Nori Posted June 5, 2023 Share Posted June 5, 2023 6 minutes ago, JadeOfMaar said: @Nori That kinda bloat is definitely interesting. Hah. Part of the point of OPT's engines is so you don't need bigger drop tanks. And yet I'm sure I've felt the need for it too but mainly because I tend to playtest on 2.7x scale. I don't think there's a means to address that AM tank problem. The only solution might be to stop providing AM storage. FFT's tanks easily don't have that problem because they don't offer to hold other resources. It's not that many extra parts and you already have them in their own category assuming, uh CCK is installed. I think that's the one. Could even make another sub category with just the LH2 ones. I also play exclusively on JNSQ so yeah on stock I highly doubt drop tanks are useful, but I like the idea of being able to shed some weight on a SSTO and it's difficult to do otherwise with OPT parts. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 5, 2023 Author Share Posted June 5, 2023 15 minutes ago, Nori said: shed some weight on a SSTO It's not an SSTO anymore if drop tanks are involved. 16 minutes ago, Nori said: Could even make another sub category with just the LH2 ones. Easily done. Though the subcategory thing uses stock features, not CCK so you know Quote Link to comment Share on other sites More sharing options...
Nori Posted June 5, 2023 Share Posted June 5, 2023 Just now, JadeOfMaar said: It's not an SSTO anymore if drop tanks are involved. Easily done. Though the subcategory thing uses stock features, not CCK so you know haha, well uh, maybe I don't stage them... SSTO is tough in JNSQ.. That's how I knew the ARI engine needed work. Stuck 6 of them on a plane and within minutes I was in space with hardly any fuel used. Ah nice. I have all the mods so I can't always tell who does what. Stock has added a lot of nice QOL features in the last couple years, so sadly I think mods do a lot of them better. Quote Link to comment Share on other sites More sharing options...
Dovahkiin2132 Posted June 12, 2023 Share Posted June 12, 2023 How do i add ignitions to these engines in RO? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 12, 2023 Author Share Posted June 12, 2023 7 hours ago, Dovahkiin2132 said: How do i add ignitions to these engines in RO? From what I know you simply have have to do this. OPT has some RO configs already so some engines should show an ignition count already and require ElectricCharge since no ignition resource is specified. I don't play RO so I never confirmed it and don't have further knowledge to share. @PART[myEngine]:NEEDS[RealismOverhaul] { @MODULE[ModuleEnginesFX],0 // the first engine mode { %ignitions = 0 // 0 is infinite %ullage = True // in case you want this too } @MODULE[ModuleEnginesFX],1 // the second engine mode if it exists { %ignitions = 0 } } Alternatively you can try this but there's a catch. @PART[myEngine]:NEEDS[RealismOverhaul] { // I don't think this works with multi-mode engines which are most of OPT's engines MODULE { name = ModuleEngineConfigs type = ModuleEnginesFX configuration = Default // replace with the name of a reference engine. No spaces please origMass = #$/mass$ modded = false CONFIG { name = Default // replace with the name of a reference engine. No spaces please description = TBA //description specLevel = operational minThrust = 0 maxThrust = #$/MODULE[ModuleEnginesFX]/maxThrust$ // default max thrust heatProduction = #$/MODULE[ModuleEnginesFX]/heatProduction$ // default heat production PROPELLANT { name = LqdHydrogen ratio = 0.7454 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.2546 } // atmosphereCurve{} needs to exist in here so do A or B, not both // A: MM copy-paste node magic /easymode #/MODULE[ModuleEnginesFX]/atmosphereCurve {} // B: manually copy-paste the atmosphereCurve{} atmosphereCurve // fixme { key = 0 301 key = 1 262.1 } ullage = True // ullage pressureFed = False ignitions = 1 // ignitions IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1 } } // add another CONFIG{} if you want to change stats including fuel mix and Isp } RESOURCE // add me if included above as an IGNITOR_RESOURCE { name = TEATEB amount = 1 // multiply by number of ignitions maxAmount = 1 // multiply by number of ignitions } } Quote Link to comment Share on other sites More sharing options...
TridentVanz Posted March 29 Share Posted March 29 Can the parts be displayed in the stock tabs instead of the mod tab? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 29 Author Share Posted March 29 4 hours ago, TridentVanz said: Can the parts be displayed in the stock tabs instead of the mod tab? The parts never left the stock category tabs (unlike what parts from some other mods do). They're always there. Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted Wednesday at 12:00 AM Share Posted Wednesday at 12:00 AM If I have both WBI and B9Partswitch, is there any way to force fuel tanks to allow B9PartSwitch as well as WBI config? Part switch is much more convenient when designing. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Wednesday at 03:54 AM Author Share Posted Wednesday at 03:54 AM 3 hours ago, RunaDacino said: If I have both WBI and B9Partswitch, is there any way to force fuel tanks to allow B9PartSwitch as well as WBI config? Part switch is much more convenient when designing. If you mean to use both resource switchers on a part then no, that's an actual nightmare and the switchers themselves won't like it. I've made it so the WBI switcher is optional (it was a bit of a hassle to do this) but currently I've only made it available as part of the big update I'm working on. Feel free to try it out: OPT 3.4.9.2 beta. The changelog is quite tall so be sure to read it. If you use TURD then TURD gets broken, sorry. Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted Wednesday at 09:12 AM Share Posted Wednesday at 09:12 AM 5 hours ago, JadeOfMaar said: If you mean to use both resource switchers on a part then no, that's an actual nightmare and the switchers themselves won't like it. I've made it so the WBI switcher is optional (it was a bit of a hassle to do this) but currently I've only made it available as part of the big update I'm working on. Feel free to try it out: OPT 3.4.9.2 beta. The changelog is quite tall so be sure to read it. If you use TURD then TURD gets broken, sorry. Sweet and awesome, that's a very fast reply! Thank you very much. Quote Link to comment Share on other sites More sharing options...
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