grisby_2133 Posted September 17, 2021 Share Posted September 17, 2021 Heh! No, no, I wasn't using SystemHeat on that; the 1.3.1. install hasn't been messed with in over a year 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... (?) Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 17, 2021 Author Share Posted September 17, 2021 3 hours ago, 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... 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. Quote Link to comment Share on other sites More sharing options...
Stumble Posted September 28, 2021 Share Posted September 28, 2021 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. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 1, 2021 Author Share Posted October 1, 2021 (edited) On 9/28/2021 at 7:19 PM, Stumble said: I looked at MM and didn't see any module installed for it oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry. On 9/28/2021 at 7:19 PM, Stumble said: Would it be possible to have this added to the lab? Save this and let me know: Spoiler @PART[j_4m_lab|k_3m_lab]:NEEDS[WildBlueTools] { MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment isGUIVisible = True isRunning = False checkPartResources = True resultsSafetyCheck = False experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} MODULE { name = WBIExperimentManifest defaultExperiment = WBIEmptyExperiment } MODULE { name = WBIScienceConverter scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 fundsPerData = 100.0 reputationPerData = 1.0 scienceCap = 750 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE:NEEDS[Pathfinder] { name = WBIMultipurposeHab enableLogging = True showGUI = True isInflatable = False capacityFactor = 1.0 inflatedCrewCapacity = 3 fieldReconfigurable = True canConfigureWhenDeflated = True templateNodes = PATH_SCIENCE defaultTemplate = OmniLab //If the part has a KIS container, this is the base and max amount baseStorage = 0 maxStorage = 0.1 // partToolTipTitle = Your First Habitat // partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis. opsViewTitle = Mobile Analyzer Operations resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies } } Edited October 1, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Stumble Posted October 3, 2021 Share Posted October 3, 2021 On 9/30/2021 at 7:32 PM, JadeOfMaar said: oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry. Save this and let me know: Reveal hidden contents @PART[j_4m_lab|k_3m_lab]:NEEDS[WildBlueTools] { MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment isGUIVisible = True isRunning = False checkPartResources = True resultsSafetyCheck = False experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} MODULE { name = WBIExperimentManifest defaultExperiment = WBIEmptyExperiment } MODULE { name = WBIScienceConverter scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 fundsPerData = 100.0 reputationPerData = 1.0 scienceCap = 750 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE:NEEDS[Pathfinder] { name = WBIMultipurposeHab enableLogging = True showGUI = True isInflatable = False capacityFactor = 1.0 inflatedCrewCapacity = 3 fieldReconfigurable = True canConfigureWhenDeflated = True templateNodes = PATH_SCIENCE defaultTemplate = OmniLab //If the part has a KIS container, this is the base and max amount baseStorage = 0 maxStorage = 0.1 // partToolTipTitle = Your First Habitat // partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis. opsViewTitle = Mobile Analyzer Operations resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies } } 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? Quote Link to comment Share on other sites More sharing options...
Stumble Posted October 3, 2021 Share Posted October 3, 2021 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. Spoiler //THIS_CFG_HAS_BEEN_AUTO_COMPILED_BY_KYEON_BOT_MK2 //LIFT_AND_MASS_ARE_AUTO_BALANCED //THIS_WORK_IS_LICENSED_UNDER_THE_CREATIVE_COMMONS_ATTRIBUTION //_NONCOMMERCIAL_SHAREALIKE_4.0_INTERNATIONAL_LICENSE //MODNAME: ORBIT PORTAL TECHNOLOGY SPACE PLANE PARTS //VERSION: 1.9.9 //DATE_ED: 2017-07-29 PART { name = j_4m_lab author = K.Yeon module = Part //descriptions title = #LOC_OPT_j_4m_lab_title manufacturer = #LOC_OPT_manufacturerA description = #LOC_OPT_j_4m_lab_desc bulkheadProfiles = j mass = 3.938 tags = #LOC_OPT_tags_lab //category, technology and cost category = Science subcategory = 0.0 TechRequired = advExploration cost = 9700 entryCost = 30000 //temperatures skinMaxTemp = 2700 maxTemp = 1500 emissiveConstant = 0.88 //tolerances crashTolerance = 12 breakingForce = 600 breakingTorque = 550 //scales scale = 1 rescaleFactor = 1.0 //others attachRules = 1,0,1,1,0 dragModelType = default fuelCrossFeed = True MODEL { model = OPT/Parts/main/j_4m_scienceLab } node_stack_top = 0.0, 2., 0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -2, 0, 0.0, -1.0, 0.0, 4 CrewCapacity = 5 stackSymmetry = 1 thermalMassModifier = 4.0 vesselType = Ship INTERNAL { name = JSCIIVA } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 1050 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 scientistBonus = 0.25 researchTime = 5 scienceMultiplier = 6 scienceCap = 800 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleLiftingSurface deflectionLiftCoeff = 1.713 dragAtMaxAoA = 0.884 dragAtMinAoA = 0.096 useInternalDragModel = False } MODULE { name = ModuleExperienceManagement } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = WBIModuleScienceExperiment experimentID = WBIEmptyExperiment defaultExperiment = WBIEmptyExperiment isGUIVisible = True isRunning = False checkPartResources = True resultsSafetyCheck = False experimentActionName = Do Nothing resetActionName = Reset Nothing useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.0001 dataIsCollectable = False interactionRange = 1.2 rerunnable = False resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} +MODULE[WBIModuleScienceExperiment],0 {} MODULE { name = WBIExperimentManifest defaultExperiment = WBIEmptyExperiment } MODULE { name = WBIScienceConverter scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 fundsPerData = 100.0 reputationPerData = 1.0 scienceCap = 750 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE:NEEDS[Pathfinder] { name = WBIMultipurposeHab enableLogging = True showGUI = True isInflatable = False capacityFactor = 1.0 inflatedCrewCapacity = 5 fieldReconfigurable = True canConfigureWhenDeflated = True templateNodes = PATH_SCIENCE defaultTemplate = OmniLab //If the part has a KIS container, this is the base and max amount baseStorage = 0 maxStorage = 0.1 // partToolTipTitle = Your First Habitat // partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis. opsViewTitle = Mobile Analyzer Operations resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 1 0 } greenCurve { key = 0 0 0 3 key = 1 1 1 0 } blueCurve { key = 0 0 0 3 key = 1 1 1 0 } alphaCurve { key = 0 1 } } } Quote Link to comment Share on other sites More sharing options...
LoadingTimeExpert Posted October 3, 2021 Share Posted October 3, 2021 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 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 8, 2021 Author Share Posted October 8, 2021 (edited) On 9/28/2021 at 7:19 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. 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. On 10/3/2021 at 12:17 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 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 October 8, 2021 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Krastynio Posted October 12, 2021 Share Posted October 12, 2021 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: Spoiler B9 Part Switch (B9PartSwitch v2.18.0) Breaking Ground (BreakingGround-DLC 1.7.1)Deadly Reentry Continued (DeadlyReentry 1:v.7.9.0) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.1) OPT Reconfig (OPTReconfig 3.4.1)OPT Spaceplane Continued (OPTSpacePlaneMain 1:3.1.1) 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? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 12, 2021 Author Share Posted October 12, 2021 @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) Quote Link to comment Share on other sites More sharing options...
Krastynio Posted October 13, 2021 Share Posted October 13, 2021 Thank you for the quick response, and for the fantastic mod! I didn't even notices that the whole section got Thanoed. (Now makes a lot more sense) I'm still fairly new to coding in general soo and i have mostly written in JS and php so i miss a LOT xD Quote Link to comment Share on other sites More sharing options...
charliepryor Posted October 14, 2021 Share Posted October 14, 2021 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 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 20, 2021 Author Share Posted October 20, 2021 Quote Link to comment Share on other sites More sharing options...
Lightlaw Posted October 24, 2021 Share Posted October 24, 2021 (edited) 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 October 24, 2021 by Lightlaw Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 25, 2021 Author Share Posted October 25, 2021 19 hours ago, Lightlaw said: When I try to use any with my planes none of them seem to have any effect on aerodynamics. 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. Quote Link to comment Share on other sites More sharing options...
TycoonTitian01 Posted November 21, 2021 Share Posted November 21, 2021 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 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 22, 2021 Author Share Posted November 22, 2021 3 hours ago, 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 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. Quote Link to comment Share on other sites More sharing options...
TycoonTitian01 Posted November 22, 2021 Share Posted November 22, 2021 1 hour ago, 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. 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 Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted December 9, 2021 Share Posted December 9, 2021 @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: Toggle engine deployment using the engine's PAW or an action group. 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? Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 11, 2021 Share Posted December 11, 2021 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! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 11, 2021 Author Share Posted December 11, 2021 2 hours ago, 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! I believe that's @Stone Blue Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 11, 2021 Share Posted December 11, 2021 2 hours ago, JadeOfMaar said: I believe that's @Stone Blue Oh that being the case, hats off @Stone Blue! Quote Link to comment Share on other sites More sharing options...
Szymex99 Posted December 12, 2021 Share Posted December 12, 2021 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. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 13, 2021 Author Share Posted December 13, 2021 On 12/9/2021 at 2:57 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: Toggle engine deployment using the engine's PAW or an action group. 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? 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. 2 hours ago, 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. Sorry. I don't make IVA. Whatever is there is placeholder and better than nothing. Quote Link to comment Share on other sites More sharing options...
Folkhoer Posted January 15, 2022 Share Posted January 15, 2022 Can I make this mod compatible with Tweakscale? Quote Link to comment Share on other sites More sharing options...
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