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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Welcome @Kermicki. The original (or "main") OPT still works, but you'll need the WorldStabilizer mod (linked above) for the issue that it's answering. You'll have to set your CKAN to allow older versions of KSP just to get OPT through CKAN, or install it manually (and do not install its included ModuleManager or Firespitter). These problems aside, OPT Main still works fine today. I explain this in the opening post: But also, I do not control OPT Main directly. I do control OPT Legacy which is retired parts and an expansion pack. In short: Yes. You will need to install OPT Main, OPT Reconfig (and its dependencies). You don't need OPT Legacy unless you like the antique bodies or you want the power spheres or the exotic engines.
  2. @More_Heat_Shields You're using @zer0Kerbal's mods. It looks like you're missing a core mod. The missing KGEx tank types can be acquired here: https://github.com/zer0Kerbal/KGEx/releases Also make sure that you have the latest of SimpleConstruction and that it and its bundled minimal Extraplanetary Launchpads are correctly installed. If you still get fatal errors about "SCRocketParts" and "SSPXRocketParts" let me and zer0kerbal know. At least, the KGEx problem will be fixed. Thanks for the love.
  3. @More_Heat_Shields A screenshot of the message window would be very welcome. B9PS makes it pretty clear what's wrong or missing that causes it to throw a fatal message. And there are many such causes.
  4. The readme is outdated. That engine, and others like it, now use B9PS to provide fuel input switching.
  5. Hey, @Northstar1989 OPT "Main" is the primary parts pack where the active and most modern, most versatile forms of the J and K spaceplane bodies are, and all parts in there are made only by the original dev, K.Yeon. Legacy is an archive of retired parts (obsolete forms of J and K) and an expansion pack (filled with parts added or directly tuned by the maintainers of OPT). Legacy also especially provides engines capable of efficient operation in extremely thick atmospheres and atmospheres without oxygen, and power sources to meet the demands of those engines. Legacy will also soon provide a wide host of engines for VTOL operations-- a very wide array of options for helping large spaceplanes land and takeoff more comfortably in difficult situations. Legacy does not do anything to Main's balancing and feature sets. That's what Reconfig does: "Re...Config:" fix gameplay issues, add features, re-tune Main pack's engines. Reconfig breaks OPT's ties with Firespitter, therefore, you can uninstall it, unless of course, you're using some other mod that requires Firespitter, namely Airplane Plus (for the prop engines) or USI's tank pack. I have not added a description for OPT Legacy to my thread OP because anyone who's already familiar with OPT Legacy will already know what it is... a parts pack, and they will visit this thread because I post updates to Legacy. If you install Legacy you must install Reconfig because all updated patches concerning either parts pack has been merged into Reconfig, leaving Legacy broken without it. I hope I answered everything for you.
  6. The final look for the Bubble (a top tier engine). Particles subject to change. "Blueprint" card template by @Nertea. And these two engines have their blurred mesh stuff finally finished; paint job; and throttle emissive. The blurred mesh feature will only be available with WBI Kerbal Actuators.
  7. @linuxgurugamer @Krzeszny I've tuned the engines in this pack now. So far, I've done: Rockets VTx-202: I've made it into a mid-point between the Reliant engine (good thrust with 310s Isp in vac, 265s ASL) and the Terrier (345s / 85s) by giving it 325s in vac, 195s ASL. TRR-1: I've changed it to have 330s vac / 132s ASL from its original 325s / 235s. It now competes with the "Pug" vacuum engine from Restock Plus. I could change it back (or ignore) since it had ok stats before, comparing to the Spider engine. ILX-40: I've changed its Isp from 370s vac / 325s ASL to 305s vac / 275s ASL and slightly buffed its thrust, slightly lowered its mass. It now has 88% the mass and thrust of the Thud engine. Jets XJ-48k Vector: Fixed excessive or obsolete settings that drive its performance as an engine. I've also set it to become very thrusty and to lose efficiency at Mach 2 (Isp starts at 8000s but falls to 4000s. Isp changing by velocity is a stock feature) and work up to about Mach 3.1. It should be a bit of "Panther jet on steroids." MJ-88 Mini Vector: basically made it like the stock J-20 Juno. I've done other things such as check (mostly reduce) heat production in the engine modules (many of them are really really high), add missing keys to draw the Oxidizer gauge in staging when LFO engines are on, and raise heat limits from 2000K to 2500K, granting that much needed better survivability over stock engines. The jet engines also get their atmo power curves expanded so they rightfully produce more thrust in thicker atmospheres. (This does not mean they gain Isp.) And the rocket Isp curves are also extended to whatever atmo pressure they would logically flameout at.
  8. @perch35 I can't yet give a fixed date on the next big release of OPT Legacy. But late May/early June is looking very good. I finally got to unwrap and give starting textures to these 3 engines. There are 2 more engines to model and unwrap. I say early June because I'm not one who can work daily and at good speed on parts in general, and I also want to provide some various (not necessarily "many") extra things like some (4) surface light options custom-fit for OPT, more part upgrades, and maybe a cool, big, aerodynamic, surface-attachable drone core (to address the need for certain missing inline drone cores). Having just the two stock ones (and needing to install some other mod just for lights) really sucks.
  9. @vagabond77 It will fork fine in 1.8.1 and even 1.7.x.
  10. Release 1.5.0 DOWNLOAD :: GitHub :: SpaceDock Added hybrid SRMs (clones of the Flea and Hammer). They're refillable, restart-able, tweakscale-able and throttle-able (down to 40%) like ones in KSP Interstellar. Added LqdDeuterium presence. Added Water MET (Microwave ElectroThermal Thruster, clone of Dawn ion engine). Allowed scoop patches to run when KSPI installed. Updated Alumina Splitter and Ore tank types concerning their needs. Updated Hydrates Splitter outputs more, thanks to @Muetdhiver. Updated other conversion chains using newly available calculators.
  11. B9PS disables its fuel switching on any part that holds other fuel switch mods' modules. Your options are: Give up B9PS and variants. Create the necessary configs so that your favorite RF mixes are available to your choice engines through B9PS.
  12. @GEPEG_Unconscious The KS3P issue is an effect of how the alpha channel is used differently in body textures supporting the new terrain shaders. You'll have to go to the KS3P config writers or their threads for an answer.
  13. I'm curious to what these are. Care to list them?
  14. @matheuscassol2005 The scoop doesn't get its modules if KSP Interstellar is installed. I assumed that KSP Interstellar would have added its own harvester options onto it. If you can, go to GameData\RationalResourcesParts\CRP\Intake.cfg and delete exactly and only this from the two places where it occurs: ,!WarpPlugin so that the lines: // stop looking like this @PART[???]:NEEDS[CommunityResourcePack,!WarpPlugin] // start looking like this @PART[???]:NEEDS[CommunityResourcePack] Once you've done that you'll get to use not only that scoop but you get extra atmosphere options for this stock intake too, the "XM-G50" Finally, to install the extras, go into the download zip, take the configs you want from the Extras folder, and put them anywhere in GameData. It's that simple.
  15. Release 1.1 Fixed air-breathing engine behavior. Replaced and re-tuned plumes. Moved precooler feature into an optional upgrade. Added intake module to precooler (mainly so it dumps its contents on its own when near vacuum).
  16. @OOM Thanks for noticing. I missed one or two very important keys for the air-breathing mode, which I hadn't yet fully understood. In addition the source of the extra dV is that the precooler holds a lot of IntakeAir and doesn't have an intake module so it doesn't bleed out when it should. The reason for that is the flash-cooling feature which I myself found unneeded soon after I released it. (It might still be needed for 3.2x scaled systems and higher.) The all-black texture is indeed to some degree a place-holder or WIP. I hadn't much energy for textures at the time. But also, I expected an all-black Skylon to not have much in fine details like panel lines. @Daniel Prates That is likely the Darude airbase in JNSQ. It replaces the MH DLC's Dessert airfield.
  17. @MacLuky Excelsior? I didn't name it that. But. I kept the gravitic engine in its default orientation. For the ship's size, I had no reason to put it anywhere except as the core of the saucer (as it's built to be). I think I might have experienced your orientation problem a long time ago too but I don't remember now. This ship has decent aerodynamics and handles well while under Mach 1. There are some WBI Buckboards in it but no cargo bay to stop them from producing drag. And it doesn't ave the power to use Crazy Mode at length.
  18. Assuming there's enough gravity for the ship to count as landed. Lol. The engine bell is 3.75m wide and the ship itself isn't very much wide, tall or sprawled out relative to the engine. That helps. (GU's heavy plasma RCS also helps)
  19. I'd say no. Kerbals pop at 800K. And there's no way to equip heat resistance onto a kerbal.
  20. The slightest tilt upward should be enough to meet your needs. I just tried that part in-game and it's definitely weird. I think that's a KSP Interstellar thing. In KSPI, many engines demand to be attached directly to a part which would precede them if they were built IRL (like the nuclear nozzles needing to be attached to reactors). So I'm betting that since the B9 SABRE precooler actually isn't (doesn't have an intake module) then the SABRE engine doesn't actually get precooled and threatens to have meltdowns. I've seen this same problem in the YouTube series of a user of KSPI + B9 Aero. It's legit funny that at the end of the really long part description that the precoolers actually say -- "Just kidding, this knockoff piece probably isn't doing anything."
  21. @Gordon Fecyk I just finished converting JNSQ's celestial bodies PDF into wiki pages with nice banners. Some supplemental information is being added such as what Rational Resources templates are assigned to them, and trivia items that I create (after starting this wiki project) or that you discover/create (like the Ike Mohole), or confirm (from my writings, such as Dak's "potato with a siren's call") as you move along in your YouTube series. https://github.com/Galileo88/JNSQ/wiki
  22. @RadGH In the space center scene, click on the green sugar cube toolbar button and you'll get to configure USI LS. You should be able to turn off the Supplies bit and leave on the hab bit. Alternatively you can try Snacks! (but turn on Stress! and turn off the actual Snacks portion) or visit Kerbal Health and ask about how much of it you can disable (this one is, in a loose sense, a Kerbalism Lite. It's -only- a hab mod and works with all LS mods).
  23. Finally got around to some stuff last night. Valkyrie inspired tilt engine. It's rather versatile! And variants (mainly gap filler) and overall adjustments to the geometries for the ducted fan engine and the tail rudder engine (the two engines shown on the H body plane).
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