ColdJ Posted August 18, 2024 Share Posted August 18, 2024 On 8/18/2024 at 9:02 AM, Manul said: I wish there were more cockpits like this. Expand The SXT mod has the cockpit with cargo opening nose like that. https://spacedock.info/mod/1030/SXTContinued Quote Link to comment Share on other sites More sharing options...
Manul Posted August 18, 2024 Share Posted August 18, 2024 On 8/18/2024 at 3:58 PM, ColdJ said: The SXT mod has the cockpit Expand I meant more cockpits like the OPT Avatar, allowing the crew to get on board without Quote clipping a hundred ladders into the curved fuselage to make the upper hatch accessible from the ground Expand The SXT Mria cockpit does exactly the opposite with it's single hatch being inaccessible from the ground level or from the cargobay. Quote Link to comment Share on other sites More sharing options...
miklkit Posted August 18, 2024 Share Posted August 18, 2024 On 8/18/2024 at 5:38 PM, Manul said: I meant more cockpits like the OPT Avatar, allowing the crew to get on board without The SXT Mria cockpit does exactly the opposite with it's single hatch being inaccessible from the ground level or from the cargobay. Expand Eh? What I meant to say is that once the crew is in that lower empty part of the cockpit they are trapped there. They can not get out. The only way to leave the main cockpit is by a crew transfer into the docked rover. No docked rover, no way out. Quote Link to comment Share on other sites More sharing options...
Manul Posted August 19, 2024 Share Posted August 19, 2024 On 8/18/2024 at 7:39 PM, miklkit said: The only way to leave the main cockpit is by a crew transfer into the docked rover. No docked rover, no way out. Expand they can escape through the cargo ramp just fine. It's much more convenient than using the extra airlock part (and suffering from a crew transfer lag) or climbing to the the upper hatch of the K cockpit. Quote Link to comment Share on other sites More sharing options...
miklkit Posted August 19, 2024 Share Posted August 19, 2024 That is not possible on mine unless possibly I add ladders internally in that empty space behind the cockpit. When they EVA they are hanging onto the forward hatch. Once the drop down there is no way out. There looks to be a hatch on the back but it seems to be nonfunctional. Quote Link to comment Share on other sites More sharing options...
miklkit Posted August 19, 2024 Share Posted August 19, 2024 When a Kerbal EVAs from that cockpit they exit in the back, like here. What looks like a hatch at the back is nonfunctional, so they can only go back with the hatch in front. There is a fuel tank between the cockpit and the cargo bay so that may be the reason this does not work, but there should be other hatches. Quote Link to comment Share on other sites More sharing options...
Manul Posted August 19, 2024 Share Posted August 19, 2024 On 8/19/2024 at 12:09 PM, miklkit said: There is a fuel tank between the cockpit and the cargo bay so that may be the reason this does not work, but there should be other hatches. Expand Yesss. Kerbals can't pass through the fueltank. That's why I never put a solid fueltank behind the cockpit, only the hollow ones. The other reason is that these tanks contain a huge amount of fuel and it's hard as hell to compensate the CoM shift when the tank is empty, need to sacrifice the tail ramp for an equally huge tank at the tail section or add grapes of smaller tanks around the ramp. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted August 19, 2024 Share Posted August 19, 2024 (edited) On 8/18/2024 at 6:36 AM, miklkit said: Cycling through the OPT line looking for the best version for my purposes and built up an Avatar one. The crew cannot get out of the cockpit to EVA. They exit through a hatch in the back and wander around in the empty space underneath and behind the cockpit. They can transfer to a docked rover in the cargo bay tho. Expand Can you be specific about HOW you're trying to go EVA? The game has several different code paths (and then there's also FreeIva which is yet another). Oh...is there a reason you're using the older legacy cockpit? The newer OPT K has hatches on the roof (plus very nice freeIVA support), and the Ouelette and TAV have them on the underside (though they reuse the IVA from the K cockpit). Edited August 19, 2024 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
miklkit Posted August 20, 2024 Share Posted August 20, 2024 Sorry for the late reply. This spaceplane seems to balance pretty well. It has flown 3 times. First into orbit and back down to a landing. 2nd to the Mun and back mainly to test the rover it is carrying. 3rd to Ike for a rover repair contract and then back to a random landing on Kerbin. It is well balanced, especially at 450 tons. I EVA by selecting a Kerbal in the crew pics and clicking on EVA. It does not matter which one I pick as they all exit from that same place. I am building spaceplanes using all of the cockpits as I just recently got the mods. MK2.5, MK IV, and all the OPT ones. Have not done the Ouelette and TAV ones yet. Next is a STAIL version. Oh, one thing. The MK IV has just been updated and the cargo bay no longer has drag on everything in it, but the OPT cargo bays still do have drag in them. Could that be repaired some day? The difference in performance of the MK IV is quite large. Quote Link to comment Share on other sites More sharing options...
Manul Posted August 20, 2024 Share Posted August 20, 2024 On 8/20/2024 at 5:23 PM, miklkit said: OPT cargo bays still do have drag in them. Expand They do have dragshielding, if they don't then something is wrong. Cargobays can stick together with their inner nodes instead of outer nodes and it breaks dragshielding. It's easy to avoid by keeping the inner node busy with something like a nosecone, just stick a forward facing nosecone to the cragobay's rear inner node before attaching the next cargobay segment and it will be fine. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted August 20, 2024 Share Posted August 20, 2024 On 8/20/2024 at 5:23 PM, miklkit said: I EVA by selecting a Kerbal in the crew pics and clicking on EVA. It does not matter which one I pick as they all exit from that same place. Expand When you do this, the game uses the first crew hatch defined in the part. Try hovering the mouse over other hatches on the part to see if you can EVA from somewhere else. Quote Link to comment Share on other sites More sharing options...
miklkit Posted August 21, 2024 Share Posted August 21, 2024 On 8/20/2024 at 7:24 PM, Manul said: They do have dragshielding, if they don't then something is wrong. Cargobays can stick together with their inner nodes instead of outer nodes and it breaks dragshielding. It's easy to avoid by keeping the inner node busy with something like a nosecone, just stick a forward facing nosecone to the cragobay's rear inner node before attaching the next cargobay segment and it will be fine. Expand Correction. I tried other OPT and the cargo bays are ok. It is just the Legacy shuttle cargo bay that has drag in it. Will do. Quote Link to comment Share on other sites More sharing options...
miklkit Posted August 21, 2024 Share Posted August 21, 2024 Looked into the Oulette and TAV cockpits last night. They seem to be the K shuttle cockpit but reskinned. They are incomplete, so I am going to work on something with the K cockpit. So far the KH Humpback is working out well too. Quote Link to comment Share on other sites More sharing options...
Satsuki Posted October 9, 2024 Share Posted October 9, 2024 The j81 engine is not available. Specifically, the part itself is missing. I can confirm that there is a j81 folder and a set of files in the GameData\OPT_Legacy\Parts\Engines. Quote Link to comment Share on other sites More sharing options...
Spike88 Posted February 25 Share Posted February 25 (edited) The Covert Aero Tech trees 1 and 2 overlap with the flying saucer tech tree's from Angel's Flying Saucer mod. Checked the configs for both and they're both in the right place, but said place just happens to be right on top of the other one. Since there is only 2 OPT nodes, I'm going to modify my configs to shift them up. Just a heads up though. Edited February 25 by Spike88 Quote Link to comment Share on other sites More sharing options...
RFP Posted March 11 Share Posted March 11 After installing the OPT mod in KSP, its wing components are not functioning properly. The lift surfaces fail to generate aerodynamic forces, and the control surfaces are unresponsive. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 12 Author Share Posted March 12 @RFP Ensure that you have neither of these: GameData/FerramAerospaceResearch/ (empty FAR folder after uninstall) GameData/CustomFARAeroData.cfg Quote Link to comment Share on other sites More sharing options...
RFP Posted March 12 Share Posted March 12 On 3/12/2025 at 1:50 AM, JadeOfMaar said: @RFP Ensure that you have neither of these: Gamedata/Ferramaerospaceresearch/ ((empty FAR folder after uninstall)) gamedata/customfaraerodata.cfg Expand thanks for your help Quote Link to comment Share on other sites More sharing options...
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