, and some balancing and testing on the final week! edit: mk2 cockpit in action! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Thanks for the suggestion, ill keep it noted! I had plans for very short J and K adapters in the past but forgotten about them I will be making mock up models and discussing about suggested new parts after 1.9 update. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Hi everyone, I been away for half a year due to work, but I am continuing the development of this mod again! I hope this announcement will help everyone to understand where this mod is going: The next update: In next update (v1.9), the biggest change will be separating this mod into 2 packs: the legacy pack (stali, avatar, humpback and other pre 1.8 parts) and the main pack (I, J, K and some mk2 parts). The main pack will most likely get updated and new parts added in the future. The legacy pack will only be maintained by me and other forum members, it's main purpose is to help the transition from 1.8.5 to 1.9 so player's game will not break. Textures: V1.9 will also be another major texture update. Thanks to squad releasing some of the source files created by porkjet, this gave me some insight to how the stock texture was created, and I am going to apply the new textures to the main pack. This is the new J-QS cockpit in unity: Parts: Quite a few parts from stali and avatar parts will be remade into the main pack, this includes: J-QS Cockpit J-Service bay (originally called drop bay) Drop tanks (small and large) Large turboram jet Mk2 turboram jet Mk2 cockpit I-LS cockpit Note: their old version will remain within the legacy pack, so when you download both pack, you will still have the old versions. I'm also excited to introduce a new part called the J-Deployment bay, and on top of it, the J-Large docking port (for 2.5m only): The deployment bay is intended to deploy small probes and escape pods. It's also perfect for housing satellite dishes and engines for VTOL: And with identical look on the outside, the large J Docking port: A few but powerful RCS thrusters will also be added in this update. The humpback parts will be on hold at the moment and staying in the legacy pack, when I find the time I will also be remaking them and integrate it into the main pack. And finally, I also have been working on the IVAs for this mod, so expect to see all crewed parts have IVA, but keep in mind it will only be for decorative purpose, for RPM and other working instruments will need wait abit longer. Release Date: I expect to release this update at the end of this month. Could be earlier if everything progress well. Regarding to compatibility: If you are using OPTv1.7, sadly all the parts have been renamed and won't be changing back, therefore you must start a new game. If you are using OPTv1.8Test4.01, there should be no problem updating it to 1.9. If you are using OPTv1.8.5+ from spacedock, updating will require you to download the legacy pack as well as the main pack, but there won't be any game breaking. Others: Another thing to keep in mind, I will be changing the fuselage name back to 'J' and 'K' instead of Juno and Kraken. And in future, the Humpback will be renamed to 'K+'. This is for no particular reason other than my preference. Lastly, I know many of you will be suggesting new parts for this mod, but at this point, I will only be taking note of them, because I wish to focus on finishing the 1.9 update. I hope this update finds you well, Thank you all for being very supportive and patient with this mod so far! And Thanks to @stali79, @Starwaster, @Spanksh, @M_Ouellette, @Stone Blue , @Winchester , @Mycroft (sorry if i missed anyone and please let me know) for helping to maintaining this mod! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
@Starwaster @M_Ouellette @Jimbodiah @ ...everyone who is interested in this mod... Hi guys, I must apologize for dropping out on this mod so suddenly. I been really busy irl, after graduation i thought i was free, but i received a job offer over seas, and i been oversea ever since. I only brought with me my working laptop (more like a tablet), so I really don't think ill be able to find the time to work finishing the iva and other parts for this mod again until November...even that i cannot guarantee. I really feel horrible to come so close to finish this mod but didn't. I also noticed 1.1 is finally getting released soon, i don't know how much can i do with only tinkering with the cfg files...hopefully it wont require me to do anything. The 1.8 test release if i remember correctly had no bugs in 1.05. So ill just renew the dl link using dropbox. The problem with this version is lack of parts from previous version, and lack of mod supports. Since November is such a long time, i guess you can just assume this mod is abandoned till then. So i will be uploading the .blend file and .psd texture files available for modders to download if they wish. I can't upload the unity assets (like fx particle effects, colliders and airlock/ladders) because i don't have the unity files with me. But any experienced modder would know what to do. Ill include as much documentations as possible so people can understand my messy work, and ill put the links in the front page once this is done. Edit: To correct Starwaster, the 1.8 wasn't intended to work with 1.7 because the fuselage size was different. And it also may cause bugs because some cfg file may have different name for the same part name. so yeah.. dont install together. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
________________________________________EDIT_______________________________ DOWNLOAD: http://www.This website cannot be used on these forums/download/89rjm37bmff6l4t/KTAVCockpit.zip I still question it's looks because for the original valkyrie shuttle it self, it looks great, but as for player built spaceship, not so much as the new k cockpit i my opinion. And for somereason the forum no longer support mediafire links, ill have to switch to something else soon... change the "thiswebsitecannot...." to media(nospace)fire.com -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
thanks, i made a mistake in the config file, the closedPosition should be set to 0 not 1. Thank god is a simple fix xD ohh, i didn't realize! ill change that asap I don't think so for now, because theres quite alot of changes and it's not compatible with the v1.7, i will probably need to message the ckan team for that. It will be avaiable on ckan after i finalize everything, unless ckan decides to put it in there before that! Ok ill add MFT support for the next update. shcramjet is a real concept! but the game model isn't accurate at all,, it just looked cool haha, thats why i add the word "advanced" and yeah i seem to reverse the fuel capacity between those two. I lessen the fuel for all the parts because if i add the full amount, is very likely the plane will not take off! The amount of fuel is also calculated base on mk2 parts which i think is adjusted for aircrafts instead of rockets