Sresk Posted October 31, 2018 Share Posted October 31, 2018 Sorry if this has been posted but I have looked and can't find anyone else with a similar problem :) I'm not sure if this is a conflict with this mod or with one of the other hundred mods I have installed but.... I have a lot of mods that use lqdHydrogen as a fuel like the cryo engines, near future, and nuclear mods. I'm getting expected amounts of hydrogen fuel with most other tanks. But any spaceplane parts ( both OPT parts and mk2 parts) have an order of magnitude too little fuel in them. Yes, hydrogen fuel is supposed to be fluffy needing larger volume but having less mass. If I compare a similar sized and weighted opt fuel tank to a cryo tank the amount of fuel in them is 4x-10x too small and the weight of the dry tank is 2x-6x too heavy. I'm not sure if the cause of this is in OPT or if its a conflict from somewhere else. If you suspect it is in this mod and would like more details I'll see what I can do to be more specific. Quote Link to comment Share on other sites More sharing options...
Sresk Posted October 31, 2018 Share Posted October 31, 2018 Ok so I made an edit in the OPT_B9PS_cryo.cfg file to look like this : // New tank types B9_TANK_TYPE:NEEDS[CryoEngines] { name = OPTLH2O tankMass = 0.00015 tankCost = 0.4 RESOURCE { name = LqdHydrogen unitsPerVolume = 14.985 } RESOURCE { name = Oxidizer unitsPerVolume = 0.999 } } B9_TANK_TYPE:NEEDS[CryoEngines] { name = OPTLH2 tankMass = 0.00015 tankCost = 0.25 RESOURCE { name = LqdHydrogen unitsPerVolume = 30 } } I basically halved the tankMass and tripled the storage in the LH2O mode and *4 the units per volume in the pure lqdHydrogen mode.. I'm sure this isn't exactly perfect but it makes the storage capacities and weights line up far more closely with other tanks that carry LH2 in both mass and capacity. I think those numbers need tweaking but it's close enough now that the parts are playable. Just to explain the problem when using nuclear engines or any engine expecting LH2 if I ran with liquid fuel I'd get say 5000dv and .33 TWR. Swap all the tanks to hydrogen and I'd get 500DV and .8TWR. With the changes above now the numbers for swapping to LH2 are more like 4000DV and .66TWR more in line with what I'd expect Quote Link to comment Share on other sites More sharing options...
NHunter Posted October 31, 2018 Share Posted October 31, 2018 @Sresk, I would like to point out though that OPT cryo tanks do NOT suffer from boiloff (and I hope they will not in the future), so their lower capacity is paid off by not having to worry about feeding them with electricity to keep your LqdH2 liquid and still inside the tanks. Quote Link to comment Share on other sites More sharing options...
Sresk Posted November 1, 2018 Share Posted November 1, 2018 Sure the boil off is a good point. And that would make since if the tanks carried 80-90% of the lh. But the mass fraction was so out of wack as to make the parts unusable. The difference of 400dv vs 5000dv is too big a difference Quote Link to comment Share on other sites More sharing options...
Apaseall Posted November 1, 2018 Share Posted November 1, 2018 @Sresk I would suggest that the mass of the tank may be due to it being an OPT part. To clarify, OPT parts are space plane parts not mere containers. Thus the mass may come from a combination of; the shape required to fit with other parts of the same frame type, structural strength to ensure craft does not rip apart during flight and the need to provide lift. The amount of gas being stored may be worth investigating. However that again may be due to it being an OPT part. AFAIK space plane parts are not designed to be high pressure storage containers. Do you happen to know under what pressure is the gas stored in the container you are comparing to the OPT part? dV from plane engines is very high compared to other engine types. Thus is can be good to use a variety of engines depending on the purpose the OPT parts are being used for. This also changes during flight, as altitude and velocity during flight can change drastically. I try to use the lift provided by the plane parts to offset the loss of dV, as basically the shape of the parts gives you free dV in the vertical direction due to lift. In summary, the containers you are comparing are designed for different purposes. That is not to dispute your findings, but some of the differences you are finding may be covered by the above, although there still could be some room for changes in the values you are interested in. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 3, 2018 Author Share Posted November 3, 2018 With some wonderful help from the amazing @blowfish the OPT Legacy cargo parts have received further fixes in the aero shielding department. It now properly works for all Avatar and Humpback parts (except the ramps for unknown reasons). Shielding will also be provided for things clipped into the Avatar-Chimera adapter and the Stail Utility bay. Kerbodyne tanks (with Tweakscale) simulate a 4m and 4.8m sphere. Cargo shielding is spherical. Shielding and new attach nodes for the Stail Utility Bay. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 4, 2018 Author Share Posted November 4, 2018 On 10/31/2018 at 7:01 PM, NHunter said: @Sresk, I would like to point out though that OPT cryo tanks do NOT suffer from boiloff (and I hope they will not in the future), so their lower capacity is paid off by not having to worry about feeding them with electricity to keep your LqdH2 liquid and still inside the tanks. I take it you haven't seen the battery tank type in any OPT part yet. I'm pretty sure it's got you covered. Lol. On 10/31/2018 at 10:32 PM, Sresk said: Sure the boil off is a good point. And that would make since if the tanks carried 80-90% of the lh. But the mass fraction was so out of wack as to make the parts unusable. The difference of 400dv vs 5000dv is too big a difference Considering the two statements (above) perhaps a compromise may be in order? On a related note, tank volumes are in need of another balance pass. I've seen for myself (and I've been informed) that some parts hold much less or much more than they should. On 11/1/2018 at 12:42 AM, Apaseall said: @Sresk I would suggest that the mass of the tank may be due to it being an OPT part. To clarify, OPT parts are space plane parts not mere containers. Thus the mass may come from a combination of; the shape required to fit with other parts of the same frame type, structural strength to ensure craft does not rip apart during flight and the need to provide lift. The amount of gas being stored may be worth investigating. However that again may be due to it being an OPT part. AFAIK space plane parts are not designed to be high pressure storage containers. The sentiment is correct that a plane part such as of OPT should not be able to store adequate amounts of cryofuel to make SSTO very easy and that OPT parts are supposed to be heavy (because stock mass balance paradigm) in direct opposition with the great capabilities of OPT engines. A proper hydrolox tank usually needs to occupy quite a lot of volume (and is intolerant of great heat) and plane parts waste this potential with all of their ability and requirement to be sleek, lean, heat tolerant and aerodynamic. Re: being designed to be high pressure storage, I've seen some anatomy images for OPT parts, and some of the older parts clearly hint at large cylinders within a given hull piece. Pressurized tanks can always fit or be represented by these cylinders, but how effective can their volume be? Quote Link to comment Share on other sites More sharing options...
Apaseall Posted November 4, 2018 Share Posted November 4, 2018 7 hours ago, JadeOfMaar said: I take it you haven't seen the battery tank type in any OPT part yet. I'm pretty sure it's got you covered. Lol. Considering the two statements (above) perhaps a compromise may be in order? On a related note, tank volumes are in need of another balance pass. I've seen for myself (and I've been informed) that some parts hold much less or much more than they should. The sentiment is correct that a plane part such as of OPT should not be able to store adequate amounts of cryofuel to make SSTO very easy and that OPT parts are supposed to be heavy (because stock mass balance paradigm) in direct opposition with the great capabilities of OPT engines. A proper hydrolox tank usually needs to occupy quite a lot of volume (and is intolerant of great heat) and plane parts waste this potential with all of their ability and requirement to be sleek, lean, heat tolerant and aerodynamic. Re: being designed to be high pressure storage, I've seen some anatomy images for OPT parts, and some of the older parts clearly hint at large cylinders within a given hull piece. Pressurized tanks can always fit or be represented by these cylinders, but how effective can their volume be? Nice to see you posting I completely forgot that during certain stages of flight a SSTO can get very hot. I should have remembered since some of my flawed builds had stuff blowing up! Quote Link to comment Share on other sites More sharing options...
NHunter Posted November 4, 2018 Share Posted November 4, 2018 8 hours ago, JadeOfMaar said: I take it you haven't seen the battery tank type in any OPT part yet. I'm pretty sure it's got you covered. Lol. I've seen those. But batteries tend to run out sooner or later, unless you provide a power source. That and you'd rather put fuel tank in their place most of the time - you need lots of dV to go places, and pure batteries provide none. I generally have electric charge stored only in probe cores, cockpits, SAS units and heat resistant nose. Still, that usually gives me around 4500 to go around. Probably not enough to completely survive a night on a tidally-locked moon, but... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 15, 2018 Author Share Posted November 15, 2018 (edited) OPT Reconfig 1.2.5 Anti-collision for Modular Fuel Tanks. Adjusted cryo tank ratios to playable levels, half of the suggested values by, and thanks to @Sresk. Nerf USI recyclers for J cabin, added recyclers to J, Stail, Avatar cockpits. Heads up @Nicky21. Removed flameout plume on HAE-02 engine. Scaling problem makes it as a flashbang and a health hazard. OPT Legacy 1.2.0 Anti-collision for Modular Fuel Tanks. Fixed Avatar and Humpback aero shielding (except when ramps are attached). Aero shielding for things clippd far enough into the Avatar-Chimera cockpit adapter. Added inner nodes to Stail Docking & Utility Bay. (Aero shielding always active in it.) Added joint strength to Humpback parts. DOWNLOAD - OPT Reconfig DOWNLOAD - OPT Legacy Edited November 15, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted January 3, 2019 Share Posted January 3, 2019 (edited) Ooo..i just found out that there are enough OPT-H parts to make a functioning ship. I thought those parts were just extentions for the K/H fuselage parts. I wish it had cargo bay and a cockpit parts to complete it. Possibly an H-mk2 adapter..but ohh well. The crew part looks really cool and makes a great transport vessel i think. Has kind of a startrek shuttle look to it. Im not asking for anything..just some more OPT hype lol. Thanks for keeping this part pack up to date! Heres an atmo vessel in fighter style. Im using USI inline turbojet. and CA-Shuttle wing parts. That sexy looking forward stabilizer is from fintech(a very nicely made fin/wing mod) this thing is HIGHly maneuverable and decently balanced. probably one of my better made ships. As you can see..a nosecone made into a cockpit would be absolutely epic..but I cant complain here..thankfully there is a drone-core available with this sized fuselage. Im pretty happy with this vessel. Im going to slap an MM patch onto those USI jets and make em like rapiers; should make for a decent ship without the need for tons of engines. Edited January 3, 2019 by Jesusthebird Quote Link to comment Share on other sites More sharing options...
overkill13 Posted January 5, 2019 Share Posted January 5, 2019 Is there any part of OPT/OPT Reconfig known to cause KSP to crash in 1.5.1? I keep getting KSP exe and mono dll access violations part way through a gaming session and removing OPT seems to fix it. I'm using Reconfig 1.2.5 and the latest OPT. My 16gb RAM is only around 70% but maybe I just have too many parts with OPT installed. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 5, 2019 Share Posted January 5, 2019 (edited) On 1/2/2019 at 11:47 PM, Jesusthebird said: I wish it had cargo bay and a cockpit parts to complete it. Possibly an H-mk2 adapter..but ohh well. Oooo... yeah... *someone* should really get on that... Soon™ hopefully... parts like that could be really useful 1 hour ago, overkill13 said: Is there any part of OPT/OPT Reconfig known to cause KSP to crash in 1.5.1? I keep getting KSP exe and mono dll access violations part way through a gaming session and removing OPT seems to fix it. I'm using Reconfig 1.2.5 and the latest OPT. My 16gb RAM is only around 70% but maybe I just have too many parts with OPT installed. huh.. thats weird... But you say you have 16GB Ram, and using 70% while playing KSP? Obviouslly you must a whole lot moar mods than just OPT & Reconfig installed... Check the very beginning of either the KSP.log, output_log.txt or error_log.txt... one of them should mention if your RAM is maxing out, IIRC... Try removing the largest one or two, of your largest part mods, and while leaving OPT/Reconfig, try restarting... but prolly should start a sandbox game so you dont mess up any important save games you may have Edited January 5, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
overkill13 Posted January 6, 2019 Share Posted January 6, 2019 On 1/5/2019 at 12:27 AM, Stone Blue said: huh.. thats weird... Yeah, I can't really explain it. The crash log is showing around 70% memory usage each time the game crashes which is likely just because that's around where my usage falls with my mods. This was so consistent that I actually had to run a memory test just to confirm that my laptop could actually use all 16GB. As I'm restarting a career, which I accidentally deleted while reinstalling KSP to address this issue, most of my parts mods aren't necessary anyway. I reapplied OPT and Reconfig while removing the entire suite of Near Future mods plus MkIV Spaceplane (forgot to pull SSPR mind you) and was still crashing after some time of playing KSP. For a short time I had found a consistent, though very odd, way to crash KSP. With OPT installed, I could not recover any, currently loaded, vehicle from the water without the game freezing. Recovering from the tacking station or KSP scene did not have this issue. In this case I was not getting a crash log, I was required to manually shut down KSP. Reloading the game fresh would still cause crashses while removing OPT corrected this behavior. Unfortunately today, while I attempted to determine if OPT itself or the Reconfig was causing the issue, I was disappointed to see that the water recovery crashes are not occurring anymore... Quote Link to comment Share on other sites More sharing options...
overkill13 Posted January 12, 2019 Share Posted January 12, 2019 Crashes have not occurred since my last post on Jan 6. Seems that during testing loading the game with only OPT, then quitting and adding Reconfig, somehow stopped the behaviour... Glitches are fun... Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted January 21, 2019 Share Posted January 21, 2019 1) A year ago, whe i was on 1.4.2 I also noticed more crashed when i start using opt parts. I'm on 1.6.1 now, new save game, i'll report if i start getting frequent crashed once i unlock the opt parts again. 2) Small bug report: the opt stail research lab unlocks one tech earlier than it should. Space Exploration vs Adv. Exploration. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 25, 2019 Author Share Posted January 25, 2019 OPT Legacy 1.2.5 Reassessed some bulkhead profiles: updated avatar and chimera Fixed missing bulkhead profiles Added non-spool secondary mode to ARI-73 engine (for vacuum friendly operation) Moved Stail lab to unlock alongside the J lab OPT Reconfig 1.3 Re-evaluated some bulkhead profiles: "i" parts are now in "size2" "juno" parts go to "j" Added CCK-style custom bulkhead profiles Added non-spool secondary mode to ARI-75 engine (for vacuum friendly operation) Slight increase to Dark Drive's RTG output DOWNLOAD - OPT Reconfig DOWNLOAD - OPT Legacy Now featuring custom cross-section icons thanks to @taniwha newly released mod! (Green highlight is only for your discernment. They do not actually light green in-game) Quote Link to comment Share on other sites More sharing options...
DDevic99 Posted January 26, 2019 Share Posted January 26, 2019 There is no update for CKAN, still v1.25 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 26, 2019 Author Share Posted January 26, 2019 6 hours ago, DDevic99 said: There is no update for CKAN, still v1.25 Check the CKAN thread. Maybe there's a discussion about this already. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 7, 2019 Author Share Posted February 7, 2019 I've setup stack nodes for all OPT wings. No more need to rotate and offset their elevons to get them to sit right. However, I have a hurdle to jump to get the elevons to behave. As it is, the elevons cannot be mirrored if stack attached. The one solution right now is that the wings can remain mirrored but the elevons MUST be attached WITHOUT symmetry. Everything goes wrong otherwise. If I can figure this out, that'll be fabulous, otherwise I don't know if to release this... Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted February 8, 2019 Share Posted February 8, 2019 @JadeOfMaar would this maybe work for stack nodes, as well? vOv Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 8, 2019 Author Share Posted February 8, 2019 2 hours ago, Stone Blue said: @JadeOfMaar would this maybe work for stack nodes, as well? vOv I took a shot at the mirror thing a few weeks before that thread was posted. It seemed to work right for the wing parts that I've made (not for OPT). And I think I have a clue how to fix this. I already intend to comment in that same thread if I confirm my clues. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted February 9, 2019 Share Posted February 9, 2019 USI just updated. They changed the way life support is configured in the files, none of the opt parts have usi support now. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted February 11, 2019 Share Posted February 11, 2019 I've changed the USI config file myself to adjust for USI latest' changes. It's not tested enough but from the few minutes I tested it it works satisfactory. For anyone who wants to use this, do so at your own peril, this is not an official release. The file in question is: OPT_USImodule.cfg Replace its contents with this: // Avatar and Stail cockpits @PART[a_cockpit]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 2 RecyclePercent = 0.65 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 4.1 } } } // J cockpits, no intake @PART[b_cockpit|b_cockpit_qs|j_cockpit,j_cockpitv2,j_cockpit_qs_no_intake]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 5 RecyclePercent = 0.65 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10.5 } } } // J cockpits with intake @PART[j_cockpit_qs,j_6m_cockpit]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 3 RecyclePercent = 0.65 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 7 } } } // K cockpits @PART[k_10m_cockpit,k_10m_cockpit_legacy,k_10m_cockpit_custom]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 8 RecyclePercent = 0.65 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 16.4 } } } @PART[k_10m_cockpit]:AFTER[USILifeSupport] { MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 36 CrewCapacity = 10 BaseHabMultiplier = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.55 } } } @PART[k_10m_cockpit_legacy]:AFTER[USILifeSupport] { MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 36 CrewCapacity = 10 BaseHabMultiplier = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.55 } } } @PART[k_10m_cockpit_custom]:AFTER[USILifeSupport] { MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 36 CrewCapacity = 10 BaseHabMultiplier = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.55 } } } // Humpback cockpit @PART[l_8m_cockpit]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 10 RecyclePercent = 0.65 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20.5 } } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 36 CrewCapacity = 10 BaseHabMultiplier = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.55 } } } // H cabins @PART[h_3m_crew_mm,h_3m_crew_fm]:AFTER[USILifeSupport] { MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 1 CrewCapacity = 4 BaseHabMultiplier = 0.7 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.1 } } } // J cabin @PART[j_4m_crew]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 8 RecyclePercent = 0.7 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24.5 } } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 72 CrewCapacity = 8 BaseHabMultiplier = 0.7 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.8 } } } // Humpback cabin @PART[l_6m_crew]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 12 RecyclePercent = 0.8 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 140 CrewCapacity = 8 BaseHabMultiplier = 0.7 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.4 } } } // Labs @PART[j_4m_lab,b_4m_lab]:AFTER[USILifeSupport] { MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 4 RecyclePercent = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } } } // J bays @PART[j_4m_cargo,j_4m_service]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } } // K, KH and Humpback cargo and hollows (6m only, no 3m) @PART[k_6m_cargo,k_6m_fuselage,kh_6m_cargo,kh_6m_fuselage,l_6m_cargo,l_6m_fuselage]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } } // Avatar cargo and hollow @PART[c_6m_cargo,c_6m_tanks]:AFTER[USILifeSupport] { MODULE { name = USI_ModuleResourceWarehouse } } // H long noses @PART[h_4m_nose_mm,h_4m_nose_fm]:AFTER[USILifeSupport] { !MODULE[ModuleB9PartSwitch] {} MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_LifeSupportRecyclerSwapOption ConverterName = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support CrewCapacity = 4 RecyclePercent = 0.6 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2 } } } Quote Link to comment Share on other sites More sharing options...
Aodhan Posted February 11, 2019 Share Posted February 11, 2019 (edited) @JadeOfMaar Hi, I can load the game with the original OPT mod but as soon as I try to add your reconfig, I just get a bunch of fatal exception. I guess I can just make do with the original mod but I wanted to try your updated version. Maybe I'm missing something obvious here as a dependency or an outdated mod, but anyway, here's the log in case you get time to investigate the issue : https://www.dropbox.com/sh/besa8k0etscfipv/AABUXNmw-ypvzJuLoBhrsTBNa?dl=0 example of what I get : Spoiler [ERR 21:49:43.400] Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part h.2m.em.fm ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype LF ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.InvalidOperationException: The tank definitions have not been loaded yet (done after game database load). This is likely caused by an earlier error or by ModuleManager being missing or out of date at B9PartSwitch.B9TankSettings.CheckTankDefs () [0x00000] in <filename unknown>:0 at B9PartSwitch.B9TankSettings.GetTankType (System.String name) [0x00000] in <filename unknown>:0 at B9PartSwitch.TankTypeValueParser.Parse (System.String value) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataMappers.ValueScalarMapper.Load (System.Object& fieldValue, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.PartSubtype.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at B9PartSwitch.PartSubtype.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.Parsers.NodeObjectWrapperIContextualNode.Load (System.Object& obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataMappers.NodeListMapper.Load (System.Object& fieldValue, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.CustomPartModule.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at B9PartSwitch.CustomPartModule.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 Thanks Edited February 11, 2019 by Aodhan paste example Quote Link to comment Share on other sites More sharing options...
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