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JadeOfMaar

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Everything posted by JadeOfMaar

  1. A truly marvelous plane parts pack that has been around since at least KSP 0.90 and has aged very well (especially when the older J and K bodies were moved into Legacy (renamed to Stail and Avatar) and the current J and K bodies arose to replace them) and is hugely popular for its modularity and ample cargo bay spaces. This re-post finally removes the old included bundled mods from the download itself and allows you to follow it with CKAN for KSP 1.9+. Some feature updates may come, such as localization and hangars, but don't get too excited. I have other very large projects now. Original thread: OPT Legacy/Reconfig thread: Features (Images): Credits: Original Creator: @K.Yeon Maintenance/Test team between K. Yeon's silent exit and my takeover: @stali79, @Spanksh, @Starwaster, @Stone Blue, @Mycroft, @M_Ouellette Contributors: [everyone above] + @Winchester, @Flashblade The guy in the back: @Stone Blue Recommended Mods: Raster Prop Monitor or ASET Avionics. OPT Legacy (Maybe just for the VTOL engine suite. Everyone wants a VTOL-capable spaceplane). ....Practically everything else is handled by OPT Reconfig which is now required. Community Resource Pack or Wild Blue Industries: Classic Stock (resource systems). Your choice life support (USI, Kerbalism, Snacks! or TAC). Your choice fuel tank provider (B9 Part Switch, Configurable Containers, Modular Fuel Tanks, WBI). Cryogenic Engines. Kerbal Planetary Base Systems. (KH cargo bay is made to fit the core tower part.) Wild Blue Industries: Buffalo and Pathfinder. WorldStabilizer. ( SpaceDock | GitHub | Thread ) Suppresses the 1km spawn bug that plagues some animated parts. DOWNLOAD OPT CONTINUED :: SPACEDOCK REQUIREMENTS: B9 PART SWITCH :: GITHUB OPT RECONFIG :: SPACEDOCK :: GITHUB
  2. Release 1.9.0 Added RareMetals B9 tank option to Ore tanks. Added stock/Restock Ore tanks to RR category. Added Extras: RR_MoreTankSwitches.cfg adds tank options for tanks of various manufacturers/mods including Fuel Tanks Plus, USI, Mk2 & Mk3 Expansion, KNES, Munar Industries, Charyol, DaMichael's, NovaPunch, NF Launch Vehicles... (List not made by me, contributed by @Iodyne ) RR_NTRReactorPatch.cfg adds the reactor engine functionality (demonstrated in the Main Coon jet engine) to the RR NERVA clones. RR_KCTFuelResources.cfg registers RR eccentric propellants with Kerbal Construction Time. RR_KerbalismEmitters.cfg adds Kerbalism radioactivity to the RR NERVA engines. Updated Extras/RR_EveLiquidFuelOcean.cfg to add LiquidFuel harvesting to the RR Hydroscoop, not the stock air scoop. This update brought to you by Iodyne! A little is plenty, plenty is deadly! but it's super rare and valuable! DOWNLOAD :: GitHub :: SpaceDock
  3. @DStaal Hah. Yes. Well, I'm slow to cross KSP releases (usually with very good reason). To be honest, Thor Tech is in limbo/laid to rest with this one. I plan to recycle its concepts into features of newer and separate mods. However, Airline Kuisine is back with full intent to stay. The electric propfan engines, for example, are reincarnating in full form in my current project, Sterling Engines.
  4. Airline Kuisine 2.4.0 Deleted unwanted textures. Dropped IFI support. Fixed WBI mode (It became completely broken over time). Added support for Air! and Stress! Fixed embedded solar panel for Mk2 parts (broken by Restock blacklist). Reduced requirement on Pathfinder for functionality. OmniConverters always available. Use B9PS for essentials tanks, OmniStorage for all-purpose tanks. Updated B9 tank options. Updated Kerbalism support: Use B9PS for tanks. Updated USI mode: Added colors to B9 tank options. Fixed texture problems. DOWNLOAD :: SpaceDock :: GitHub
  5. @linuxgurugamer Yeah. Also, set any references to the older OPT Spaceplane in OPT Legacy and OPT Reconfig to point to OPT Spaceplane Continued. Many thanks.
  6. @DStaal They should all work just fine. My mods are just parts and configs (exploiting nearly entirely stock modules) so it's very unlikely they'll break. Their dependencies breaking are what to watch out for. Deep Sky Core 3.0.9 Added colors to pressure tank B9 tank options. Moved Restock whitelist file to Thor Tech. Updated Classic Stock Propellium tank ratios. Updated patch to hopefully more properly run. (The one that adds IntakeAtm to all intakes.) Updated tech tree nodes following compatibility updates for them done in OPT Reconfig. Thor Tech 0.9.6.8 Fixed model path issue with Shieldnir cones. Fixed patch (did not add Shieldnir ablator to airbrakes). Moved Restock whitelist in from DSCore. Updated Shieldnir patch to not conflict with OPT thermal limit upgrades. GET DEEP SKY CORE :: GitHub :: SpaceDock GET THOR TECH :: GitHub :: SpaceDock
  7. OPT Spaceplane Continued 2.1 Now available for KSP 1.9.1 and later with CKAN. No longer contains old plugin bundles. Now requires OPT Reconfig. OPT Legacy 2.1.1 Deleted files concerning agency and categories. Moved to OPT Reconfig. Updated VIsp patches to not activate when KSP Interstellar is installed. OPT Reconfig 2.1 Absorbed and unified configs and other resources from OPT Main (now Continued). Agencies with updated logos. Flags. New and replaced ones. Added colors to B9 tank options for NF Propulsion. Added Water to Rational Resources B9 tank options. DOWNLOAD OPT CONTINUED :: SPACEDOCK DOWNLOAD LEGACY :: SPACEDOCK :: GITHUB DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB @linuxgurugamer Please set OPT Continued relationships: Requires: B9 Part Switch, Community Resource Pack, OPT Reconfig Recommends: OPT Legacy, Raster Prop Monitor
  8. There are no Tweakscale configs for those. Why? I really don't like the idea of scaling crewed parts (especially, making them smaller). Fuselage parts receive WBI tank modules (for WBI users) which are incompatible with Tweakscale.
  9. Without Restock, eh? Okay. That's for me to deal with.
  10. @enewmen Do be mindful and post any significant spoiler content. I don't -use- GU (though I do make contributions) but here's one person asking that you at least put your image in a spoiler item.
  11. The problem is two-fold: JNSQ has its own visuals and is by nature not intended to have other visual mods applied to it. (Any decent Kerbin replacer mod is expected to apply.) The popular visual packs tend to only support the stock planets or RSS. (Note: there is a link for "Ad Astra" which bridges JNSQ and AVP. It's at the bottom of the opening post.)
  12. Banned for assuming kerbiloid meant to say precision.
  13. It did, yes. It wouldn't be cool to Damon and me, though...because then we'd have to support it.
  14. It's not every day you see a mod for a futuristic spaceplane body, especially a "NASA" thing from a concept artist. I have quite a lot to say but I'll wait until you get along some, and I don't have any idea yet how much you're aware of things like mirroring with asymmetric parts, CoM vs CoL vs CoT, and drag cubes. But it's great to know that you're a pilot. There are a good few players who would welcome the flaps and slats in your wings, for one.
  15. @Aniruddh I personally would prefer the heat mechanic to be involved. Radiators are pretty severely underrated in KSP (which helps to keep things easy for newbies), but where appropriate, needing them makes a great balance for a new feature, and gives stations a bit more to be mindful of (and by extension, to have a bit more purpose). And with it involved, beamed power parts can have a heat emissive glow as part of their animations and it would make the most sense. And also, Nertea's parts, if they happen, will also have heat emissives, and can plug into System Heat, his WIP plugin that replaces the stock heat dynamics system. Many of us are lining up to use that when it matures. What would be convenient for both those who want heat, and those who don't, would be to provide a config level option to scale the heat production. I'm not rushing at all, just laying out my ideas.
  16. I was just discussing a very feature-filled part I want to make and release sometime. Beamed Power is among those features. I'm glad this mod is finally happening. I know a couple of folks who would jump for joy to know that this exists.
  17. It's time this one came back to life. Update and fixes will be posted soon. The Kerbalism and WBI aspects need pretty badly to be brought up to speed. And IFI support will be dropped.
  18. @Catatau_27 I've found that NF Conutruction and NF Exploration use the Argon tank type, and I made a fresh install just to test these but I did not have your problem. I suggest you re-download and reinstall these mods, and delete your GameData/ModuleManager.ConfigCache file. If that doesn't work, save this as a .cfg file anywhere in GameData and it should band-aid the matter: If you end up needing the band-aid, I highly recommend you take the time to dissect or rebuild your install, a few mods at a time, to isolate the source of the conflict. If the conflict returns, then go through the last set of mods you re-added, 1-by-1, to properly sift out the source.
  19. @Catatau_27 ok then... The sharing settings at those links are wrong. I need to request permission to see them, and I don't respond to that. I'm more curious now to what you're doing that causes B9 HX to be involved. I have a mod that adds B9PS features to HX, but it has no business with Argon. If you wrote the configs yourself then you didn't write the B9_TANK_TYPE {} node that defines the needed Argon tank. If you know how to write configs then you can create that one node and cure your problem.
  20. @Catatau_27 Your problem is different. And you haven't begun to help blowfish to address it. Where are your KSP.log? ...your ModuleManager logs? What mods do you use that need Argon tanks or use B9 for tanks and are useful with ion engines? B9PS itself doesn't include an Argon tank definition, only definitions for stock fuel tanks, so there's absolutely no point in shouting at blowfish.
  21. @ssd21345 No, you don't want that. Just because it's OP and very unlike stock. I talk to Angel-125 and he lost interest in it a long time ago so it might as well be deleted soon.
  22. @eatU4myT NF Aeronatucs still works. It's just parts. Parts mods (and I mean the ones that don't have any plugins in them or don't have patches for a super-complex mod) don't break easily. Install it anyway and have a nice day.
  23. I know what part of the forum I'm in but I'm gonna say it... There's a (tiny and epic) mod for that: It's somewhat sad that such an easy thing had to be left to be made into a mod, and it's easy to imagine that practically everyone who spams the NERVA on their ships needs this... but eh. It's there. As a mod. I have a mod that adds a decked out harbor made of KK stuff (I know, not simple), and I experimented with the idea of an in-ocean facility... but it's hard to get creative and be satisfied with KK in the water because everything has those triangle and hexagon platforms around them, assuming you want to have a pavement for your base to sit on. And I don't think there's a freely licensed buoy static for use. My harbor can handle boats and seaplanes (including storing them, and you can buy or sell fuel (fill or empty your ship) at the tank statics there) but there's no explicit provision for a Sea Dragon (there's no VAB and nothing to act like a fence around the spawn point). You could still launch something huge from a spawn point above the large submerged triangle, though. And it leaves no room for a north-south runway.
  24. It's easy to get caught off guard by what GPP changes. The alternate universe concept (Kerbin never existed. Kerbalkind was born somewhere else and called itself something else, "Gaeleans") is the core of GPP and is something that no other system replacer has done. All other loading screens get removed because they feature planets and moons that no longer exist. From what I've seen on Twitch streams, far too many players have that habit.
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