JadeOfMaar Posted June 13, 2022 Author Share Posted June 13, 2022 3 hours ago, KIMCHI said: Have a question for some reason I am at SSTOSpaceplanes for RP1 and I cannot re-enter with any of the OPT stuff its still at 1073K. Deadly Reentry has patches for OPT. Makes OPT parts as weak to reentry heat as anything else. That, and OPT cockpits having large surface area makes them soak up heat and threaten to melt very easily. Quote Link to comment Share on other sites More sharing options...
KIMCHI Posted June 14, 2022 Share Posted June 14, 2022 So the OPT parts are not suited for re-entry or is there a way to make them safe to re-enter? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 14, 2022 Author Share Posted June 14, 2022 @KIMCHI OPT is definitely meant to be able to handle reentry very nicely. A few options (not all config manipulation) do exist: Delete DRE's config for OPT. (The easiest means but fully restores the arguably cheaty means by which OPT gets its durability.) The maxTemp and skinMaxTemp (heat limit) values don't get nerfed much actually... It's the thermalMassModifier that's really high (4 through 8) but gets nerfed down to 1. This key is a multiplier and causes parts to absorb that many times more heat energy before rising by the same temperature. Edit the config. Everywhere you see the value "2706" or roughly that, change it to 3250. This will cause all parts to have the heat limit (melting point) of a real material that's considered for spaceplane hulls, and come close to being made of whatever fairings are made of. I don't expect this to be too helpful, but it's a fair buff granted that reentry is supposed to be deadly. OPT's engines (under RO) should still offer very generous Isp. Perhaps try to focus more on: sharp ascents; less air-breathing exploitation and more vacuum optimization (which means longer insertion and deorbit burns); use of more airbrakes (especially OPT's included airbrakes). Quote Link to comment Share on other sites More sharing options...
KIMCHI Posted June 15, 2022 Share Posted June 15, 2022 Which configs? In OPT_Reconfig? Thanks for the help! For some reason I'm not getting any of the upgrades. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 17, 2022 Author Share Posted June 17, 2022 @KIMCHI DeadlyReentry has its own config, right at GameData/DeadlyReentry/DeadlyReentry-OPT.cfg Hopefully you are using the version maintained by Starwaster. OPT Reconfig has its own config: GameData/OPT/OPT_DRE.cfg which should mirror the (fixed) config within DRE. Delete both of these, or delete one and edit the other. Quote Link to comment Share on other sites More sharing options...
KIMCHI Posted June 19, 2022 Share Posted June 19, 2022 Interestingly I am still seeing the limit ay 1073K. Quote Link to comment Share on other sites More sharing options...
SneaX176 Posted June 29, 2022 Share Posted June 29, 2022 Does anyone know, how to use the "Valkyrie" tilt engine in vacuum? Technically I can, but in closed cycle mode they need a huge amount of electricity. Quote Link to comment Share on other sites More sharing options...
lorange7 Posted July 3, 2022 Share Posted July 3, 2022 will this be updated for 1.10 or above as the lift and control surfaces are different in newer versions and don't work on anything above 1.9 cause most the mods I'm using Don't work with 1.9. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 3, 2022 Author Share Posted July 3, 2022 7 hours ago, lorange7 said: will this be updated for 1.10 or above You are aware that the "+" in "[1.9.1+]" in the thread title means that, right? "That version and beyond." I regularly (re)-install mods that were last updated for 1.8 onto my 1.12.x install. The only real concern I have with versioning is the Unity version that KSP runs on, and the stock shiny shaders which only go back to 1.7. The only things that can cause lift surface problems are: If you have an empty FerramAerospaceResearch folder in GameData, or; You have some realism mod installed that has a patch that contains :FOR[FerramAerospaceResearch]. Either way, MM thinks FAR is installed, and FAR patches are running when they shouldn't. When FAR is present, stock lift modules go poof. Quote Link to comment Share on other sites More sharing options...
lorange7 Posted July 4, 2022 Share Posted July 4, 2022 (edited) 20 hours ago, JadeOfMaar said: You are aware that the "+" in "[1.9.1+]" in the thread title means that, right? "That version and beyond." I regularly (re)-install mods that were last updated for 1.8 onto my 1.12.x install. The only real concern I have with versioning is the Unity version that KSP runs on, and the stock shiny shaders which only go back to 1.7. The only things that can cause lift surface problems are: If you have an empty FerramAerospaceResearch folder in GameData, or; You have some realism mod installed that has a patch that contains :FOR[FerramAerospaceResearch]. Either way, MM thinks FAR is installed, and FAR patches are running when they shouldn't. When FAR is present, stock lift modules go poof. ok thanks i assumed it was the change from 1.9 to 1.10 but i have a corrupt far mod still installed thanks i probaly wouldnt have found this otherwise Edited July 4, 2022 by lorange7 Quote Link to comment Share on other sites More sharing options...
The Primordial Wanderer Posted July 17, 2022 Share Posted July 17, 2022 Hi, where can I get support for this mod? For some reason none of the control surfaces have their 'control' tab displayed in SPH and they don't work overall. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 18, 2022 Author Share Posted July 18, 2022 12 hours ago, The Primordial Wanderer said: Hi, where can I get support for this mod? For some reason none of the control surfaces have their 'control' tab displayed in SPH and they don't work overall. Please see the two posts immediately above yours. Quote Link to comment Share on other sites More sharing options...
The Primordial Wanderer Posted July 18, 2022 Share Posted July 18, 2022 Ah, okay, thanks a lot. Turns out I had some FAR config file in GameData. Quote Link to comment Share on other sites More sharing options...
I Am Mcluvin Posted July 31, 2022 Share Posted July 31, 2022 I've been combing this feed (and others) to make OPT work on my instance and I finally got it. Would anyone know if there are any custom IVA's for the Humpback? Quote Link to comment Share on other sites More sharing options...
LOFTBI Posted August 6, 2022 Share Posted August 6, 2022 Hi, Im running a modded 1.12.3 game and I've installed OPT and the reconfig through spacedock because people are saying it still works fine. However, I cant use any of the parts, as in they just dont show up at all, although the loading screens and flags show up. I have B9 Part switch via CKAN. Any suggestions? Cheers Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 7, 2022 Author Share Posted August 7, 2022 (edited) 6 hours ago, LOFTBI said: Hi, Im running a modded 1.12.3 game and I've installed OPT and the reconfig through spacedock because people are saying it still works fine. However, I cant use any of the parts, as in they just dont show up at all, although the loading screens and flags show up. I have B9 Part switch via CKAN. Any suggestions? Cheers You should have GameData/OPT/ not GameData/Somethingelse/OPT/ and not GameData/Somethingelse/<has OPT files in it>. Part configs tend to expect the models to be in a fixed location, so a folder rename or bad folder location can easily break a mod. User error can always happen somewhere, or maybe CKAN happened to downloaded OPT incorrectly. Refresh your CKAN and try again. (You can use CKAN to install it. Go to Settings -> Compatible game versions -> tick the checkboxes as far back as 1.8. It's pretty safe to go that far. ) Edited August 7, 2022 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
I suck at KSP Posted August 7, 2022 Share Posted August 7, 2022 Why aren't my elevons working? I tried everything, even tried delete mods but nothing works Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 7, 2022 Author Share Posted August 7, 2022 8 hours ago, I suck at KSP said: Why aren't my elevons working? On 7/3/2022 at 2:55 PM, JadeOfMaar said: The only things that can cause lift surface problems are: If you have an empty FerramAerospaceResearch folder in GameData, or; You have some realism mod installed that has a patch that contains :FOR[FerramAerospaceResearch]. Either way, MM thinks FAR is installed, and FAR patches are running when they shouldn't. When FAR is present, stock lift modules go poof. If you did this already then be sure to delete GameData/ModuleManager.ConfigCache so KSP can properly regenerate it and properly read from it. Sometimes it fails to update when you change mods. Quote Link to comment Share on other sites More sharing options...
ChavezAndreas Posted September 3, 2022 Share Posted September 3, 2022 (edited) I'm having an issue with IVA's in the OPT cockpits. I have the latest RasterPropManager mod installed, I belive correctly as I have: Gamedata/JSI. I have both the OPT main and OPT config (lastest versions) installed direcly in the Gamedata folder as well. I also have ASET in the gamedata folder as: GameData/ASET/ASET_Props. The issue I am having is that the IVA panels show up, but are non-interactable; buttons do not press nor show up their text. Any suggestions? EDIT: Disregard this, I had the wrong RPM mod installed. Working perfectly now. Edited September 3, 2022 by ChavezAndreas Fixed Quote Link to comment Share on other sites More sharing options...
TLCore Posted October 21, 2022 Share Posted October 21, 2022 I got a problem looked really rare. I couldn't find exsited answer from anywhere. Testing MARGE engine, everything looks fine in atmosphere(except the low ISP but I can take it), but when my plane reached space and I switched to CLOSE mode, MARGE stopped. The leftdown corner tells me engines need INTAKE AIR instead of the air from my tanks(when I have more than 10000 intakeatm in tanks, it works while I was using open mode). By the way I have a working reactor so no power shortage. I am sure this is not some kind balance setting because the description tells me a closed MARGE can only generate 9 kN on surface and hundreds in space, so using this heavy thing's close mode on surface is unacceptable. Something must go wrong when I switch to close mode. Please someone tells me why this vac close mode needs intake air??? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 22, 2022 Author Share Posted October 22, 2022 @TLCore I'm not sure what to tell you. The warpjet engines are setup that if you have Community Resource Pack (and not WBI Classic Stock Resources) then they'll require IntakeAtm. If you have Classic Stock at all then the engines will require "Atmosphere" resource. Delete GameData/ModuleManager.ConfigCache and restart KSP. If this doesn't work, delete this file again and re-download and cleanly reinstall OPT. Quote Link to comment Share on other sites More sharing options...
TLCore Posted October 22, 2022 Share Posted October 22, 2022 56 minutes ago, JadeOfMaar said: @TLCore I'm not sure what to tell you. The warpjet engines are setup that if you have Community Resource Pack (and not WBI Classic Stock Resources) then they'll require IntakeAtm. If you have Classic Stock at all then the engines will require "Atmosphere" resource. Delete GameData/ModuleManager.ConfigCache and restart KSP. If this doesn't work, delete this file again and re-download and cleanly reinstall OPT. You are too humble - You know exactly what should tell me. The second step just solved my problem. THANKS! Quote Link to comment Share on other sites More sharing options...
TLCore Posted October 23, 2022 Share Posted October 23, 2022 Eh another problem. Testing Dark Engine. It can work just fine but its DV shows ZERO in factory and in flight, bar is also red totally, it cause MJ operate slow(for days..). It also happens on many other mod engines. Tried to add empty segments like this, but it didn't work. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 24, 2022 Author Share Posted October 24, 2022 @TLCore Your screenshot over there tells me your test ship contains a Making History engine plate. For a time it was a cause of issues concerning crossfeed and engines failing. I hope you're not using it in your OPT ship. I don't know what to tell you since the Dark Drive contains its fuel so crossfeed and dV problems absolutely shouldn't be possible. Well... if the engine is the root part, don't let it be. I hear KSP doesn't like that. Quote Link to comment Share on other sites More sharing options...
TLCore Posted October 24, 2022 Share Posted October 24, 2022 (edited) 11 hours ago, JadeOfMaar said: @TLCore Your screenshot over there tells me your test ship contains a Making History engine plate. For a time it was a cause of issues concerning crossfeed and engines failing. I hope you're not using it in your OPT ship. I don't know what to tell you since the Dark Drive contains its fuel so crossfeed and dV problems absolutely shouldn't be possible. Well... if the engine is the root part, don't let it be. I hear KSP doesn't like that. Eh sorry it is not my own screenshot above, just an example while I was trying to find answer(and his solution not working for me). I can be sure this 0 DV display problem will appear even when I have only 4 parts(cockpit, fuel, EC and dark drive) for a ship and no matter other parts are stock or not. I also never set engine as root part. I check the log and didn't find warning or error... I have already deleted all other unnecessary mods and reinstall OPT like what you told me to my last question, but the game still can not read the how many DV I have ( Dark Drive run perfectly though) Before I deleted others, this bug also happened on many engines from Interstellar Technologies. Update: I started to use CKAN and it might tell me why it happened - It used red highlight on OPT so it is incompatible with my game version... Just in case I wanted to ask does everyone else use this mod on older version game so they don't have this 0 DV display bug? Edited October 24, 2022 by TLCore Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.