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King Something

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Everything posted by King Something

  1. There is no official support for OPT until the original mod author returns to either maintain and improve this mod, or give his blessing for someone else to do so in his place. Due to IRL engagements, the former cannot happen before this November; read the previous few pages for details. In the meantime, there is a community-maintained unofficial version which has nearly all parts of the various official releases of OPT (except landing gear), with various minor changes made to some of the parts' names and/or config files so that they can all work together: --------- The file can be opened with WinRAR, and almost certainly with any other program that opens .rar and .zip files. You shouldn't need to download anything you don't already have in order to open it.
  2. The only truly dumb question is the one you want answered but don't ask (unless you don't ask because it had already been answered). The big boxy parts (including the one comically oversized engine) are in the HX pack. Any other B9 airplane or spaceplane part you may be looking for that aren't in the main download are in the Legacy pack. All the engines are in the main pack except the HX engine.
  3. 1.1.2 compatible, so long as your plugins (eg Firespitter) are up-to-date. Dunno about 1.1.0, but it should work.
  4. If by "VA" you mean "VAB," and you are using KSP 1.1.2, then your problem is not this mod, but KSP itself. VAB/SPH crashes are a known bug, and hopefully it'll be rectified in 1.1.3.
  5. It's on Github, with a link on the first page of this thread, as well as here:
  6. The regular B9 pack has aircraft, spaceplane and spaceship parts of various shapes, sizes and functions in the Mk1/1.25m, Mk2, Mk3, 2.5m and 3.75m form factors, along with parts in a custom size called S2 (a roughly 2.5m octagon fuselage shape). The look cool and perform cool. The HX pack has a bunch of cubic parts, mostly in three sizes: Size 1 (8mx8mx8m), Size 2 (16mx8mx8m), and Size 4 (16mx16mx8m). Great for building space stations and space carriers longer than the KSC runway. No command parts, although 2 of the parts are 3.75m adapters (and there's nothing stopping you from connecting command units radially using the Structural Pylon part or similar parts). Also includes an over 500ec/s, always-on generator; a horrifyingly powerful LFO engine (that you'll need if you want to get an HX vessel off the ground, much less into space) that has a high-ISP plasma mode (that uses well over 800ec/s, so be sure to bring a few of those HX generators), hollow cubes that can be used as hangars; structural cubes that have multiple texture options and can also be used as LFO tanks, Monopropellant tanks or batteries; adapters so you can connect parts of all three HX sizes, which can be set as purely structural or as LFO tanks; and cool-looking structural end pieces that can optionally hold LFO, M or EC. The giant ship in OP is built with HX parts, and the comparatively small ship on the right with its engine on is built with B9 parts and the HX engine.
  7. The B9 Mk2 parts are a different shape than all the other Mk2 parts in the base game and various other mods. However the B9 Mk2b parts are the same shape as the non-B9 Mk2 parts.
  8. It'll get fixed eventually. Dunno if it's been fixed for 1.1.2 or not, but when they do finally get around to it, they'll release the hotfix which will fixed the bugged landing gear but horribly break something else, requiring nearly every mod author to recompile their mods from the ground up -- especially the mods that are NOT directly affected by whatever is broken.
  9. Dunno if the decoupler itself can hold parachutes, but you could try attaching the parachute(s) to the part(s) that will be decoupled and stage it so that the decoupler and parachutes activate together. I've never done anything like that since I don't use stage recovery, but it might work.
  10. If you're going to make a Hilux, remember that it must be indestructible. Neither fire, nor water, nor lava nor gravity should be able to stop it from moving under its own power.
  11. I see the Mk4 Parts mod for sure -- the oversized chassis, the 2.5m engines and the wing-mounted dual 1.25m engine mounts are from that mod. Also available in that mod, but not pictured in that post, are triple 1.25m engine mounts. I can't tell if there are parts from other mods in that set of pics (other than OPT)
  12. It works in KSP 1.1. The latest version that Winchester linked to a few posts above yours is an unofficial compilation of the general majority of the various OPT parts from v1.6, v1.7 and v1.8, except for the landing gears and possibly some other parts. Some of the parts had to be renamed due to multiple different sizes having the same names in the original versions -- the OPT A, OPT K and OPT L parts all used to be called OPT K in various previous official versions of the mod published by K.Yeon; the parts now called OPT B were once called OPT J. It might work in KSP 1.0.5, it might not; but it will almost certainly break any vessels with OPT parts due to the name changes, file location changes, and other changes.
  13. One of the two OPT Mk3 cockpits doesn't work. It has the exact same exterior as the other, but has no seats and doesn't count as a control module. Also the OPT A cargo ramp has the same model as the OPT A bicoupler but a different lift value. I haven't noticed any other duplicates like this, though, just the parts I mentioned here. Some of the cockpits have IVAs, some have just a plain black screen as their interior "view" and some (including but not limited to the Mk2 cockpit) have no IVA whatsoever. When building a vehicle that consists of nothing at all except for that one part, the engineer's warning will include the "hatch obstructed" fault -- I saw this and was all like "What. The actual. Intercourse." when trying to give it a test drive, and couldn't have the crew exit the cab on EVA. There are other crewable parts with no IVA and they should be at least given the plain black placeholder IVAs, but the control modules need to be fixed first in this regard (crew parts with placeholder IVAs can get "proper" IVAs later on, and parts that already have proper IVAs can get RPM/ASET props after that, but making the parts work should definitely come before making the parts aesthetically pleasing) The engines, wings and control surfaces work, insofar as I could test them given my not-quite-legendary skill in getting the "flying" part of "heavier-than-air flying machine" right.
  14. Hope this helps. Also, take as much time as you need. Getting it done fast is not as important as getting it done right; which, in turn, is certainly not nearly as important as taking care of yourself with such novelties as "a good night's sleep" and "a hearty breakfast."
  15. It works, but the three parts with "OPT K" in their name (the cargo bay, hollow fuselage and cargo ramp variant) aren't the same size as the other "K" parts. [edit -- those are the part names that show up in-game in the VAB and SPH, not their filenames] The "J" parts and the "OPT J" parts are the same size and fit together seamlessly, and the two J-K adapters work with them (but not with the aforementioned "OPT K" parts)
  16. Outer Planet Mod does indeed work with Final Frontier. Your kerbals can get ribbons for entering OPM bodies' spheres of influence, docking in orbit around them, atmospheric and surface shenanigans where applicable, etc. The colors for the various Eeloo ribbons have also been changed, to reflect that it is a moon of Sarnus rather than its own planet.
  17. Apologies for the text formatting. My intention in doing so was to draw everyone's attention to the fact that the B9 6.0.0 engines don't work in KSP 1.1.0, not just your attention. I have several other mods, so I'm pretty sure that I have the latest versions of B9's various and sundry dependencies (including the latest RPM and Firespitter plugins). Maybe you weren't able to replicate my problem because you're running the 6.0.1 dev build instead of the 6.0.0 public release? Or maybe it's because I worded the issue wrongly: the problem I have with vessels using B9 engines is not just that the camera focuses on a point dozens of meters behind the vessel, but that the vessel chaotically pivots around this point as if that point was part of the vessel. Eskandare seems to know what the problem is: Shame about the shaders. I understand that getting the mod to work properly is a higher priority than making the parts look pretty, although "making the parts look pretty" should also include making the cabin lights and crew pod window shades in exterior view work; sorry for not mentioning that in my last post, but at the time I hadn't been paying enough attention to notice. The change for the part tweaking from buttons to sliders is interesting, but the text for the displayed names of some of the part variations should be shortened. All the HX parts and at least some of the Legacy parts seem to be compatible with Tweak Scale (I've only tested the 1.25m engine mount from Legacy in this regard, but I imagine that the other parts probably work too).
  18. Hope this helps with development of a 1.1 compatible B9: I kinda tested it out a little, running B9 v6.0.0 on my 1.1 install to see what works and what (besides landing gears/legs) doesn't work. Only the base pack, though, no HX or Legacy parts yet. Here's some of what I've found in a few minutes of trying it out. The Sabre S and F119 engines are catastrophically broken; they won't start with staging (although you can start them manually by right-clicking), there is no sfx, and the camera stops focusing on the vessel after 64 seconds of flight time. I haven't tested out the other B9 engines, but assume that they would yield similar results; non-B9 engines work the way they're supposed to work. The textures on the parts seem a little washed out. Switching the part types in the SPH still works, but the interface is changed to sliders for some reason (like in Tweak Scale); the sizes of the parts cannot be changed with Tweak Scale. The IVAs in the HL and Mk2B w/Intake cockpits work normally, except for page one of the resource tab having some weird text formatting. They are fully compatible with the stock cutaway view where you press the button to see the IVA from the outside. As with the engines, I have only tested those two and none of your other cockpits, but assume that the other cockpits will work just as well. I'll do some more experimenting over the next few days.
  19. It's working perfectly for me, and the add-ons by STM and Araym also work.
  20. Just a quick FYI, the in-game description for the Deep Space ribbon has a minor typo -- there is no U in "Beyond." {ver. 0.9.8-1882 for KSP 1.0.5.x} This is a fantastic mod, one of my favorites. I just thought you should know about this flaw so that it can be fixed before you release the next update.
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