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stali79

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Posts posted by stali79

  1. On 02/11/2017 at 8:07 PM, EthanKerbman said:

    TL;DR : In OPT Legacy, k_oms is somehow bugged and interferes game-wide with, apparently, water physics (don't ask me how and why), commenting out ModuleAnimateGeneric and ModuleCargoBay on it is the only cure I've found yet.

    Let me tell you a little tale :

    Once upon a time, a brave soul wanted to design a seaplane, but no matter what he did, clever geometry, cunning aerodynamics, overwhelming thrust, no design would reach a speed allowing it to leave Kerbin bright blue waters. The curious little designer then turned to his wise ancestors for guidance and took a look at how Squad's seaplanes were designed and was surprised to find out that they suffered from the exact same problem, he then embarked on a journey to find which of his 350+ installed mods broke seaplanes.

    Very long story short, after a few dozen hours (testing each mod individually, testing interactions, testing individual files), I've pinpointed it to two culprits on my install, one being OPT Legacy's k_oms part (the solid one), specifically the ModuleAnimateGeneric and ModuleCargoBay Modules. I first thought it was only due to the referred to nodes being commented out, but that didn't fix the problem, I had to comment out both modules to fix the problem. How that fixes a game-wide problem affecting planes not using this part, I have no clue (yet), but I've now tested it dozens of time, with the same result. With these two modules active on k_oms, Squad's Gull's maximum speed in water is around 22m/s, not enough for take-off, without them, it's about 42m/s, with take-off possible starting from 30m/s.

    For the curious, the other culprit was SM Marine's HeliDeckDecal, limiting the Gull to 26m/s, seemed somehow linked to ModuleAnimateGeneric too, but I'd had enough of testing done for the month so since I didn't use the part, I just deactivated it.

     

    3 minutes ago, KSPNoob said:

    So I think the OPT Legacy messed up my game.  I love all the parts especially the engines however it seemed like all of a sudden my existing SSTOs had some serious new issues hitting speeds to leave orbit, especially the ones with the normal OPT parts that I never had issues with.  No matter what I tried it seemed like getting past the 400 m/s mark was difficult.  So I removed the Legacy folder and everything went back to normal.  Could the mod have messed with my game that much or am I imagining it all together?
     

    For example my small SSTO with two OPT Turbo-ramjets and  two B9 Sabre S engines couldn't even break 400 m/s with the legacy pack installed yet have no issue after I removed it. TbAtmCu.jpg

     

    Try the quick fix that @EthanKerbman mentions in this quoted post and let me know if that solves the issue.

  2. 6 hours ago, Zalma said:

    There is a bug on twitch automatic installation. It unpacks this addon under ./GameData/GameData/OPT where it should be only ./GameData/OPT

    This is an issue with curse/twitch. Nothing we can do about it.

    1 hour ago, JadeOfMaar said:

    What on Earth....... is "Twitch Automatic Installation"? We (at least I) do not know of this, let alone provide support for it. :/ 

    Its basically what the old curse client turned into. Basically another ckan... mod authors have to pack their mods a specific way for it to install correctly.

  3. 8 minutes ago, Galenmacil said:

    Hello.

    I could not find any link to a GitHub or similar bug report page so I will post this here:

    The part "j_sas" defined in file "GameData\OPT\Parts\main\j_rcs.cfg" contain a redundant definition for Electric Charge. This cause a Warning to pop up in the log file:

    [...]

    [LOG 22:39:38.444] PartLoader: Compiling Part 'OPT/Parts/main/j_rcs/j_sas'
    [WRN 22:39:38.447] Part already contains resource 'ElectricCharge'

    [...]

    First definition is found at line 113,

    RESOURCE
        {
            name=ElectricCharge
            amount=300
            maxAmount=300
        }

    The second one at line 125,

    RESOURCE
        {
            name=ElectricCharge
            amount=500
            maxAmount=500
        }

    Delete the 2nd entry. @K.Yeon will sort it next release

  4. 49 minutes ago, Omegano said:

    I thought some of you might get a laugh out of this:

    So I just unlocked the S.U.R.G.E in my career game, and deciding to be prudent, tested it out in my sandbox.  I'm glad I did, because I now have to mount a rescue mission for an AIRCRAFT that is stuck in ORBIT.  I was really surprised at just how much thrust it got in the upper atmosphere.  I did NOT expect it to shoot the thing all the way to Iota's orbit (GPP).  I especially didn't expect it to get an encounter with it, let alone get a small gravity boost that put it into orbit!  So here I am, looking at an aircraft with an atmosphere-only engine, in a stable, if very eccentric, orbit, holding two Kerbals, no supplies, and the only thing in the way of habitation (MKS-LS) is the cockpit.  Time to start planning the rescue craft...

    A beauty shot and screenshot of the orbit:

      Hide contents

    97lkqd.png

    2m7ah74.png

     

    @JadeOfMaar you have claimed your first victims

  5. 2 hours ago, MacWHinny said:

    Ok so i've installed the OPT pack via the Twitch launcher, but nothing shows ingame. Am i missing something here.

     

    I don't see anywhere it saying it needs something else to be installed with it and tbh if it did then why is it not in the same files. 

    if you aren't seeing it then the mod hasn't installed correctly. can you take a look at your Gamedata folder and see if you see a folder titled OPT please

  6. 2 hours ago, JadeOfMaar said:

    I just raised the capacities on these old things (and their heat tolerances a bit). The small droptank has at least as much volume as the stock Mk1 LF fuselage so why not?

      Reveal hidden contents

    And the K cockpit with built-in RCS will start using EC. :ph34r: It currently does not.

    t7M0xcW.jpg

    Actually they were originally correct, its the mk 1 LF tanks that were out. I think it was @Starwaster who originally calculated the DT volumes and set them correctly.  As for the heat tolerances, they will have been jettisoned well before heat becomes an issue for them.

  7. 15 hours ago, K.Yeon said:

     

     

    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:

      Reveal hidden contents

    3z5XwdL.png

    As you can see, it's still very early in the making, let me know what you guys think about it.

    I will probably add them to the next OPT patch, and there are gonna be 4 new things:
    - a J cockpit, a "exploration vehicle" looking cockpit
    - triangular bumps for J fuselage (used for helping with landing gear or wing placement, cargo bay for small instruments, KIS storage)
    - circular rotatable VTOL engines (jet+rocket)
    - a low aspect ratio wing (stubby wing) and a tail fin, like the ones in the image

    Of course there might also be parts that's been requested before, i have a list of them..

    but you guys know me and don't expect this finished too soon xD
    It will just be something i will slowly working towards..

     

    A couple of things have been suggested, one of them is an adapter from J or K to Mk IV, the forward sweeping wings. I forget the others.  When you have opportunity can you send me the PSD files for the rest of the OPT textures please so I can continue working on the night ops scheme?

  8. 30 minutes ago, TheKurgan said:

    That nuclear reactor is awesome... and soo OP... I love it lol! and I'm going to use it.

    I have a few special parts too, mostly rescued parts from abandoned, or at least outdated mods. I use them for personal use only, and could never distribute them.

    For example, BahamutoD's Drills for EL, converted to mine Ore, Karborundum, water and GoldOre (these are beyond doubt, thee most beautiful drills in the game BTW), I use slightly tweaked VTOL engines from T.G.O.L Group, most of BahamutoD's retractable engines and RCS (with tweakscale configs), and most recently, the Warp Reactor/drive from SciFi ship yards.

    One of my largest OPT space planes makes use of all these except the retractable engines... a fully self sustaining warp ship that travels to Galileo's solar system (GPP Secondary) It can create nuclear fuel from a new part from KPBS, and it's green houses keep the Kerbals fed using Tac Life Support.

    Fun stuff.

    When I made the reactor I sent it to @Nils277, he then made an actual model and config for it. In the repo is my config and his model. If you want the TRUE reactor its in KPBS. The repo is TECHNICALLY for personal use but @JadeOfMaar and I use it so we both are up to date with each other's changes.

  9. 10 hours ago, TheKurgan said:

    Was looking through the patch and noticed:

    name = FARWingAerodynamicModels

     

    I'm pretty sure the "s" on the end is a typo.

    It should read:

     

    name = FARWingAerodynamicModel

     

    I could be mistaken, I used the LEGACY WING CONFIGS / Sample Part.cfg as my reference.

    https://github.com/ferram4/Ferram-Aerospace-Research

    Not ignored mate. We were dealing with the cargo bay issues. Have you tested the FAR patch with and without the s?

  10. 5 minutes ago, DougS2K said:

    Interesting. It does open and close animation wise but the coding for it doesn't look like it should be for a cargo bay which could be due to it not being completed like you say. It seems to be coded as a ramp and not a cargo bay which is why I think the shielding is not working.

    I could be thinking of a different part. Can you show me a screenshot of the one you are referring to please.

  11. 42 minutes ago, DougS2K said:

    @JadeOfMaar I got everything working except the Avatar Cargo Tail. I just can't seem to get that to close the loop per say. I believe it has something to do with the ModuleAnimateGeneric module. It's different from any other cargo bay and I can't seem to figure out why or how to change it to work properly. I've run out of time for the night to mess with it but will have a go at it again tomorrow. Have a look at it if you get a chance and you will see what I mean. I made small adjustments to the following files to get them to work properly only editing DeployModuleIndex and closedPosition values as needed. Stail cargo bays needed no editing as they were perfect just the way they are. Only Humpback and Avatar needed tweaks.

    Files edited:

    OPT_c_6m_cargo.cfg
    OPT_c_6m_cargoTail.cfg (This one still needs work as it's the Avatar Cargo Tail and still not shielding from drag)
    OPT_l_6m_cargo.cfg
    OPT_l_7m_cargoTail.cfg

    I edited the files you uploaded and repacked it all with the appropriate changes so all the cargo bays will now work except the Avatar tail like I mentioned. They can be downloaded here

    *And the node changes you made did break craft files but building stuff is half the fun and it just forces me to come up with new designs. :D

    The Avatar tail was NEVER completed. I doesnt open or close, never has.

  12. 1 hour ago, DougS2K said:

    @JadeOfMaar Just noticed the Humpback cargo bay does not shield anything inside from drag whether the cargo bay is closed or open unlike the reversal problem that you recently corrected with the J and K bays. The J and K cargo and service bay is still working correctly so I'm assuming it's just an issue with the config of the Humpback cargo bay itself. Tried attaching to nodes and walls but still reports drag no matter what I try.

    Keep in mind a LOT of the parts in Legacy pack are parts that are either incomplete or retired. @JadeOfMaar and myself do endeavour to keep the parts fully functional but always remember that they are kinda on a 'as is' basis.

     

    That being said, this issue may just need its lookup radius increased.

  13. Hey guys a couple of issues to raise.

     

    OPT Spaceplane Parts isnt showing up in my search in the repo list yet the legacy pack is (which i never put on ckan to begin with)

     

    Also i am noticing that ckan seems to take a good few minutes of 'not responding' every time it encounters an issue.  Its taken me 4 hours just to get to the point where it tries to install the mods its downloaded because of the 'not responding' issue.

     

    EDIT: Forgot to remove files from the ships thumbs folder....  so ANOTHER 5 odd mins of ckan being unresponsive. I cleared the folder so ckan could install and clicked apply etc.  suddenly its deciding it wants to redownload 680Mb of mods that it has ALREADY DOWNLOADED an hour ago

     

    EDIT2: all I wanted to do was clean out my game and fly some planes...  if I had known it would take THIS long I would have not even bothered with CKAN.

     

  14. 6 hours ago, Cosmonauth said:

    I'm curious 'bout FAR compability patch. What exactly it does? I got my hand on FAR just yesterday, and without patch my crafts flies like a charm.

    THEORETICALLY, OPT doesnt need the patch per se. All the patch will do is fine tune the aerodynamics on top of what FAR does.

    2 hours ago, Blackline said:

    Hi, the CKAN metadata seems to be broken, it shows 2.0.1 available only for 1.2.2, but its the same ZIP file as in the OT:

    qSLUYsA.png

    Not sure what you mean.

     

    EDIT: What I THINK is happening is that because the main pack hasnt been marked for 1.3 by @K.Yeon on spacedock that CKAN thinks its for 1.2.2 only.  Just manually install it and you will be fine.

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