ikarus Posted April 6, 2021 Share Posted April 6, 2021 These mods can be quite intricate , thank you ! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 9, 2021 Author Share Posted April 9, 2021 OPT Reconfig 3.3 Adjusted Dark Drive options to detect "SystemHeatConverters" to hopefully cure System Heat conflict. Created Extras folder containing: OPT_Reconfig_CryoEngines.cfg - Except for RO users, this has been moved out and is now completely optional. OPT_Reconfig_LessHandwavium.cfg - Changes engine behaviors and Tidal Force power spheres to be more "stockalike" or "realistic." OPT_Reconfig_ZeroHandwavium.cfg - Includes the former and deletes the "Dark Energy" power spheres and end-game engines. OPT_Reconfig_LessB9ForTweakScale.cfg - Disables B9 toggles for engines and converters as TweakScale doesn't handle them well. Fixed OPTSAS problem. DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted April 17, 2021 Share Posted April 17, 2021 Some MM errors on the newest version (hopefully) of OPT Reconfig - relevant portion is here, I think: Spoiler [LOG 13:52:04.094] Applying update OPT_Reconfig/OPT_Reconfig_CryoEngines/@PART[opt_vtol_wrap?1|opt_vtol_jump?1|opt_vtol_hc1|j_linear_aerospike|b_linear_aerospike]:NEEDS[CryoEngines|KerbalAtomics,!RealismOverhaul,!ClassicStock]:FOR[OPT_Reconfig_CryoEngines] to OPT_Legacy/Parts/Engines/VTOL/EnginesWrapperL.cfg/PART[opt_vtol_wrapl1] [LOG 13:52:04.105] Applying update OPT_Reconfig/OPT_Reconfig_CryoEngines/@PART[AAengine|opt_vtol_lpr1]:NEEDS[CryoEngines|KerbalAtomics,!RealismOverhaul,!ClassicStock]:FOR[OPT_Reconfig_CryoEngines] to OPT_Legacy/Parts/Engines/VTOL/EnginesLowProfile.cfg/PART[opt_vtol_lpr1] [LOG 13:52:04.120] Applying update OPT_Reconfig/OPT_Reconfig_CryoEngines/@PART[opt_vtol_lpr2]:NEEDS[CryoEngines|KerbalAtomics,!RealismOverhaul,!ClassicStock]:FOR[OPT_Reconfig_CryoEngines] to OPT_Legacy/Parts/Engines/VTOL/EnginesLowProfile.cfg/PART[opt_vtol_lpr2] [LOG 13:52:04.131] Applying update OPT_Reconfig/OPT_Reconfig_CryoEngines/@PART[opt_vtol_bubble1]:NEEDS[CryoEngines|KerbalAtomics,!RealismOverhaul,!ClassicStock]:FOR[OPT_Reconfig_CryoEngines] to OPT_Legacy/Parts/Engines/VTOL/EnginesBubble.cfg/PART[opt_vtol_bubble1] [LOG 13:52:04.141] Applying update OPT_Reconfig/OPT_Reconfig_CryoEngines/@PART[opt_vtol_egg|opt_egg]:NEEDS[CryoEngines|KerbalAtomics,!RealismOverhaul,!ClassicStock]:FOR[OPT_Reconfig_CryoEngines] to OPT_Legacy/Parts/Engines/VTOL/EnginesEggDog.cfg/PART[opt_vtol_egg] [WRN 13:52:04.142] Cannot find key VIspThrustASL3K in PART [ERR 13:52:04.142] Error - Cannot parse variable search when editing key descriptionDetail = #<b>Thrust:</b> $/VIspThrustASL3K$ / $/VIspThrustVac3K$ kN.<br><b>Isp:</b> $/VIspASL3K$ / $/VIspVac3K$s.<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$</color> EC/s at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [WRN 13:52:04.142] Cannot find key VIspThrustASL4K in PART [ERR 13:52:04.143] Error - Cannot parse variable search when editing key descriptionDetail = #<b>Thrust:</b> <color="yellow">$/VIspThrustASL4K$ / $/VIspThrustVac4K$</color> kN.<br><b>Isp:</b> <color="yellow">$/VIspASL4K$ / $/VIspVac4K$</color>s.<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$</color> EC/s at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [WRN 13:52:04.143] Cannot find key VIspThrustASL6K in PART [ERR 13:52:04.143] Error - Cannot parse variable search when editing key descriptionDetail = #<b>Thrust:</b> <color="yellow">$/VIspThrustASL6K$ / $/VIspThrustVac6K$</color> kN.<br><b>Isp:</b> <color="yellow">$/VIspASL6K$ / $/VIspVac6K$</color>s.<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$</color> EC/s at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [WRN 13:52:04.143] Cannot find key VIspThrustASL6K in PART [ERR 13:52:04.143] Error - Cannot parse variable search when editing key descriptionDetail = #<b>maxThrust:</b> <color="yellow">$/VIspThrustASL6K$ / $/VIspThrustVac6K$</color>kN Vac.<br><b>Isp:</b> <color="yellow">$/VIspASL6K$ / $/VIspVac6K$s</color>s<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$ EC/s</color> at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [LOG 13:52:04.143] Applying update OPT_Reconfig/OPT_Reconfig_CryoEngines/@PART[opt_vtol_egg|opt_egg]:NEEDS[CryoEngines|KerbalAtomics,!RealismOverhaul,!ClassicStock]:FOR[OPT_Reconfig_CryoEngines] to OPT_Legacy/Parts/Engines/VTOL/EnginesEggDog.cfg/PART[opt_egg] [WRN 13:52:04.144] Cannot find key VIspThrustASL3K in PART [ERR 13:52:04.144] Error - Cannot parse variable search when editing key descriptionDetail = #<b>Thrust:</b> $/VIspThrustASL3K$ / $/VIspThrustVac3K$ kN.<br><b>Isp:</b> $/VIspASL3K$ / $/VIspVac3K$s.<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$</color> EC/s at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [WRN 13:52:04.144] Cannot find key VIspThrustASL4K in PART [ERR 13:52:04.144] Error - Cannot parse variable search when editing key descriptionDetail = #<b>Thrust:</b> <color="yellow">$/VIspThrustASL4K$ / $/VIspThrustVac4K$</color> kN.<br><b>Isp:</b> <color="yellow">$/VIspASL4K$ / $/VIspVac4K$</color>s.<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$</color> EC/s at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [WRN 13:52:04.144] Cannot find key VIspThrustASL6K in PART [ERR 13:52:04.144] Error - Cannot parse variable search when editing key descriptionDetail = #<b>Thrust:</b> <color="yellow">$/VIspThrustASL6K$ / $/VIspThrustVac6K$</color> kN.<br><b>Isp:</b> <color="yellow">$/VIspASL6K$ / $/VIspVac6K$</color>s.<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$</color> EC/s at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [WRN 13:52:04.144] Cannot find key VIspThrustASL6K in PART [ERR 13:52:04.144] Error - Cannot parse variable search when editing key descriptionDetail = #<b>maxThrust:</b> <color="yellow">$/VIspThrustASL6K$ / $/VIspThrustVac6K$</color>kN Vac.<br><b>Isp:</b> <color="yellow">$/VIspASL6K$ / $/VIspVac6K$s</color>s<br><b>Requires:</b> <color="yellow">$/VIspChargeReq$ EC/s</color> at full throttle.<br><color="orange">When in flight, shutdown engine before switching.</color> [LOG 13:52:04.147] :AFTER[OPT_RECONFIG_CRYOENGINES] pass [LOG 13:52:04.147] :BEFORE[PARTFX] pass Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 19, 2021 Author Share Posted April 19, 2021 On 4/17/2021 at 2:55 PM, AccidentalDisassembly said: Some MM errors on the newest version (hopefully) of OPT Reconfig - relevant portion is here, I think: I figured that one out. Delete this section in this config: https://github.com/StoneBlue/OPT_Streamlined/blob/master/GameData/OPT_Reconfig/OPT_VIsp.cfg#L646-L665 I'll release that with some other little things pretty soon. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 21, 2021 Author Share Posted April 21, 2021 (edited) OPT Reconfig 3.4 Changed life support resources into a discrete B9 switch module on crewed parts (so LS and fuel can be chosen in parallel on them, especially cockpits). Fixed issue with missing keys on EggDog engines when CryoEngines installed. Fixed missing Oxidizer gauge on EggDog and Bubble engines. Fixed other issues with WBI Classic Stock and CryoEngines: Default tank amounts were wrong. Made OmniStorage default to LiquidFuel, not Propellium, when OPT_Reconfig_CryoEngines not active. Made air-breathing fuel mix switcher (in engines) default to LiquidFuel, not Propellium, when OPT_Reconfig_CryoEngines not active. WBI Stress! Allowed entertainment center to not need a connection to the homeworld. Discounted microgravity stress except when Less or Zero Handwavium active. DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB Edited April 21, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Liothe Posted May 2, 2021 Share Posted May 2, 2021 (edited) I'm running into the dreaded OPTSAS problem, even running OPT Reconfig 3.4. I noticed that if I remove just OPT Reconfig, neither OPT Continued nor OPT Legacy are working for me either, with B9 Part Switch throwing a fatal error about no upgrade existing for OPT Drop Tanks. Anything I can move around/edit to work around this, by chance? Update: Removing the entire "dropTank" folder from OPT Legacy got the two OPT mods working for me without OPT Reconfig with no errors, but OPT Reconfig still causes the OPTSAS fatal error. Edited May 2, 2021 by Liothe Update Quote Link to comment Share on other sites More sharing options...
Sonicboomish Posted May 8, 2021 Share Posted May 8, 2021 On 5/2/2021 at 2:05 AM, Liothe said: I'm running into the dreaded OPTSAS problem, even running OPT Reconfig 3.4. I noticed that if I remove just OPT Reconfig, neither OPT Continued nor OPT Legacy are working for me either, with B9 Part Switch throwing a fatal error about no upgrade existing for OPT Drop Tanks. Anything I can move around/edit to work around this, by chance? Update: Removing the entire "dropTank" folder from OPT Legacy got the two OPT mods working for me without OPT Reconfig with no errors, but OPT Reconfig still causes the OPTSAS fatal error. I'm getting the same problem I've just uninstalled this mod for now Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted July 16, 2021 Share Posted July 16, 2021 (edited) Nevermind, some idiot that looks like me hadent installed reconfig just gonna plop this one here cause i think it may be more of a opt issue, but not sure, very out of practice.... theres the new pic of the issue, and the like to what i posted in b9, its the same issue. im still breaking stuff here so ill post again if i fix it ..... but thats doubtfulhttps://drive.google.com/file/d/1Y-3tsnzgaB9XNqLsdB2uYjlbZSF9AoGx/view?usp=sharing Edited July 16, 2021 by Space Kadet Quote Link to comment Share on other sites More sharing options...
Nextjr Posted August 24, 2021 Share Posted August 24, 2021 I have a question, my favorite cockpit is the QS01 cockpit, and I want to use rastor prop monitor, but after I installed rastor, there aren’t any visable monitors, how do I add them? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 24, 2021 Author Share Posted August 24, 2021 15 hours ago, Nextjr said: I have a question, my favorite cockpit is the QS01 cockpit, and I want to use rastor prop monitor, but after I installed rastor, there aren’t any visable monitors, how do I add them? I assume you mean the Stail QS01 cockpit. I have ASET installed for IVAs but indeed the Stail cockpit has nothing going on, unlike the two J QS cockpits. You'll have to talk to someone who deals with IVA props. I believe @JonnyOThan is the man to go to for OPT IVA props. You can save this as a config file anywhere in GameData and roll with it since the QS01 cockpits are practically identical...but the J QS IVA is offset for some reason versus the Stail QS cockpit body (or actually the reverse is true). @PART[b_cockpit_qs] { @INTERNAL { @name = JQSIVA3 // BCockpitQS } } Quote Link to comment Share on other sites More sharing options...
Nextjr Posted August 24, 2021 Share Posted August 24, 2021 2 hours ago, JadeOfMaar said: I assume you mean the Stail QS01 cockpit. I have ASET installed for IVAs but indeed the Stail cockpit has nothing going on, unlike the two J QS cockpits. You'll have to talk to someone who deals with IVA props. I believe @JonnyOThan is the man to go to for OPT IVA props. You can save this as a config file anywhere in GameData and roll with it since the QS01 cockpits are practically identical...but the J QS IVA is offset for some reason versus the Stail QS cockpit body (or actually the reverse is true). @PART[b_cockpit_qs] { @INTERNAL { @name = JQSIVA3 // BCockpitQS } } Honestly this is exactly what i needed, doesnt need to be perfect, it just needs to work for first person gameplay! thank you! Quote Link to comment Share on other sites More sharing options...
Nextjr Posted August 24, 2021 Share Posted August 24, 2021 (edited) 2 hours ago, JadeOfMaar said: I assume you mean the Stail QS01 cockpit. I have ASET installed for IVAs but indeed the Stail cockpit has nothing going on, unlike the two J QS cockpits. You'll have to talk to someone who deals with IVA props. I believe @JonnyOThan is the man to go to for OPT IVA props. You can save this as a config file anywhere in GameData and roll with it since the QS01 cockpits are practically identical...but the J QS IVA is offset for some reason versus the Stail QS cockpit body (or actually the reverse is true). @PART[b_cockpit_qs] { @INTERNAL { @name = JQSIVA3 // BCockpitQS } } Actually I think i mightve misunderstood what i need to do. https://imgur.com/OHsuw3B nevermind, a filename mistake thanks alot!!! Edited August 24, 2021 by Nextjr im stupid lol Quote Link to comment Share on other sites More sharing options...
Araym Posted September 8, 2021 Share Posted September 8, 2021 (edited) I'm here (probably again) to report about the little "bug", not only from your mod, but anyone adding some "Custom Part List" file: each time the game is loaded, the game add a new istance of the list: I'm ending with dozen of your your mod category, after a while... As "ModuleManager" is basically an hardcore dependency for many of them, I think that could be more "friendly user/coding etiquette" to add some MM "logical command", if they could work, alike "@"(edit) or "%" (edit-or-create) or something similar (I'm not very MM capable, aside basic modification-usage) to just updating the same category and part list, rather than use the actual "plain version" that had the issue to add multiple one, one for each time the game is loaded... Dunno if MM can handle it, because the stock cfg file is updated/reloaded on the fly, like a craft one, each time VAB or SPH is exited, but if it could, that should easily solve the "duplication bug". Each time I had to hunt down wherever one of those file is placed/named, as not every modder has an unique way to name the corresponding cfg file. (If MM is unable, at least put it in some "Extra" folder, out from the main one that goes into the "GameData" one, to let the user know that it could be used, but also it could lead to some "issues") ---- Unrelated (but useful for @Nextjr for sure): On 8/24/2021 at 10:32 PM, JadeOfMaar said: I assume you mean the Stail QS01 cockpit. I have ASET installed for IVAs but indeed the Stail cockpit has nothing going on, unlike the two J QS cockpits. You'll have to talk to someone who deals with IVA props. I believe @JonnyOThan is the man to go to for OPT IVA props. You can save this as a config file anywhere in GameData and roll with it since the QS01 cockpits are practically identical...but the J QS IVA is offset for some reason versus the Stail QS cockpit body (or actually the reverse is true). @PART[b_cockpit_qs] { @INTERNAL { @name = JQSIVA3 // BCockpitQS } } You can add "offset" values to any IVA cockpit Something alike this: @PART[b_cockpit_qs] { @INTERNAL { @name = JQSIVA3 // BCockpitQS %offset = 0.0, -0.17, 0.15 } } **DO NOT COPY THIS: it's just to make an EXAMPLE!!! I put some random values** That "offset" command is very useful knowing that (in the SPH, where I was used to make my own adjustment when needed to any cockpit) : - the first value move the IVA left-right (i do not remember if the positive value is "right" or "left") - the second move up-down (negative value as "up", positive as "down") - the third one move forward-backward (negative as "forward", positive as "backward") and that, often, is just needed a little movement in the decimals, because they are misured in "in-game" meters (I used to add some surface attacked parts of known dimensions, alike tanks - 0.625/1.25m -, to gauge how much I had to move the cockpits to fit the models, then make modification, reload the game... modify, reload... etc etc until done) Edited September 8, 2021 by Araym Quote Link to comment Share on other sites More sharing options...
Dobelong Posted September 25, 2021 Share Posted September 25, 2021 Would this be a good place to put gameplay related questions for these parts? such as: -The Schramjet seems to be pretty weak at subsoninc thrust, are other engines required at this stage or have people found workarounds for SSTOS? -The Warpjet "MARGE" part description indicates it and the "SAGE" can operate in vacuum but both modes seem to require IntakeAir, how does this work? These questions aside, this modpack is generally incredibly fun to play! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 25, 2021 Author Share Posted September 25, 2021 3 hours ago, Dobelong said: Would this be a good place to put gameplay related questions for these parts? such as: -The Schramjet seems to be pretty weak at subsoninc thrust, are other engines required at this stage or have people found workarounds for SSTOS? -The Warpjet "MARGE" part description indicates it and the "SAGE" can operate in vacuum but both modes seem to require IntakeAir, how does this work? These questions aside, this modpack is generally incredibly fun to play! It's completely ok to put such questions here. Answers: I seem to have this recurring trend of re-tuning the engines, then releasing an update, then finding the tuning sucked or was somehow undone or messed up. So I'm in the proces of re-tuning engines again! I have some serious recurring PEBKAC going on. MARGE and SAGE run on IntakeAtm. If you see IntakeAir then you don't have CRP installed. If you do have CRP you'll see the intakeAtm option on nearly all OPT tanks. Their open cycle mode is inefficient, loosely like a plasma engine, and with low demand on EC, good for high thrust and running indefinitely in atmosphere. The closed cycle is highly efficient and much more like an ion engine, requiring little air but a lot more EC. The EC requirements of engines might change again due to this next tuning round. I'm glad you're enjoying! Quote Link to comment Share on other sites More sharing options...
Dobelong Posted September 25, 2021 Share Posted September 25, 2021 5 hours ago, JadeOfMaar said: It's completely ok to put such questions here. Answers: I seem to have this recurring trend of re-tuning the engines, then releasing an update, then finding the tuning sucked or was somehow undone or messed up. So I'm in the proces of re-tuning engines again! I have some serious recurring PEBKAC going on. MARGE and SAGE run on IntakeAtm. If you see IntakeAir then you don't have CRP installed. If you do have CRP you'll see the intakeAtm option on nearly all OPT tanks. Their open cycle mode is inefficient, loosely like a plasma engine, and with low demand on EC, good for high thrust and running indefinitely in atmosphere. The closed cycle is highly efficient and much more like an ion engine, requiring little air but a lot more EC. The EC requirements of engines might change again due to this next tuning round. I'm glad you're enjoying! This helped a lot, thanks! Another thing, if I may ask, are there any mods that add 2.5m cargo bays and the ability to reconfigure stock fuel tanks to store things like IntakeAtm? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 25, 2021 Author Share Posted September 25, 2021 6 hours ago, Dobelong said: Another thing, if I may ask, are there any mods that add 2.5m cargo bays and the ability to reconfigure stock fuel tanks to store things like IntakeAtm? DaMichel's cargo bays provides 2.5m (and 3.75m) circular cargo bays. I rather like them but their texture is really dated. Spoiler There are several mods that add fuel switching to stock tanks but none I can think of that add IntakeAtm as no mod uses IntakeAtm like OPT does.........Well, you can try Interstellar Fuel Switch or Configurable Containers and find out. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 26, 2021 Share Posted September 26, 2021 Thanks @JadeOfMaar! Soon SimpleCargoSolutions will also be re-released. originally from @artwhaley's Axial Aerospace. Quote Link to comment Share on other sites More sharing options...
LudificorPayne Posted November 4, 2021 Share Posted November 4, 2021 would deleting the subcategory file prevent the mod remaking the category every new game launch? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 6, 2021 Author Share Posted November 6, 2021 On 11/4/2021 at 5:25 PM, LudificorPayne said: would deleting the subcategory file prevent the mod remaking the category every new game launch? No. What causes this is that you manipulated subcategories in-game, causing GameData/Squad/PartList/PartCategories.cfg to exist, which all mods' existing subcategory configs will be imported into. When KSP is restarted, these repeating subcategories (and the deadly loop) begins. Delete this file. If you intend to have your own custom subcategory config then delete all mod entries out of this file and move it out of the Squad folder when you're finished and KSP is closed. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted November 6, 2021 Share Posted November 6, 2021 You have just solved one of KSP's seven great mysteries for me. Quote Link to comment Share on other sites More sharing options...
tonimark Posted November 24, 2021 Share Posted November 24, 2021 what does the opt kiosk do in kerbalism? i saw it at reilability module on editor Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 24, 2021 Author Share Posted November 24, 2021 7 hours ago, tonimark said: what does the opt kiosk do in kerbalism? i saw it at reilability module on editor "OPT Kiosk" is just a display name to give you an idea of what exactly would wear and tear in a real world situation. That name is chosen as OPT's comfort functions are treated as highly digitized appliances. In this case, the touch-screen or other toggle is the least reliable part of the comfort device. (Someone in the crew might touch or flick the thing really hard or too often). Quote Link to comment Share on other sites More sharing options...
CMXLargo Posted April 3, 2022 Share Posted April 3, 2022 Hi there, The "OPT-E LP-R 01 Prominence" engine has a mistake that is a bit strange. I used these engines with my shuttle as VTOL for the moons. If I had activated them and they were used, after deactivation, still appears in the forward movement of the sound and the engine flames. The physician thrust remains inactive. So only visually and acoustically everything is always issued as soon as the engine moves in the shot direction. For the other two VTOL engines, I do not know if the mistake also occurs. Maybe the error can be easily solved. PS: Sorry for my bad English Quote Link to comment Share on other sites More sharing options...
degenerate Posted April 23, 2022 Share Posted April 23, 2022 Hi @JadeOfMaar First of all, thanks for keeping OPT alive, such an amazing mod and I can not see myself playing without it. I've recently gotten back into KSP after a few years away and while I understand why you tweaked the stats of the engines I personally liked the older versions, especially the dark drive. I've gone through most of this thread trying to figure out how to revert back to the old ones but I am either an idiot or it hasn't been mentioned. I love building massive ships/shipyards and the Dark Drive was the perfect engine for that, but with the current specs it is definitely not a perfect pick for it. Loved the J-61 for large SSTOs too, but now that it consumes a ton of EC it's not useable for my needs anymore. Again, definitely not knocking your choice to tweak them, it makes perfect sense but I would definitely prefer the option to play with the untweaked specs again, is there a simple way to do that? Quote Link to comment Share on other sites More sharing options...
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