JadeOfMaar Posted March 23 Author Share Posted March 23 6 hours ago, MattST said: Ah so they’re not supposed to do this? There is an RO-related config which makes the engines ask for LqdOxygen but I'm deprecating it in favor of Rational Resources Jet Family which provides fuel switching to them but currently doesn't provide RealFuels-alike options. Quote Link to comment Share on other sites More sharing options...
MattST Posted March 23 Share Posted March 23 2 hours ago, Starwaster said: Modular Fuel Tanks is for stock resources. Real Fuels is the one that handles LiquidHydrogen/LiquidOxygen and other assorted realistic propellants. I've installed it but im not sure what's happening because now my fuel tanks just wont show or have any fuel in them. Cant switch fuel because right clicking no longer shows the ability to change fuel. Doesn't even specify it has fuel capacity. Quote Link to comment Share on other sites More sharing options...
MattST Posted March 23 Share Posted March 23 32 minutes ago, JadeOfMaar said: There is an RO-related config which makes the engines ask for LqdOxygen but I'm deprecating it in favor of Rational Resources Jet Family which provides fuel switching to them but currently doesn't provide RealFuels-alike options. Ah. So for now are engines like the aerospike or scoop rendered useless or is there a way I can get them not to use LqdOxygen? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 23 Author Share Posted March 23 48 minutes ago, MattST said: is there a way I can get them not to use LqdOxygen? Assuming you're using RealFuels Stockalike, this path exists. GameData/RealFuels-Stock/000_DEPRECATED/OPT/ Delete the OPT folder here. Quote Link to comment Share on other sites More sharing options...
MattST Posted March 24 Share Posted March 24 23 hours ago, JadeOfMaar said: Assuming you're using RealFuels Stockalike, this path exists. GameData/RealFuels-Stock/000_DEPRECATED/OPT/ Delete the OPT folder here. I don't have this installed. I have RealFuels, interstellar parts switch and b9 parts switch too incase this helps. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 26 Share Posted March 26 On 3/23/2024 at 11:45 AM, MattST said: Ah. So for now are engines like the aerospike or scoop rendered useless or is there a way I can get them not to use LqdOxygen? Now I'm confused, I thought your problem was that you had lost/didn't have the ability to switch tanks. Please re-state your problem? And it's probably time to post log and ModuleManager.ConfigCache. Every single patch affecting your parts will be logged and the final result shown in the cache file. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 29 Author Share Posted March 29 No more black window glass Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 31 Author Share Posted March 31 No more spamming of the stock toothpick intake. : D Quote Link to comment Share on other sites More sharing options...
KawaiiLucy Posted April 1 Share Posted April 1 On 3/5/2024 at 5:27 AM, JadeOfMaar said: Run and scream in fear! I'm about to drop an update and mess with your craft files again! These... Are finally being cleaned of their krakenbait. CryoTanks seal of approval All parts' dry masses have been tuned. Anything that holds fuel should weigh appropriately less. I've seen 2 or 3 parts drop weight by factors of 10 and 20! Engine types I've changed these. Again. The Dark Drive is now an Antimatter type. Dark Goo and Dark Science are gone. Warpjets are Pulsed Inductive Thruster type (but still run on IntakeAtm and still have great thrust), single-mode only and may rely on the NF Propulsion function for PIT engines tweakable Isp with constant thrust. The previous B9-powered Isp selector is gone now. Any SCOOP engines no longer are. No more hybrid-plasma business. Some engines have become thermal nozzle type, namely the 3.75m Helicarrier engine and the ARI-73. Some air-breathing engines will run LFO+IntakeAtm (but be no less efficient) in order to remain useful in unbreathable atmosphere while simplifying fuel switch options. The J-61 will be changed to scramjet only (will only function between Mach 4 and 12) or shcramjet (Mach 4 to any. Its appearance lends itself well to this). The reason for this change being that the J-60 (a long engine) exists to fill the role of all-range air-breathing engine but the J-61 makes it and the HAE-02 (short turboramjet engine) pointless. LFO engines will be (or already are) properly compatible with cryofuel switching via Rational Resources Jet Family. The optional extra configs: Less Handwavium, Zero Handwavium, CryoEngines should no longer be necessary. Where can I find the gud stuff? The links from the first post sends me to SpaceDock, where the last update was in 2021 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 2 Author Share Posted April 2 @KawaiiLucy 2021 is correct. The amount of changes I stared in the face of wanting/having to make had put me off for the longest time, but I'm finally over it. I've posted a pre-release (GitHub only, and on someone else's that I've been sharing in). It's pretty complete, except for what isn't. DOWNLOAD :: 3.4.9.2 (beta) Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted April 2 Share Posted April 2 Just now, JadeOfMaar said: @KawaiiLucy 2021 is correct. The amount of changes I stared in the face of wanting/having to make had put me off for the longest time, but I'm finally over it. I've posted a pre-release (GitHub only, and on someone else's that I've been sharing in). It's pretty complete, except for what isn't. DOWNLOAD :: 3.4.9.2 (beta) cool i should get into KSP-1 modding lol Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 2 Author Share Posted April 2 @RedDwarfIV I just noticed your highly modded colonization [mission report] in which you use OPT spaceplanes. I'd really like it if you were to try out this WIP update, linked above, and give feedback. Quote Link to comment Share on other sites More sharing options...
jthero7 Posted April 6 Share Posted April 6 Looks amazing so far! Just as a heads up if anyone is seeing blank grey textures. The folder restructure breaks the TURD OPT pack, so you'll either have to update all of the paths in the config, or just remove the configs for now. Quote Link to comment Share on other sites More sharing options...
JTheDoc Posted April 9 Share Posted April 9 Regarding the last part of your comment, would this fix the issue I'm having with the OPT K Space Plane Cockpit. - When I turn on the lights for the cockpit, the whole part turns white. I do not have TURD installed either. Using the latest version of OPT Spaceplane on the beta github. I'll happily include a log/part file and any necessary information JadeOfMaar needs. Quote Link to comment Share on other sites More sharing options...
RedSh0t Posted April 13 Share Posted April 13 Are the updates on Ckan? Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted April 13 Share Posted April 13 Is there any Command Pod for the KH form factor? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 13 Author Share Posted April 13 On 4/9/2024 at 12:09 PM, JTheDoc said: Regarding the last part of your comment, would this fix the issue I'm having with the OPT K Space Plane Cockpit. - When I turn on the lights for the cockpit, the whole part turns white. I do not have TURD installed either. Using the latest version of OPT Spaceplane on the beta github. I'll happily include a log/part file and any necessary information JadeOfMaar needs. I am not sure what to hope to find in this case. I can only say, be absolutely sure that you have OPT 3.9.4.2 (the current beta), not 3.4.9 (previous beta) and always, always, cleanly install the mod (delete the the mod folders completely from your GameData before installing another version) unless told otherwise for some niche situation. 5 hours ago, RedSh0t said: Are the updates on Ckan? No. This release is experimental and there is more that I want to add or change. 8 minutes ago, Iapetus7342 said: Is there any Command Pod for the KH form factor? A cockpit that is, itself, KH? Nope, never happening. Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted April 13 Share Posted April 13 4 hours ago, JadeOfMaar said: A cockpit that is, itself, KH? Nope, never happening. Oh. Quote Link to comment Share on other sites More sharing options...
METHUSMIT Posted April 19 Share Posted April 19 @JadeOfMaar Hi, I was wondering did you put the wraps pannel in the beta update ? i didn't find them . btw in the beta i think i had broken part mass wise, i think it was the j size rear mount engine hatch with a couple other that were like 0,00...0001 kg. Not sure tho since i play with a lots of mod, it might come from my part. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 21 Author Share Posted April 21 @METHUSMIT Be sure to have version 3.4.9.2, not 3.4.9 in order to get to the new parts. As for parts with near zero mass that's a little oops (leftovers from an early action in my mass balance pass). I'll deal with that. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 12 Share Posted May 12 Any OPT users who also use Deadly Reentry should re-download this file and copy it into the DeadlyReentry folder. (had a misspelled manufacturer check affecting ~7 parts) https://raw.githubusercontent.com/Starwaster/DeadlyReentry/working/DeadlyReentry/DeadlyReentry-OPT.cfg Quote Link to comment Share on other sites More sharing options...
moyashii Posted May 13 Share Posted May 13 Is the bug with the Avatar, Humpback and so on tail sections still supposed to be a thing? My crafts try to "flip over" on the runway in a way, making anything over 2 parts immediately just explode and get sent a thousand meters into the air, if they have any of the problematic parts. I tried using WorldStabilizer as well after reading up some, but it didn't help at all. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 14 Author Share Posted May 14 @moyashii The current beta (3.4.9.2) includes the actual fixes for those, however, the J large inline docking port (an offending non-legacy part) no longer docks for some reason. WorldStabilizer stopped being helpful (and even became worse) in KSP 1.11 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 15 Share Posted May 15 8 hours ago, JadeOfMaar said: @moyashii The current beta (3.4.9.2) includes the actual fixes for those, however, the J large inline docking port (an offending non-legacy part) no longer docks for some reason. Started happening in the current beta? Do you think it's a problem with the model or the config? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 15 Author Share Posted May 15 (edited) 11 hours ago, Starwaster said: Started happening in the current beta? Do you think it's a problem with the model or the config? It's the model. I ripped all the affected models, remade their colliders and animations and re-exported, therefore, it's absolutely something I'm not aware of in what I've done. I've tried what I can as far as the config is concerned but no success. And I'm not sure what the orientations are for the docking transforms. Since the part is being stubborn I've somewhat given up on trying to learn the correct orientations. It seems like there is a collider poking out of the docking port, blocking it, but there absolutely shouldn't be one. I'd have noticed when inspecting the animation. The parts I've redone are these four: Avatar tail, Humpback tail, J large docking, J deployment bay. Edited May 15 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
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