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OPT Reconfig Supplies highly needed config files to keep OPT Spaceplane Parts | Continued useful and alive in the absence of the original modder, @K.Yeon and in the changing KSP gameplay landscape. It is an optional enhancement to OPT's "Main" package (V2.0.1) and it does nothing by itself. It is required by OPT Legacy and by OPT Spaceplane Continued. Do not use this: With my old modlets OPT_USI or OPT_WBI. They are now features of this mod. With OPT Legacy v1.0.9 or lower. If you have an OPT FAR config already. If you have one of these, delete it. This mod also contains an OPT FAR config. Both will run and will cause serious problems. Required by OPT Legacy 1.1.0 or higher, and OPT Spaceplane Continued. Required mods for this: B9 Part Switch + ModuleManager just to work. Community Resource Pack or WBT (Wild Blue Tools) bundled with any of Angel-125's mods, for tank options. Required mods for IVA: ASET Prop Pack by @alexustas ASET Avionics by @alexustas For KSP 1.8 and newer: RasterPropMonitor (Adopted), by @JonnyOThan For KSP 1.7.3 & earlier: RasterPropMonitor by @MOARdV Supported Mods: Connected Living Space, by @Papa_Joe FAR (Ferram Aerospace Research Continued) by @dkavolis Kerbalism by @Sir Mortimer OPT "Main" by @K.Yeon RemoteTech by @tomek.piotrowski Snacks! - Friendly, Simplified Life Support by @Angel-125 TAC Life Support by @JPLRepo USI Life Support by @RoverDude Recommend Extras: The WBI Suite of Mods [GitHub] by Angel-125 Textures Unlimited: Recolour Depot by @Manwith Noname (Does not support OPT Legacy) Craft Manager by @katateochi Craft Manager replaces the stock caft loading UI with something bigger, more beautiful and very feature rich. It also integrates KSP with an external craft sharing website, KerbalX.com, (also created by Katateochi), where you can download or share pre-made craft files that use OPT. Over 5% of the ~16,000 craft files hosted there use OPT parts. Feel free to show off your own OPT craft, or view others' works in the OPT Showroom thread. What OPT Reconfig does: Adds a higher tech tree node than Experimental Aircraft Engines for the most OP of engines. Makes all main pack engines less OP or keeps them OPbut makes them rightfully more challenging to use. Makes the weaker engines stronger at reasonable cost. Makes these exact changes to OPT Main's engines: Buffs the Isp and doubles the thrust of J Aerospike, and gives it decent gimbal. Makes the ARI-75 engine require EC to justify its higher vacuum Isp and gives it an instant-response second mode for vacuum lander-friendly use. Makes the J-92 Shcramjet into dual-mode with the second mode as a proper EC-guzzling future scramjet that starts at Mach 4 and is useful in upscaled systems. Makes the Dark Drive regenerate and require Dark Goo (as implied in its part description) and also serve as an RTG with half-life, and gives it 1 deg of gimbal. Related: equips the J science lab with a facility to produce Dark Science required to regenerate Dark Goo, and gives the stock Experiment Storage Unit some Dark Science tankage to avoid all Dark Drive equipped craft needing to have a J science lab. Makes the HAE-02 Mk2 engine less thrusty. Replaces dirty old Firespitter configs with B9 Part Switch and Wild Blue Tools (WBT) which make it much easier to add the tank types you want to all parts in OPT Main and Legacy). Provides additional tank types if the following mods are found: CryoTanks, Near Future Propulsion. Integrates USI, TAC or Snacks! (life support) through B9 Part Switch or Wild Blue Tools. Integrates Kerbalism through its own mechanisms for crewed parts and B9 Part Switch for all other parts. Delivers the OPT FAR config. DOWNLOAD OPT SPACEPLANE CONTINUED :: SPACEDOCK DOWNLOAD LEGACY :: SPACEDOCK :: GITHUB DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB
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I'd like to call myself a very big fan of OPT Spaceplane Parts and give much thanks to @K.Yeon for starting this mod, @stali79 for maintaining it, and @Mycroft for confirming that there are others who really, really love this mod. Your ship doesn't have to be built entirely using this mod, just most of it or the most important parts. Come on then, show us your stuff. Spoiler contains old OP content.
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I'm running the OPT parts mod as well as firespitter. Every time I load in this particular vehicle, which is using parts from the OPT mod, it spawns about a KM in the air above the runway. Looking at the debug menu gives me the error "ground contact! - error Moving Vessel up 997.025m". I'm willing to bet that its just a part i have on the plane acting up and i'm gonna do some more testing but I was wondering if there was a known fix for this or if there was a way to stop the game from trying to self fix any ground clipping issues. It seems kind of strange for the game thinks that the solution to the problem of ground clipping to spawn the craft a Kilometer into the air. Sidenote: I did some research on this problem before posting this and one of the fixes that someone found was to just remove the Firespitter mod. I tried that but it still didn't fix it. I thought it might have something to do with the fact that OPT is out of date, however I put all of the parts that I have on my current craft onto a completely new craft in a new file and it worked just fine.
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lemon cup's Stellar Frontier Initiative presents... PROJECT STARPOWER - Combining Kerbin's many sectors of industrial might with years of trailblazing research and experimentation in the field of nuclear fusion propulsion. STARPOWER aims to do what has never been done in the history of Kerbalkind, and do so with the utmost ambition and intrepidity: Harness the latest in fusion drive technology to send a crew of 6 brave kerbonauts to the surface of Laythe, and back, in under 6 months. CONTENTS Introduction Part 1: Pre-Mission Part 2: Departure Part 3: Arrival Part 4: Landing Part 5: Return Part 6: Home Epilogue: The Future Introduction PREFACE This is a somewhat straightforward mission to Laythe with a few twists and heavy emphasis on realism, or rather, what could be reasonably assumed to occur and what obstacles (some huge) would have to be overcome. I couldn't make up my mind on how hard to go with this, so I figured I'd go all in! Expect detailed explanations, real-world science, tons of pictures, and the unwitting Kerbal perspectives on such matters. That being said I will do my best to keep fluff to a minimum, and content rolling in thick. MOD LIST Lots...I won't list them all! Rather I will list the ones that feature prominently here in plain sight. Those that reside beneath the surface, I will mention throughout if I think it to be relevant. In order of significance: JNSQ - the astounding community-favorite planet pack, where this all takes place. Far Future Technologies(beta) - provides all of the theoretical nuclear propulsion aspects that make this mission possible; Nertea just dropped the 1.0 release for download. Near Future Technologies (full suite) - I think of this as the de facto expansion pack to KSP as I know it, adds incredible depth and utility parts for advanced spaceflight and features heavily on this mission. OPT Spaceplane - used to craft the Mk.III-J "Shadowfax," the mission's interplanetary SSTO. Restock - revamped models for every stock part, meshes flawlessly with NFT and other mods. Kerbal Atomics - nuclear fission reactors and advanced NTR rockets CryoEngines/Tanks - adds hydrolox and methalox engines and tankage SSPXR - Stockalike Station Parts Expansion Redux adds the large hab modules you'll see here. Kerbal Konstructs - you will occasionally see some decorative infrastructure, thanks to this mod. Visual Mods include: EVE, Scatterer, TUFX, DistantObjectEnhancements, and Planetshine Some QOL mods: MechJeb, KerbalEngineerRedux, BetterTimeWarp, PersistentThrust, Kerbal Joint Reinforcement, Tweakscale, RCS Build Aid, EditorExtensionsRedux, and more... AND LASTLY, playing in KSP 1.10.1, let's get started. STELLAR FRONTIER INITIATIVE Excelling where previous space programs have failed, SFI was founded to put a stop to repetitive gameplay mission architecture centered in Low Kerbin Orbit. Instead of wasting excess time, resources, and funds at the behest of corrupt save files administration changes and economic lulls, SFI is the result of a joint venture between many Kerbal nations to go to the Mun, Duna, and beyond, and this time for good. Many strides have been made in the past 3 decades. We've researched much science, completed many contracts, and earned much reputation. Also we took some pretty pictures. Over the last 10 years, breakthroughs in rocket propulsion and particle physics has led to a boom in the exploration of parts unknown. I'm playing in JNSQ, where planets are 2.7x the size and even further away from each other. A minimum-energy Hohmann transfer to the Mun takes 4 days. To Duna takes almost 9 months, and beyond that, years. The reality is, Kerbals don't live such a long time, being the little frog men that they are, and that would be cut even shorter should they be exposed to the harsh radiation of interplanetary space for such long durations. Of keen interest to Kerbalkind is Laythe, the crown jewel of, erm... Jool. Before now, it has been held beyond our reach by vast gulfs of time and space, accessible only by our long range probes. But this, is the Fusion era! Behold the latest in experimental atmospheric probes designed to study Laythe and identify areas of interest for future exploration teams. Nicknamed the "Blindwolf," it is both a high-concentration test bed, and a valuable research platform. It is able to convert superheated air into reaction mass via a state of the art high-powered electromagnetic ramjet, and a compact spherical Deuterium-Deuterium powerplant generates the electricity necessary to do so. Top speed is limited only by the melting point of the skin. As it tears through Laythe's atmosphere, it is able to send back telemetry on a particularly optimal equatorial island, with ample flats for a landing... All that's left to do is assemble the vessel, the crew and their vehicle, and the resources needed to get them there. Easy, right?
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The first ever flight of the Hydra 3B, a crew SSTO capable of bringing 8 crew members into orbit. It was proven successful, and after achieving orbit it splashed down in the ocean east of the KSC, where the plane and crew were recovered safely.
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I've been tackling this plane for sometime, although it has proved itself to be troublesome, and the project took way longer than expected(still haven't really finished by this point). Anyway, presenting the ADF-11F Raven: The ADF-11F Raven is an advanced unmanned air superiority fighter boasting phenomenal maneuverability, laser weaponry, and ridiculous loitering time. Designed with "ultimate survivability" in mind, the Raven is actually an ADF-11 drone nose unit with a RAW-F air supremacy wing unit attached, together forming the ADF-11F. The combined Raven would always attempt to take damage with the RAW-F wing unit, and when being damaged beyond combat capable, the nose unit would detach and retreat, bring back crucial combat data for further tactical advancements. Front and rear: Missile bay and laser weapon: ADF-11 nose unit detaching: Detaching in progress: https://i.imgur.com/2tqDFa9.gifv The Raven is unmistakably MASSIVE, even surpassing the Tupolev Tu-28 in maximum takeoff weight. Detaching the ADF-11 from the Raven is like ejecting a Dassault Rafale on top of an F-22. For a size comparison, we've asked Jeb to roll the Aeris 3A in front of the SPH for a photo shoot: Jeb even agreed to pose for a photo: And don't trust the blue ball, it can and will deceive you... The delta platform is rather stable even without vertical tails. Bit of a surprise for me there.
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Hi everyone, I have the OPT Spaceplane mode. Whenever I design a spaceplane or any cargo plane with a cargo ramp, it spawns like 500 feet above the runway and starts falling. If I replace the cargo ramp module with a normal tail, the craft spawns correctly on the runway. Anybody seen that and knows a fix? Regards, Chris