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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
is out now I fixed this thanks to nertea, it was fixed by replacing the convex mesh colliders with box colliders OPT 1.8 test release 4: http://www./download/479n9nm72b5reru/OPT1.8testV4.01.zip the 3 engines added. the ARI engine is tweaked to have greater ISP within lower atmosphere. the 2.5m engine have similar properties of the old mk2 engine (which was overpowered and more suitable for a 2.5m sized engine) the Dark Drive remains the same. Bug fixes: ramps are now kerbal walking friendly setting torque breaking forces to 550 to most parts and 850 for cargo ramps to avoid breaking upon spawning. Balanced Tech and Cost for the wings now with 5 test crafts This should be everything for now, ill be working on the IVA and working props (for RPM) for a few weeks, during this time i might add some kind of docking ports and adjustable hatch with stairs for testing. The final version will have supports for many other mods, the currenly planned ones are: EngineLight, CTT, CLS, RF, Interstellar Fuel Switch and FAR If there are any other mod that you would like to suggest please do so -
[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
It was changed because i wanted to be able to fit 2.5m parts inside a J cargo bay. I know it's inconvenient for many people that used older versions of OPT, but i really think its much better this way. The main reason made me change that was because i wanted to fit a ISRU unit inside my plane It has been an issue ever since i made a cargo ramp :| i really have no idea how to fix it unless squad hidden some kind of unity tag for collider that allows kerbals to walk on it. Yes! ill remake the experimental cargo bays once im done with the base pack, thanks for reminding me about that haha i nearly forgot about them. Im not too sure about making a double sized and half sized cargo bay yet because i think 6m for k and 4m for j is the optimum cargo size already. The main reason i won't be adding gimbal to the aerospike is because aerospike of that size shouldn't have moving parts, and it's gimbal should be controlled by the thrust difference between top row and bottom row, and this mechanic is difficult to create... I use mk4 pack also, although it looks like a very cool part but i haven't find much use for it. Mainly due to the ksp camera angles.. I find it much easier just use a cargo bay so i won't be adding a part like that any time soon.. Heres OPT 1.8 test release V3: https://www./?n4ra69z3ftrv09a Install this new version V3 you should delete the old OPT folder. Or extract the zip file inside your ksp directory and select replace all. The fuselages are tweaked so they are slightly lighter than before, and i also rounded off the long numbers for mass and lifting coe. Otherwise everything else is still the same. I finally finished balancing the wings. Their node placement probably still require a little bit more tweaks but they works much better than the wings before. The only downside is you are required to place the elevons onto the wings by hand, which can be a bit fiddly some times... You can also take a sneak peak at the new J cockpit internal, is about 50% finished but it's the general direction of what kind of IVA i want to have for all the crewed parts. Ill upload test release V4 later today with the engines, they shouldn't take as long as the wings did. Regarding the docking port, im planning to make one that can be radially attached while looking streamlined. 2 new test ships are added and the repulsor from V2 is adjusted so it flies better now. If bugs are found please report back ill try kill them. visit this http://forum.kerbalspaceprogram.com/index.php?/topic/47818-basic-aircraft-design-explained-simply-with-pictures/ if you are having difficulties flying your plane! ill be back later! -
[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
Sorry if i disappointed anyone i think i drank too much i slept alot xD sorry for late reply, you can read up on this: http://forum.kerbalspaceprogram.com/index.php?/topic/47818-basic-aircraft-design-explained-simply-with-pictures/ It gives you a really good idea about planes and balance. If your plane flip upwards and over, it must had it's center of lift forward, the stock jet engines are pretty heavy which can cause that when you place more than 4 of them at the back, so you must try designs that balance that out (like delta wings). In 1.8 i tried to balance using the datas from drag cubes generated by the game it self, so the parts have pretty accurate balancing already. Thanks for the fAR configs! i don't use FAR alot since it drag down my fps so is always great to have someone help me on that! Development updates: I haven't really being slacking off >.> i been trying to solve 1 problem! the wings with control surfaces. The stock module for those part just doesn't work well because it places the lift force and control surfaces place at the same place which produces inaccurate behavior. In short, i tried alot of different method and it just doesn't work... i cant find the code for it as well so making a new script is really really difficult for me. So in the end i had to separate the elevons from the wings. So is going to add extra 7 elevon parts until a fix is available... Those larger ones should be a good fit for K fuselages. I will upload another test version with the wings and engine in a day or two! Thanks for the patients haha and happy new year -
[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
@RedParadize @Starwaster and anyone willing to test the fuselages: http://www./download/40o4dk7ll6jbvoy/OPT1.8testV2.zip This only contains the fuselages! Mainly needs test out if theres any bug with stock aero, texture glitches or mesh glitches. Meanwhile ill work on finalizing the other things like wings, engines and the iva Everything in this pack will be remained as it is in the release, so you can add them into your main game. But it doesn't work with OPTv1.7 or the test release 1. I included 1 craft file that requires Adjustable Landing Gears: spoiler: it flies really fast! it can reach 70km with the 8 whiplashes Install by unzip into the ksp install directory, bundled with newest moduleManager and Firespitter.dll -
[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
@Balto-the-Wolf-DogI think the model looks nice! But i think you should ask about textures in the modelling and texture discussion. Recently a new thread by cxg : http://forum.kerbalspaceprogram.com/index.php?/topic/127093-texturing-uv-mapping-megathread-share-your-techniques-and-tricks/ to help you with texture! i personally tried to follow captain kipard's intermediate texturing guide when i started to mod, and the first few models and textures looked worse than yours! you can see the screen shots in the early 1 or 2 pages... But it's a very solid texturing guide! you will definitely becomes better with more practice. my advice (photoshop) is use line tools with antialias on to draw the panel lines, then duplicate and gaussian blur them. And just experiment with the opacity and layer options. also use line tool to outline the important parts like window frame and other features. but most importantly you will need a solid uv unwrap to work with. So use mirror modifier if your part is larger than mk2 parts. Sooner or later you are going to create your own ways making texture, thats probably why every mod's art style is different because every modder creates their own techniques. -
Hi, i probably missed a thread but i couldn't find an answer to this: MODULE { name = ModuleAnimateGeneric animationName = Mk3CargoRamp startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } As you can see most stock animation (cargo bays/ cargo ramp) are reversed, i say its reversed because it's animation starts from deployed state and end at retracted state. This works flawlessly with the deploy limit which put the limiter at the start of the animation. However many of the mod parts i made with cargo bays have animation that start from closed state and end at open state. So when the deploy limit is set to true, it puts the limiter at the start of the animation which limits how much the ramp/cargodoor closes instead of how much it opens. I tried to set the revClampDirection, revClampSpeed, revClampPercent to opposite value but they don't seem to do anything, Is there a option for ModuleAnimateGeneric to reverse the "limiter"? or i must reverse the entire animation....
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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
Wow i really like this! Im going to try out this design my self and if it flies well i probably will added it as one of OPT's sample crafts under your credit! Definitely sometimes next week, and if everything went well, this sunday! This is probably the last progress update for OPT v1.8, or maybe jump straight to 2.0 anyway i lost a considerable amount of modding time to a game called Elite dangerous which was on steam sale.... i just couldnt control my self XD The k cargo tail took longer time than expected, but im happy with the result. It should be much more functional than the current one. I also took the time to re-design the cargo internals. Now all the modelling and textures are done, all thats left is to import everything into the game and some tests! -
[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
[quote name='Starwaster'] Also, it has layer, which you should set for the docking port part. layer = 0 for one, layer = 1 for the other (lights, docking port) so that they can both animate without one stopping the other or causing the other to revert.[/QUOTE] ok thanks! thats awsome news for modders! -
[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
[quote name='Starwaster']Pretty sure the entire ramp needs remodeling. I patched the opt ramp and it's not enough. The way it unfolds just isn't right. There's no where in the animation to stop it that looks good and it collides with the runway if it's too low.[/QUOTE] I should ask nertea if i could use his module adjustable cargo ramp once the remodeling is done. Anyway, this dev continues! Heres a sneak peak at engine remodelling: top is the ARI engine, in the middle is a new 2.5m engine (probably runs on dark goo?) and the original dark drive with better model and hopefully better texture. I haven't made any progress on naming these engines because im not good with acronyms so feel free to suggest any names. But you dont have to suggest name that must be a acronym because im thinking of naming the large one 'Lotus' because of the look [IMG]http://i.imgur.com/R2K1ueL.png[/IMG] There are still quite alot to be done but ill be allocating most of my time this week working on this mod so optimistically OPT should be at release status at end of this week! And hopfully it will fit right into the new forum's add-on release section :D Another thing i want to mention: many of you probably tried the 1.8 test version, in my opinion the bulged K fuselage for some reason doesn't look as good as the flat version. I can't explain why but it just doesn't feel right. Even it's very useful carrying 3.75m stuff but i decide to revert to orginal K fuselage. I want to prioritize look over function :P. But for those who already gotten use to the bulge, don't worry ill link it as optional download so you could have both. Lastly, ill keep the number of cockpits of OPT down to 3, 3 for each type: [IMG]http://i.imgur.com/z9VItzV.png[/IMG] Yes thats the design of each cockpit i FINALLY decided to use... The reason for this change is i want to keep the OPT MAIN files as lean as possible, i will use 4096x4096 sized texture for maximum efficiency so the whole mod should stay under 50mb. But again, ill add the other cockpits as extra downloads. On the design of the k cockpit above, i kind of made it a continuation of the j cockpit, you can see the resemblance. I decided on this design because it gives a very 'space plane' look, also even k fuselage is very bulky this cockpit makes it look streamlined and it's cockpit will give a much better IVA view. Overall It just feel fit much better with the OPT pack. edit: And yeah, when they light up they will create this smily face every time XD Thats all for now! -
[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 going to be 1 or 2 month before i can spend time on modding again, so heres OPT test release v1: https://www./?74krl6sirrk61k9 Is includes most of what ive done so far, and there are things that are not yet finished. But i have completed it at a state where is pretty stable and without bugs. (not FAR compatible) If you dislike imcompleted work, you can simply wait abit longer because it will be done:) But if you are want to be a early test pilot for these parts you can now! DO NOT use this pack with OPTV1.7 because it will mess up alot of things. So you should installed it to a separate KSP directory (or backup your current game) Installation delete old 'OPT' folder, and just drop the GameData folder into your ksp directory -Firespitter.dll (plugin) is now included with the download again, as well as MM 2.6.7 -All OPT parts have their lift and mass and fuel autobalanced (tell me if you think any parts are not balanced) -There are now 4 Fuel Switch tank options: Empty, LF, FULL LFO, HALF LFO and Balanced -New textures and new models on many fuselage parts -added some IVAs -J and K fuselage models are remade to fit 2.5m and 3.75m parts. -J and K crew modules -the explode on runway bug should be fixed. -RAM useage is pretty big currently -no experimental cargo bays -only few IVA implemented If you have a suggestion or question heres a list of things already planned: -RPM support -IVAs for all crewed parts -support for CTT, CLS, RF, FAR -reduced texture pack with .dds format -revamp wings -RCS block -jxwb(they are not added yet because of some animation bugs) -j twin rocket -j, k experimental cargo bays -jQS cockpit -j, k adaptor plate -j-k adaptor (no attachment point) Otherwise PM me because is likely i miss the forum posts. But if you have nice pictures feel free to post up for everyone to see! And Big thanks to Zachary T SiMin Y Jason M Michael A for a total donation of $60! Im currently saving up for a desktop to replace my laptop, so your contributions will be put to good use on more future mods or even videos! See you guys in november/december! (this work is licensed under CC-BY-NC-SA) -
[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 there will be a cabin area for those large cockpits so all kerbals will show in the portraits â–¼the k cockpit and it's cabin, saidly the low res texture looks pretty bad closeup but ill leave it for now since they dont have function yet. When i have extra time ill turn the screens into cams -
[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
So .. i been polishing up my skills at making IVAs, then suddenly..... Btw thats my first attempt at making a first class seating unit hahaha (note the textures are kept to down ... but this could change in future) Heres some other progress: â–¼The k cockpit (yes the joystick works but MFDs just decoration. But at somepoint they are expected to made into functional props) â–¼j cockpit (more stuff will be added, i feel like decorating Christmas tree when i make these) â–¼And the 'pheonix' cockpit is imported into the game -
[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
wow thats a very detailed review, i really liked it xD i hope he is willing to do another one once the next update is done haha! WIP update> â–¼I been working on improving the cockpit models so they would provide better IVA views, heres also a new concept cockpit that probably will replace the ils cockpit since their function and seating is almost identical, but will give much better views, it might not be the best looking cockpit at first glance but i really like it!! (isp cockpit next to it for comparison). I call it phoenix because thats what it reminds me of â–¼Also the k cockpit is done, heres what it looks like in game: (it might look small because the engines and wings are tweakscaled up, this craft is actually pretty big!) â–¼The tail cargo has been altered to have mk2 nodes on both sides: Currently progress on parts models are nearly complete, but theres the IVA models to be done. I have always been slacking at the IVAs, so this time im going to complete them properly.. thats all thanks! -
[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
After M_ouellette said that, no matter how i look it, i always see a duck bill on the k cockpit now... Anyway, the k fuselage before is really really flat, so it was diffcult to make a good looking cockpit. But now with the bulge, its actually easier for me to make something more sensible looking: Mr cardinal, do you think would prefer this new design over the old one? So you have option 1 on the left with mk2 attachment point or option 2 on the right with intake Ofcourse i could painted both options the other way around, where 1 is more "with in the atmosphere" type of scheme, and 2 is more of a "OPT" scheme Personally im going to choose the right one since ill be attaching a intake on the first one anyway in the game. note this is just mock up models, final look may vary slightly -
[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, ill keep those in mind, i may not add them in the next update. But in future they are a must add i think! The new k profile i must admit that i was more or less influenced by nertea's mk4 designs, in a way they are almost identical except mk4 have size 1 nodes on side As the k fuselage shape changed, the legacy parts will be useless. So i took the old k-cockpit and remodelled as a j cockpit. Note it's alot shorter than the Avatar shuttle and have a rounder nose in order to fit this parts pack better. But it still gives a badass space shuttle aura I really liked this design because it proved to have good views in IVA mode -
[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
Unfortunately like m_ouellette said it that would require almost double the effort to make something almost identical, and it might also be confusing i guess. I have completed few 'new' k parts with the bulge and it turned out pretty nice! so i decide to keep the bulge and the k parts will very tightly fit 3.5m parts: It has much less panel lines than before but i think it looks more pleasant this way... I still have quite a lot of stuff to be finished before releasing the update, and my IRL job and study is keeping me really busy these days;.; Thankyou for your 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
Thanks! Definitely need descriptions! Im thinking of calling the new parts J-XWB The above is very likely to be added others probably not Yeah they are probably going to stay OP for now until i figure out a better way to implement them. Because to be honest, id like my space planes to still have enough delta v to do things once is in orbit, i find building large SSTO with non-op engines, its really hard to have fuel left to actually do things once its in orbit. (without spamming intakes and use wing parts everywhere) One way im thinking of how to implement such an engine is to have some sort of single mode LFO jet engine with a converter thats able to constantly convert intake air into oxidizer. Once the converter doesnt provide enough oxidizer, it will start consume onboard oxidizer accordingly. Ideal performance would be something like: uses LF only below 20km with isp=2000-3000 speed up to mach2, uses little or medium amount of oxidizer to keep up the combustion at 20km-30km with isp=1000-2000 speed up to mach 4-5. Finally, it uses normal ratio (1.1:0.9) at 30km-40km with isp=500-1000 speed upto mach 7. And it shuts off at 40km. If you know such engine has already being designed or proposed let me know! A cargo tail probably will be added for it, but it doesn't fit 3.5m parts... I really want to ask: why does everyone likes cargo bays fits 3.5m parts? i know MFS have vehicle parts that needs 3.5m clearance, but if you want to make it works well you really need at least 4mx4m cargo bay which only mk4 parts can do. Anyway im currently at the process of remodelling the K parts, should i give it a bulge to fit 3.5m parts? (like on the left) or keep it the way it is (right) -
[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, I finished the new parts finally,,, I personally think they turned out great and pretty useful as well, but because it cannot connect to any stock parts, it just lack alot of versatility compare to the current k parts. Still, the upside is you can build some very smooth looking cargo ship, so ill add them as 6 new parts and it wont be replacing the k parts. This is a mission i deploy a space station with these parts as well as Mk4 2.0 engines. Yes in the current version, any part with animation can cause this. I realized some of the colliders over lapped and with animation it causes weird things to happen. With the new rework this will be eliminated. edit; ps i havent had much time recently so the update will take awhile.. thanks for the patiences -
[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 understand this pack probably uses alot of memory, i tried use same textures for different part before but it turns out not so good looking. Next release ill also add a optional reduced texture pack to allow much less memory usage is the science lab! theres a tiny blue circular science symbol above the door haha is actually inspired by the planetary base pack's science module, i thought its really fancy to actually have a science symbol on the part Thanks! is actually just a bicoupler with fueltanks xD Again, big fan of the mk4 engines ! even i made my own engines i pretty much stopped using them after your new prerelease because they look great on everything haha Thanks haha And for AccidentalDisassembly and M_Ouellette i really give you guy's comment quite lot of thoughts because what you guys describes makes more sense than then current K fuselages. So instead of a single k-cockpit how about i add one more j-cockpit with more j to k adaptors? because that would be pretty equivalent to another k cockpit but it gives more versatility. Also the current K fuselage will probably make more sense to look more like a scaled up J fuselage rather than the current which are basically flying bricks. I created some mock up models (it doesnt look too good yet just an idea of how the K fuselage could be, they are roughly J fuselages scaled up by 1.25) Note that the picture is from an anime called to-aru-majutsu-no-index, i found it when i was searching space plane images on googles and it's what i modelled the J cockpit after and main source of inspiration for the wing designs. Even though it's a anime i thought the ship is really well designed and it looked visually very convincing of it's function with it's atmospheric engines on the side and a pair of rocket engine at the rear. Apparently that scene only lasted few seconds as i couldn't find more reference images, im amazed how much thought the animators given it as a aircraft design. Its probably my second Favorited space plane design after the Valkyrie TAV. The new k fuselage design looks more like a extension of J parts with flatter bottom, also gives a much more smoother look overall. You could argue it looks very similar to the Mk4 fuselage with its bulge at the top and lobes on the sides but i would say its some kind of spaceplane fuselage design convergence haha. This new design remains unable to carry 3.5m cargos but compare to the J fuselage, its able to give the 2.5m cargos a much bigger clearance with flatter floor more suitable for rovers. So i think is a nice extension of the j fuselage. I do not plan to give it a cargo ramp because i find cargoramp in ksp is rather awkward so ill go for a elevator part instead. Also to mention i plan to create these little rectangular cargo modules thats designed to fit inside J and K parts. Because the K parts is huge so i plan to create as few parts as possible, mostly just hollow fuselage with a decent amount of fuel stored on the sides. I know this is going to be a huge change to the k fuselage, but i think im going ahead to make this change, im always open to more comment though when it comes to new designs! what do u guys think? -
[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 I found that the cargo bay bug mostlikely caused by badly layout colliders which may have overlapped and small possibly caused by not using the non attachment tag. On my newest cargo bay model i haven't had any signs of that bug so far! Another WIP Update: more blender renders I haven't start on the K fuselage parts yet, because they are big! And matching their texture with the very fine and detailed Mk2 texture meaning i have to use large texturesize. They are mostly using 2048x2048 textures at the moment, but im thinking of combining several k part's texture into a 4096x4096 texture to allow better texture useage efficiency. I have done this with the J fuselages, i arranged about 12 parts into 4 2048x2048 textures, it have similar RAM footprint to current version but i was able to squeeze in way more details. -
[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! This is probably due to i never used realfuel Thanks for the config file ill be sure to update with that! The shuttle cockpit is putted away mostly because it required two pieces I see the landing gears i made are far inferior to the adjustable landing gears. I made them quite awhile ago aswell.. If i ever add them back in the future ill probably remake everything and add the adjustable modules to them! but that's unsure for now. No... i haven't seen the interstellar techtree yet, but other than the techtree all the parts uses stock module so it shouldnt interfere with interstellar. WIP Update: I was playing ksp today and i realized the J cargobay couldn't really carry 2.5m parts! and i remeber a long time ago someone suggested to scale the J parts up by 10%. After some thought i decided... It is time to remodel and re-texture again! This will probably going to take some time again, but the j parts will be 2.8m height by 5 meters wide compare to current 2.5m height by 5.1 meters wide. The current texture i think have too much panel lines so i will be reducing them to a much simpler look with better detailed model. This is the two parts i finished so far: The j cockpit's window size reduced, and a slightly more sleeker body. And the J fuelTank, since the j fueltank always had extra space so i thought why dont i integrate it with a crew tank? All the OPT parts holds less fuel than it's actual volume suggested because if it holds as much fuel as it could, it would be too heavy to fly. -
[WIP] Nert's Dev Thread - Current: various updates
K.Yeon replied to Nertea's topic in KSP1 Mod Development
Who says screenshot doesnt equal artwork?! The turbofan have one of the best engine FX i've ever seen! Bug: the loading also stops for me at the crew part; One of the long fuselage had a duplicate mesh? All the new 2.5m engines are a must for every spaceplane builders -
[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
actually hold on, ill add those 2 parts into the legacy pack heres new link http://www./download/5eysme3eij61105/legacy_parts.7z -
[1.0] Mk3 Mini Expansion Pack (Mk3 NoseCone and Alternate Cockpit)
K.Yeon replied to K.Yeon's topic in KSP1 Mod Releases
Its missing a RPM module, ill update this mod to 1.04 with the fix, along with a airliner cockpit remodel: -
[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
Yeah the wings seems to provide less lift than expected. But the colliders are set up properly like you said. Could you try this out? go to OPT/mm_config/OPT_FAR_VOXEL_OVERRIDE.cfg and add @PART[opt_wing_a]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule]{%forceUseMeshes = True} } @PART[opt_winglet_a]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule]{%forceUseMeshes = True} } @PART[opt_winglet_b]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule]{%forceUseMeshes = True} } @PART[opt_winglet_c]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule]{%forceUseMeshes = True} } @PART[opt_stabilizer_a]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule]{%forceUseMeshes = True} } at the end. It seems my FAR aircrafts gained more lift but the FAR reference area hasnt changed at all so its unconfirmed if it works or not...