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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]


JadeOfMaar

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Mk2 Convector

An air-breathing heat exchanger and the perfect solution for both aerodynamics and massive thermal control. The flaps will actuate based on both whether it's activated and how hard it's working. Using this will lower your peak cruising altitude a bit (because it will tax your intakes) but it will completely remove the need to deal with draggy radiators in atmosphere..... Of course, this stops working when intakes fail and you still need radiators for the vacuum.

Hopefully the OPT wrapper radiators are enough then, but I expect that they easily aren't so I'm fishing for options.

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Edited by JadeOfMaar
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On 11/24/2024 at 12:02 PM, alpine488 said:

Hello! I am building a plane and the control surfaces aren't working. Does anyone know why? I have all othe OPT mods on CKAN.

If you have an empty FerramAerospaceResearch folder or you have FARCustomAeroData.cfg (I might be remembering this name wrong but in any case these exist because you had FAR but uninstalled it) be sure to delete them. MM still counts FAR as installed if these remain.

On 12/6/2024 at 11:02 AM, slyfox023 said:

do you think it would be possible to have the engines be LQD hydrogen compatible? 

This is quite possible. You can write your own config to "opt in" with your choice OPT engines into Rational Resources Jet Family or Nuclear Family. There are official configs for OPT and the RR modlets but these wait to be released.

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Hi There !

Thanks for the amazing job ! I enjoy this mod for years now !

 

I've now got KSP from Steam (1.15) and using CKAN.

CKAN says that the last compatible is KSP 1.11, but can I use OPT (reconfig+continued) anyway ? Or a compatible version of the mod is planned ?

(sorry, I'm a bit lost with all the information i found on CKAN and this topic).

Edited by Fullnegi
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On 9/4/2022 at 3:51 AM, ChavezAndreas said:

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.

 

I'm having the same issue. Can someone walk me through the fix?

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  • 2 weeks later...

@JadeOfMaar, Thank you for keeping OPT alive and kicking.

I tried to use OPT-E WarpJet M.A.R.G.E. (aka opt_vtol_jumpa2) from OPT beta.  It's showing a plume even with the engine off.  I was able to trace the issue and fixed it via a "_local" patch.  Below is the MM patch I came up with to fix it on my end.  Maybe it will be of use when you revisit the engines.

Spoiler

@PART[opt_vtol_jumpa2]
{
    @EFFECTS
    {
        !running_open{}
        @running_closed
        {
            @MODEL_MULTI_PARTICLE[Stream1]
            {
                @transformName = FXNode
            }
            !MODEL_MULTI_PARTICLE[Stream2]{}
            !MODEL_MULTI_PARTICLE[Stream2]{}
            MODEL_MULTI_PARTICLE
            {
                name = Stream2
                modelName = OPT_Reconfig/FX2/SAGEStream
                transformName = FXNode1
                emission = 0.05 0
                emission = 0.5 1
                energy = 0 0.2
                energy = 1 0.75 0 0
                speed = 0 1.5
                speed = 1 2
                localScale = 0.75, 0.75, 0.75
            }
            MODEL_MULTI_PARTICLE
            {
                name = Blaze2
                modelName = OPT_Reconfig/FX2/SAGEBlaze
                transformName = FXNode2
                emission = 0.05 0
                emission = 0.1 1
                speed = 0 0.1
                speed = 1 0.2
                localScale = 0.75, 0.75, 0.75
            }
            MODEL_MULTI_PARTICLE
            {
                name = Stream3
                modelName = OPT_Reconfig/FX2/SAGEStream
                transformName = FXNode2
                emission = 0.05 0
                emission = 0.5 1
                energy = 0 0.2
                energy = 1 0.75 0 0
                speed = 0 1.5
                speed = 1 2
                localScale = 0.75, 0.75, 0.75
            }
        }
    }
}

 

Edited by bcqJC
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speaking of the M.A.R.G.E(i think)... i made a craft with some of these, and whenever i tried to launch it, it shattered into a bazillion pieces and sent some parts flying out of the atmosphere at a not insignificant fraction of lightspeed.

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  • 3 weeks later...

Heloo, long time no spreken. Im trying to get this all up and runningagain, @JadeOfMaar you have done some increadable things with OPT, But i got stuck on the Valkyrie tilt engine. I have it stuck where its using LFO but when it swtiches modes it wants hydrogen and air instead of liquid fuel. Ive spent a day so far and cant narrow what mod was causing this, where should i be looking? 

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On 1/27/2025 at 5:50 PM, DXLTAV said:

trying to use the Valkyrie tilt engine but it needs thermal power and I have no clue how to get thermal power.

Sorry about that. Currently only my other mod Sterling Systems provides the kinds of ThermalPower necessary to run that engine. I'm half-asleep on an update to rewrite the power spheres (again) and introduce a wider reactor (for the K fuselage bays) and fuselage generator bays to convert decent amounts of ElectricCharge from that ThermalPower.

 

On 1/28/2025 at 8:19 AM, Space Kadet said:

Heloo, long time no spreken. Im trying to get this all up and runningagain, @JadeOfMaar you have done some increadable things with OPT, But i got stuck on the Valkyrie tilt engine. I have it stuck where its using LFO but when it swtiches modes it wants hydrogen and air instead of liquid fuel. Ive spent a day so far and cant narrow what mod was causing this, where should i be looking? 

Wooo! Yeah it's been a while. :D About your problem you'll need to do away with OPT Reconfig CryoEngines (an optional modlet) if you have that. If there's nothing else that tries to affect that engine, install Rational Resources Jet Family (available on CKAN) which does the job proper, and save this config:

@PART[opt_mk2_engine_short|opt_nebula_engine|turboRamJetj_60|J61]:BEFORE[RationalResourcesJetFamily]
{
	RRJF = Yes
}

@PART[opt_vtol_jumpa1|j81turbojet|opt_vtol_hc1|opt_vtol_lpr2]:BEFORE[RationalResourcesNuclearFamily]
{
	RRTN = Yes
}

@PART[arie73]:BEFORE[RationalResourcesNuclearFamily]
{
	RRTN = Yes // Thermal nozzle
	RRLATN = Yes // Liquid air thermal nozzle
}

@PART[turboRamJetj_60d]:BEFORE[RationalResourcesJetFamily]
{
	RRJCC = Yes // Jet: Combined Cycle
}

@PART[opt_vtol_wrap?1|AAengine]:BEFORE[RationalResourcesJetFamily]
{
	RRJCC = Yes // Jet: Combined Cycle
}

@PART[opt_vtol_heli1|opt_vtol_lpj1]:BEFORE[RationalResourcesJetFamily]
{
	RRJHE = Yes // Jet: Hybrid Electric
}

@PART[?_linear_aerospike|opt_vtol_lpr1|opt_vtol_egg|opt_egg]:BEFORE[RationalResourcesJetFamily]
{
	RRJSR = Yes // Jet Family: Switchable Rocket
}

 

You may need to edit/reorganize this config for yourself as, for example, it has the Valkyrie tilt treated as a thermal nozzle.

Edited by JadeOfMaar
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For some reason, every time I try to build a plane out of OPT parts and launch it from the SPH, the Kraken yeets it out of the atmosphere at roughly twice the speed of light. Anything with OPT wings and control surfaces is fine, but the moment I slap on OPT parts (except for the Mk. 2 OPT cockpit), it causes issues. Anybody know what I can do to fix that?

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