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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Of course, my dude. (Still works fine in KSP 1.3 also)
  2. Come and get it. [DOWNLOAD 0.8] GitHub only But then I put it on SpaceDock...
  3. Links in OP Thor Tech 0.9.5 Changelog: Polished off WBI Play Modes Added conditional intake to Razor VTOL engines Adjusted tech tree position of Razor and Ascendant VTOL engines Minor tweak to reactors Renamed RCS ports Updated engines: Replaced FS dependency with KerbalActuators. Fan spinning functionality has been maintained but will show weird behavior once any fan engine is shut off Added and adjusted sounds and particles Mk2 Ram Air Turbine surface attaches now Caught many missing Tweakscale options Changes Isp of stock Vector engine to be more like a real aerospike Expanded Shieldnir capacity: Holds more shield energy Charges faster at greater costs Protects many more parts With thermoelectric converter; applies only to Shieldnir parts, not the parts they protect Deep Sky Core 3.0 Changelog: Polished off WBI Play Modes New brand logo and flags Found missing Tweakscale option Added tech tree node for Japier engines Raised EC demand on in-flight Oxidizer generators Added IntakeLqd to all intakes Custom drag cube for RBM intake/mount. Should fix its drag problem Updated Japier engines Removed prefab smoke from Japier engines-- model scale issue provoked by KSP 1.4 Raised Isp in Japier Burst Mode Renamed Mk2 Intake (ship breaker) Found missing parameter (checkForOxygen) that crippled some intakes
  4. I've confirmed a very annoying and very specific bug in KSP 1.4. Any attempt to re-texture the large stock (without copying and packing Squad files in my download) drill causes it to fail to compile and not load in-game. I'm now sorely in need of a replacement drill model and I really don't want to add Spice features onto THE stock drill or have an identical clone of that drill to confuse people.
  5. The 1.4 release is almost here. As in, last night I could have published it but a matter had been raised by one person who appears to use this mod and requested a feature enhancement, and another person who (with weapon mods) could benefit from this feature enhancement. This enhancement is: Enable Shieldnir to protect (nearly) all parts on a vessel, not just small strategic subsets of parts.
  6. KSP 1.4 is extra fussy and very bugged (or more intolerant) of most shapes of colliders. Not only that but it reveals that some... or many... colliders in OPT parts are poorly made. It can't be helped except maybe with this. In what version of KSP?
  7. Thanks. I'll prepare something in a couple of hours.
  8. Some OPT cockpits (especially in Legacy) are missing IVAs. Unfortunately, those missing IVAs are surely not going to be made.
  9. The brief on the engine balance config I've been chirping about: Dual mode J-92 Shcramjet Mode 1 "Turbojet" is a slight reduction in static thrust (500kN from 650kN) and a strong cap on its runaway thrust (it's not as powerful anymore when it's most powerful). It sounds a bit different and the plume is a bit different. Mode 2 "Shcramjet" is basically the performance you're familiar with, however, it behaves much more as a real scramjet. It needs a certain minimum velocity in order to function, and the top speed limit is uncapped. Also, due to its "S.C.O.O.P." technology, this mode additionally requires ElectricCharge (3 stock fuel cell arrays per engine). HAE-02 Turboramjet (Short Mk2 engine) Nothing special here. Just a small nerf. Lowered its static thrust from 450kN to 340kN. It was modestly too strong for a 1.25m comparable engine. Dark Drive It is more than just a stupidly OP engine. It is semi-alive. It will contain a resource for Dark Goo (see its description in-game). The Dark Goo is exhausted (along with LFO) while the engine burns, and also boils away in the RTG function to produce ElectricCharge. Once the goo runs out, the engine becomes dead weight. The total possible dV is now capped by the amount of Dark Goo. Dark Goo can be refilled but it cannot be transferred or held in tanks. Be sure to have any OPT science lab, a scientist, and a bucket of Ore aboard, and a few days to spare for the refilling process. ARI-75 LFO engine Like the J-92 Shcramjet, this engine contains a reference to "S.C.O.O.P." and will also require a steady flow of EC in order to function (just 1 large fuel cell per engine). With this cost, its vacuum Isp is a little higher (380s, maybe more? versus the normal 340s). The addition of a secondary mode (instant response) makes it fit for use on vacuum lander craft, however, this trades away the air-augmented rocket feature given in its name and description. The Isp will fall like any other rocket engine if used in atmosphere. J Linear Aerospike I finally made complete sense of a post by @martin4x4 on the previous page, used got some input from @RocketPCGaming and applied the following: raised thrust to 1600kN (from its puny 875kN), adjusted its Isp and gave it 7 degrees of very much needed pitch gimbal. It can theoretically get 16 degrees but that's a bit much. What say you?
  10. The affected OPT parts need to be converted back into a format editable in any 3D modelling program, then cleaned up, then sent through the Unity Editor again to make the optimized KSP part model. The collider problem is that the colliders themselves are poorly made and this new version of Unity (from the KSP perspective) has a big problem with it. There is nothing to recompile in OPT. There is no dll directly involved with OPT to even have to think about. It works just fine as is. Just learn to remove or avoid whatever parts trigger the ground contact error bug and jump 1km in the air.
  11. Take your time, my dude. Spice isn't quite ready yet. I have little things (as small as OCD tweaks) coming every other day.
  12. @degenerate What does one do with a "small" Minmus station and 24 kerbals?
  13. Unfortunately you don't.... KSS is nothing if it does not change the stock planets to not be excrement fit its intention and story.
  14. It is released for KSP 1.4.1 and most likely should work fine in 1.4.2. Make a note to always check the releases page on the GitHub sites for any USI mods before asking. RoverDude does not update his thread titles, unfortunately.
  15. I share the sentiment with the J Aerospike and never use it myself. I am not the main dev and he's technically never on so we cannot expect any updates and tweaks via the main OPT download. However, I have privileges with OPT Legacy and there will be a release soon™, and in it I intend to supply an optional rebalance config to OPT Main. Give me the numbers you expect and I will include them--but I may buff by a bit. Thhe catch, though, is you will need to keep OPT Legacy around. It is just as large a download as main OPT. Regarding the ARI (75) engine, I've already addressed your concern via OPT Legacy. The older ARI (73) engine model shown below, serves as a variant nuclear turbojet (intake and Oxygen not required) in atmosphere with 3000 Isp, but in vacuum is effectively a nuclear rocket, has 900 Isp, the thrust of 2 or 3 LV-N's without all the weight, it consumes only LiquidFuel, and there's no alternator in it. Those two engines are working as intended by the main dev. But that doesn't mean they work well for most of us. The H body is only a complement to the K body. H planes are meant to only serve as remote-piloted shuttles never meant to go far from their parent K plane. Unfortunately the main dev never fleshed it out such that you could snugly dock an H plane to a K or KH plane....or have cargo space in them. All of the non-engine parts are already excessively massive, and create lots of drag by themselves, and most of the cargo bays do not prevent drag. Also, OPT is based in sci-fi where contemporary levels and limits of performance need not apply... But an optional rebalance config is on its way which will tame the engines or make them reasonably harder to use (and not by inflating their price tags). ...I like that they're OP (but I understand). I absolutely hate spamming engines and doing low altitude warm-up runs.
  16. Once I have the skill to, I'll consider that. But OPT is not as much my mod as you may think, and my part modding skill is limited to configs and re-textures.
  17. If you install Community Resource Pack, you will have access to its resources on all of the bodies-- whether in the ground, in Tekto's oceans, in atmosphere or even in space. If you don't install it, you only get Ore. That's how it works, and it applies to any and every planet mod. --NINJASSSS
  18. The entire time, MM has been quiet about bad syntax. From 3.0, MM stopped being quiet. That's all. The modding community particularly needs a siren to blow at it for the misuse or :FOR, and attempts to use :BEFORE and :AFTER in the same patch config.
  19. Recent tests of a Catullus Ascent Vehicle. (It was a fail, sadly) Warning. Spoiler contains really bright colors. Do not open if you have allergic or otherwise involuntary reactions to imagery or if you are an Internet user under age 16 or if you are currently on any medication that promises relief but guarantees any of 12+ very undesirable side-effects..... By opening this you agree to take full responsibility for your own (re)actions and will not attempt any litigation action against me.
  20. @LatiMacciato Your config looks fine now. One other thing catches my attention. The use of :FINAL. It's good practice to avoid using :FINAL in patches that you're going to share in your own mod or through others' mods. At Line 270 you have one. Replace it with :AFTER[KerbalHealth] or if it doesn't work, try :AFTER[StationPartsExpansionRedux] and let Nertea know which one to use. Please do this ASAP and let Nertea know.
  21. The NEEDS being there is perfect. But the FOR also being there is as terrible as the NEEDS is good. If the FOR and NEEDS have reference to the same mod then the patches are self-satisfying. Any time there is a FOR, the needed mod "applies." FOR does two things but novice coders tend to only know the first one: This patch will run within the load sequence of; will run as part of the other mod (everyone gets this) This declares that the mod is present and will trigger every patch that's expecting it
  22. @Gurki Thanks for noticing. The patches for KerbalHealth contain :FOR which makes MM think that KerbalHealth is installed when it's not. That and the EC problem will be addressed very soon™ For the time being, delete GameData/StationPartsExpansionRedux/Patches/SSPXR-KerbalHealth.cfg if you haven't already done so. Undefined resources typically cause KSP to hang.
  23. Do you have Better Looking Oceans installed? Make sure to get the latest version.
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