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[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]


JadeOfMaar

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Heh!  No, no, I wasn't using SystemHeat on that; :) the 1.3.1. install hasn't been messed with in over a year :D

But I downloaded 1.12.2 and a bunch of mods hoping to get a new game going!

But I'm missing my Karborundum+water tanks!  Is there a description of what the different +PART, @PART, etc. means?  There used to be Modular Fuel Tanks, but looks like it's been dead for some time now...  so I'm trying to get everything back but I guess I need to use B9PartSwitch instead of ModularFuelTanks...

(?)

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  On 9/17/2021 at 2:28 AM, grisby_2133 said:

But I'm missing my Karborundum+water tanks!  Is there a description of what the different +PART, @PART, etc. means?  There used to be Modular Fuel Tanks, but looks like it's been dead for some time now...  so I'm trying to get everything back but I guess I need to use B9PartSwitch instead of ModularFuelTanks...

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You're asking for MM documentation regarding +PART and @PART. Since I created OPT Reconfig, OPT's MFT configs were phased out. There is instead revised/improved support for RealFuels and for Allista's Configurable Containers.

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  • 2 weeks later...

I am not positive this is a bug, but I think so. I play with both OPT and Pathfinder installed but on a ship with the OPT-J Mobile Lab there is no ability to start an experiment with the Pathfinder interface. I looked at MM and didn't see any module installed for it, but I am very shaky trying to read config files like this. Would it be possible to have this added to the lab? I hate having to carry around a 2.5m mobile lab just to handle this.

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  On 9/28/2021 at 11:19 PM, Stumble said:

I looked at MM and didn't see any module installed for it

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oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry.

  On 9/28/2021 at 11:19 PM, Stumble said:

Would it be possible to have this added to the lab?

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Save this and let me know:

  Reveal hidden contents

 

Edited by JadeOfMaar
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  On 10/1/2021 at 12:32 AM, JadeOfMaar said:

oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry.

Save this and let me know:

  Reveal hidden contents

 

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Does this get saved to the .cfg for the OPT-J Mobil lab? 
 

If so can I ask why the change includes stuff about inflation?

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So that didn't seem to work. I added what you put as an additional module, and the below screen shot is what I got. 

https://imgur.com/a/yLdnu5g

 

The complete .cfg is below.

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Hi, I've been playing this mod but I've run into a problem. Whenever I build a ship using OPT parts, it always takes an insane amount of time to spawn on the launchpad/runway. I'm talking 15-20 minute loading times. As you can imagine: this is unplayable. I don't have such issues with any other mods, and I'm wondering if there's anything I can do to fix it

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  On 9/28/2021 at 11:19 PM, Stumble said:

I am not positive this is a bug, but I think so. I play with both OPT and Pathfinder installed but on a ship with the OPT-J Mobile Lab there is no ability to start an experiment with the Pathfinder interface. I looked at MM and didn't see any module installed for it, but I am very shaky trying to read config files like this. Would it be possible to have this added to the lab? I hate having to carry around a 2.5m mobile lab just to handle this.

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Sorry for taking so long to respond on this. For an OPT science lab on Pathfinder, right-click the lab, hit Manage Operations, then go to the Mobile Process tab in the WBI window. That's how it's been for me and it has worked out well. I assume you didn't know this path through the UI.

elElvIC.png

 

  On 10/3/2021 at 4:17 PM, LoadingTimeExpert said:

Hi, I've been playing this mod but I've run into a problem. Whenever I build a ship using OPT parts, it always takes an insane amount of time to spawn on the launchpad/runway. I'm talking 15-20 minute loading times. As you can imagine: this is unplayable. I don't have such issues with any other mods, and I'm wondering if there's anything I can do to fix it

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Certain animated OPT parts (mainly cargo bays and tails) have caused spawn problems due to changes in Unity, requiring the use of WorldStabilizer. At one point (KSP 1.11) that problem got worse and was provoked further (rather than suppressed) by WorldStabilizer. Perhaps that mod and OPT are colliding again.

Edited by JadeOfMaar
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Hello!
I'm posting here because i have a weird conflict between OPT and DeadlyReentry.
(Took me a while to figure which mods were responsible on a heavy modded game)

I'm on KSP 1.12.2 and both mods work  indipendently (i know that OPT is not yet cleared for it  but i was trying) but somehow  OPT  does not load both K tailramps, the two parts are "k_7m_cargoTail" and "k_7m_cargoTail_variant".
The parts do not appear in the editor and any craft that has it does a missing part error. 

MOD LIST from CKAN KSP v1.12.2 clean install:

  Reveal hidden contents

The error happens only when BOTH mods are installed soo i thought there was an error in DeadlyReentry config for OPT but i couldn't find any issue
Also the fact that ONLY those two parts are missing is pretty unusual... no other part of other mods seems to be affected
The Error does not seems to provide a useful log... But is replicable in any install i did.
I need to try for older versions of  KSP as soon as my connection is stable enough

Any idea?

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@Krastynio DRE itself is the source of the issue. There is an odd, unnoticeable character right after the = sign on line 83 of the OPT config. Delete that character to fix. (It renders in the MM configcache as extra spaces with the invalid character between them after the = sign.) I've noticed that actually 6 OPT parts are affected and don't appear: k_3m_fuelTank, k_6m_fuelTank, k_7m_cargoTail, k_7m_cargoTail_variant, jk_3m_adaptor, jk_7m_adaptor (K fuel tanks, J-K adapters and the K cargo tails). (Given the setup of the config I'm surprised the whole section of OPT parts listed there don't get broken.)

That odd character also occurs after the final } on line 188 but that's harmless. (I'd still delete it anyway)

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Anyone else notice a massive NRE spam whenever these parts are used with FAR installed? I'm on KSP 1.12.2. -  Without FAR, no NREs in flight. With FAR, it just spams the log constantly with the following:

[EXC 11:46:35.116] NullReferenceException: Object reference not set to an instance of an object
    FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.CalculateEngineAndIntakeBasedParameters (System.Double vesselSpeed) (at <5703ae4062a541a09eeee98e1716f5d5>:0)
    FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.UpdatePhysicsParameters () (at <5703ae4062a541a09eeee98e1716f5d5>:0)
    FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.FixedUpdate () (at <5703ae4062a541a09eeee98e1716f5d5>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Anyone else notice this? I use all other parts and get none of this, but when OPT is on the runway, this is the case. LOG: https://drive.google.com/file/d/1vdaq0GVyKPtw8RCaNf0t0-auU9RGvZyV/view?usp=sharing

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Hello, just a quick question about OPT parts and their control surfaces and wings. When I try to use any with my planes none of them seem to have any effect on aerodynamics. I have both OPT files and the OPT Config files, is there something I'm missing or are they still suppose to be broken and only for looks?

I have tried the parts set with FAR and they work, but I would rather not play with that mod installed on KSP.

Edit: Updating to 1.12.2 from 1.11.1 seems to have fixed the parts. I think I've solved my problems for now.

Edited by Lightlaw
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  On 10/24/2021 at 4:51 AM, Lightlaw said:

When I try to use any with my planes none of them seem to have any effect on aerodynamics.

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You might have an empty FAR folder. Just having that folder means that mod is "present" and patches will run, but without its plugin, wings and elevons will have no working lift modules. FAR itself may be broken in 1.11.1 but I don't use it so I wouldn't know for sure.

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  • 4 weeks later...
  On 11/21/2021 at 10:03 PM, TycoonTitian01 said:

I do not know if it is supposed to be that way, but the elevons and stabilizers do not rotate

also idk why but the wings don't count as lift in the assembly building

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Possible causes are:

  • TweakableEverything mod
  • Empty FerramAerospaceResearch folder
  • Some "realism" mod that contains patches that contain :FOR[FerramAerospaceResearch]
    • If you locate such config files, do let me know what mod, and the path to them so I can confirm and more easily remember for the next time someone has this issue.

 

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  On 11/22/2021 at 1:45 AM, JadeOfMaar said:

Possible causes are:

  • TweakableEverything mod
  • Empty FerramAerospaceResearch folder
  • Some "realism" mod that contains patches that contain :FOR[FerramAerospaceResearch]
    • If you locate such config files, do let me know what mod, and the path to them so I can confirm and more easily remember for the next time someone has this issue.

 

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Ok, I do not have TweakableEverything mod, but I also dont have anything named FerramAerospaceResearch either

I installed the mod via CKAN, if that can help you at all

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  • 3 weeks later...

@JadeOfMaar or anyone else-

I have a question about using the skylight tilt rotor VTOL engine. What's the best way to toggle between hovering and forward flight?

So far, the best configuration I've achieved requires 2 steps to change flight modes. I'd like to simplify that to 1 click or keypress. Here's my 2 steps:

  1. Toggle engine deployment using the engine's PAW or an action group.
  2. Toggle hover mode by using a helicopter-looking button on the toolbar. I think this button used to come with OPT and now from Kerbal Actuators, but I could be wrong.

I can't get hover to work from an action group, even though the SPH action group editor shows "toggle hover" as one of the skylight's available actions. Note that I don't actually see "toggle hover" in the skylight's PAW so maybe it's a false action (some probe cores have a similar issue with "Collect All" showing in the action group editor but not really being allowed by the core).

Should the skylight engine hover action be bindable to an action group? Or is there some other way to link hover+deploy without action groups?

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  On 12/11/2021 at 5:13 PM, Daniel Prates said:

btw @linuxgurugamer and @JadeOfMaar I forgot to thank you whomever of you is responsible for fixing how the OPT extensible docking ports and 'docking cam kurs' relate; earlier it wasn't working since the camera would look from behind the 3d model skin, it seems to be fixed now. Whomever did it, thanks!

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I believe that's @Stone Blue :)

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  On 12/9/2021 at 6:57 PM, DeadJohn said:

@JadeOfMaar or anyone else-

I have a question about using the skylight tilt rotor VTOL engine. What's the best way to toggle between hovering and forward flight?

So far, the best configuration I've achieved requires 2 steps to change flight modes. I'd like to simplify that to 1 click or keypress. Here's my 2 steps:

  1. Toggle engine deployment using the engine's PAW or an action group.
  2. Toggle hover mode by using a helicopter-looking button on the toolbar. I think this button used to come with OPT and now from Kerbal Actuators, but I could be wrong.

I can't get hover to work from an action group, even though the SPH action group editor shows "toggle hover" as one of the skylight's available actions. Note that I don't actually see "toggle hover" in the skylight's PAW so maybe it's a false action (some probe cores have a similar issue with "Collect All" showing in the action group editor but not really being allowed by the core).

Should the skylight engine hover action be bindable to an action group? Or is there some other way to link hover+deploy without action groups?

Expand  

Sorry. There's no proper means for that, I guess. I haven't built a hover craft using WBI's controls in a while... While OPT's VTOL engines are meant for use with WBI hover controls, they're not also meant to be useable to the same degree as WBI's tilt-rotor engines, or to have the extra complexity to setup (on my part) to be that useable. In the hover control window (which usually needs to be kept open) you can use the keybinds given in green under the vertical speed controls to toggle the hover itself or adjust your vertical speed.

  On 12/12/2021 at 6:23 PM, Szymex99 said:

Hello, can you please do something about broken iva in both lab nad crew cabin in K format? The iva is treated as a cocpit.

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Sorry. I don't make IVA. Whatever is there is placeholder and better than nothing.

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