jebycheek Posted April 28, 2023 Share Posted April 28, 2023 (edited) @JadeOfMaarHello!can you tell me how to make engine “nebula” shcramjet mode switching become instant? i would really appreciate it. i have looked in to the .cfg file but find no clue. seems it will need certain height and speed to trigger. Edited April 28, 2023 by jebycheek Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 28, 2023 Author Share Posted April 28, 2023 @jebycheek Hi there. That's how that engine is supposed to work so I'm not inclined to help you change it. Quote Link to comment Share on other sites More sharing options...
jebycheek Posted April 28, 2023 Share Posted April 28, 2023 (edited) 35 minutes ago, JadeOfMaar said: @jebycheek Hi there. That's how that engine is supposed to work so I'm not inclined to help you change it. Alright then... thanks anyway. that plume is just beautiful, great work! Edited April 28, 2023 by jebycheek Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 28, 2023 Author Share Posted April 28, 2023 3 hours ago, jebycheek said: Alright then... thanks anyway. that plume is just beautiful, great work! That vessel is reeeeeeally nice. It saddens me to see the aerospikes since they don't get to be fancy OP engines like most other OPT engines. Quote Link to comment Share on other sites More sharing options...
jebycheek Posted April 28, 2023 Share Posted April 28, 2023 (edited) 5 hours ago, JadeOfMaar said: That vessel is reeeeeeally nice. It saddens me to see the aerospikes since they don't get to be fancy OP engines like most other OPT engines. Personally i like this one better. Edited April 28, 2023 by jebycheek Quote Link to comment Share on other sites More sharing options...
TLCore Posted April 29, 2023 Share Posted April 29, 2023 (edited) Ok I may have a problem or just a difficulty setting by mods themselves. I add many realistic mods in the game now, like RO RP-1 FAR etc. INCLUDING Real Fuel, I think it is the key. Now I tried to build a SSTO by OPT parts in sandbox mode to test, it works really well, just one problem - I couldn't find way to store Intake Atm into my plane. The OPT fuel tanks wouldn't allow me. When I click Fill, system only fill power in (much more than I needed though :D), and I didn't find Intake Atm in Tank UI. Is there some conflicts between mods or just Real Fuel + OPT will force me to give up using M.A.R.G.E Engines in space? If they were blocking this, could you please tell is there mod can give my Intake Atm back? I really want something can go orbit and back using only one type engine without one cent cost in career mode's late stage... Edited April 29, 2023 by TLCore Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 30, 2023 Author Share Posted April 30, 2023 @TLCore I suppose you'll need a tank config for IntakeAtm. The fuel switcher won't know to detect engines for it and how to proportion it. I don't play with RealFuels so I can't just give you a config and say "Try that." I can try something and work it out for you later. Quote Link to comment Share on other sites More sharing options...
TLCore Posted April 30, 2023 Share Posted April 30, 2023 1 hour ago, JadeOfMaar said: @TLCore I suppose you'll need a tank config for IntakeAtm. The fuel switcher won't know to detect engines for it and how to proportion it. I don't play with RealFuels so I can't just give you a config and say "Try that." I can try something and work it out for you later. I'm really appreciated. Waiting for good news. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 1, 2023 Author Share Posted May 1, 2023 @TLCore I landed it. Save this into GameData: @PART:HAS[#manufacturer[OPT*Division]:HAS[@MODULE[ModuleFuelTanks]]]:AFTER[RealFuels] { @MODULE[ModuleFuelTanks] { @type = Fuselage } } // IntakeAir gets a density nerf in RealFuels/Resources/ResourcesFuel.cfg // Might as well mirror it; do as the Romans when in Rome @RESOURCE_DEFINITION[IntakeAtm]:AFTER[RealFuels] { @density = 0.001225 } @TANK_DEFINITION[Fuselage]:AFTER[RealFuels] { TANK { name = IntakeAtm mass = 0.000012 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 } } Quote Link to comment Share on other sites More sharing options...
TLCore Posted May 1, 2023 Share Posted May 1, 2023 (edited) 9 hours ago, JadeOfMaar said: @TLCore I landed it. Save this into GameData: @PART:HAS[#manufacturer[OPT*Division]:HAS[@MODULE[ModuleFuelTanks]]]:AFTER[RealFuels] { @MODULE[ModuleFuelTanks] { @type = Fuselage } } // IntakeAir gets a density nerf in RealFuels/Resources/ResourcesFuel.cfg // Might as well mirror it; do as the Romans when in Rome @RESOURCE_DEFINITION[IntakeAtm]:AFTER[RealFuels] { @density = 0.001225 } @TANK_DEFINITION[Fuselage]:AFTER[RealFuels] { TANK { name = IntakeAtm mass = 0.000012 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 } } LOL. It works! Thanks, though the earth gravity make it not very efficient like on Kerbin, still studying what else engines should be added. Edited May 1, 2023 by TLCore Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 1, 2023 Author Share Posted May 1, 2023 10 hours ago, TLCore said: LOL. It works! Thanks, though the earth gravity make it not very efficient like on Kerbin, still studying what else engines should be added. Earth gravity is the same as Kerbin gravity, though. The castle wall that SSTO planes need to climb over is the tall atmosphere and the need for idk... 11km/s dV and good TWR the whole way up. In troubleshooting your problem I did find that the RO patch was falsely firing and having OPT engines' engine module change from ModuleEnginesFX to ModuleEnginesRF, and that the B9 switch for warpjet Isp breaks so you can't choose "more Isp" on the MARGE and SAGE. Those need to be worked out sometime. Anyway, you should be more than able to SSTO on real scale now. Quote Link to comment Share on other sites More sharing options...
gilflo Posted May 10, 2023 Share Posted May 10, 2023 OPT Airliner for 1800 pax, KSP 1.12.3, length 198m, 2340T Quote Link to comment Share on other sites More sharing options...
gilflo Posted May 12, 2023 Share Posted May 12, 2023 Hello I can't tweak scale the J61 engine on this aircraft...Is there any forgotten lines somewhere in the mod about J61 tweak scale Possibility? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 12, 2023 Author Share Posted May 12, 2023 @gilflo I just learned that Tweakscale seems to be deprecating the part patches that it carries. The configs still exist in Tweakscale's folder but (per your complaint) don't work anymore. I'll add this to my to-do list. Quote Link to comment Share on other sites More sharing options...
gilflo Posted May 13, 2023 Share Posted May 13, 2023 Thank you, yes it is deprecated and I create a new liner in KSP 1.11.2 so that I could tweak scale the J 61 This new giant OPT liner flies like a flower, take off easy and Kiss landing Quote Link to comment Share on other sites More sharing options...
Kavaeric Posted May 15, 2023 Share Posted May 15, 2023 So I was working on a crew vehicle and I wanted to have more drag and heatshield surface, so I wrote a simple patch to add a similar hull part switch (similar to the Mk2 nosecone etc) that adds an option for a heat-resistant version with ablator. It makes it quite a bit more expensive and heavy but it seeeeems to help with re-entry. Unlocks with the "super" hull upgrades at the Aerospace Composites node, in line with the other upgrades .cfg is below: Spoiler // OPT_AblativeAirbrakes.cfg // Uses B9PartSwitch and imitates the hull system like on the other parts // Patched by Kavaeric // Adds the possibility of outfitting the airbrake as a deployable heatshield surface. // Unlocks with the heat-resistant "Super" hull upgrade at aerospaceComposites. @PART[opt_b9_airbrake_s]:NEEDS[OPT_Legacy,OPT_Reconfig,B9PartSwitch,!DeadlyReentry]:AFTER[OPT_Reconfig] { MODULE { name = ModuleAblator ablativeResource = Ablator outputResource:NEEDS[DeadlyReentry] = CharredAblator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 // useChar = True // charModuleName = shieldChar } MODULE { name = ModuleB9PartSwitch moduleID = Heatshield baseVolume = 250 switcherDescription = Hull Style switcherDescriptionPlural = Hull Styles SUBTYPE { name = Default title = Default primaryColor = White secondaryColor = Grey defaultSubtypePriority = 3 // descriptionDetail = descriptionSummary = Standard lightweight airbrake construction for atmospheric flight. descriptionDetail = maxTemp: 2700K tankType = Structural MODULE { IDENTIFIER { name = ModuleAblator } moduleActive = False } } SUBTYPE { name = Super title = Super primaryColor = White secondaryColor = Auburn defaultSubtypePriority = 2 // descriptionDetail = descriptionSummary = Advanced stats in order to withstand extremes like any heatshield. Also holds ablative material. descriptionDetail = maxTemp: <color="green">3500K</color> addedCost = 4000 addedMass = 0.03 maxTemp = 3500 tankType = OPTAB upgradeRequired = OPTMk2NoseAdv2 TEXTURE { texture = OPT_AblativeAirbrakes/OPT_AirbrakeSuper_S currentTexture = model000 } MODULE { IDENTIFIER { name = ModuleAblator } moduleActive = True } } } } @PART[opt_b9_airbrake_l]:NEEDS[OPT_Legacy,OPT_Reconfig,B9PartSwitch,!DeadlyReentry]:AFTER[OPT_Reconfig] { MODULE { name = ModuleAblator ablativeResource = Ablator outputResource:NEEDS[DeadlyReentry] = CharredAblator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 // useChar = True // charModuleName = shieldChar } MODULE { name = ModuleB9PartSwitch moduleID = Heatshield baseVolume = 300 switcherDescription = Hull Style switcherDescriptionPlural = Hull Styles SUBTYPE { name = Default title = Default primaryColor = White secondaryColor = Grey defaultSubtypePriority = 3 // descriptionDetail = descriptionSummary = Standard lightweight airbrake construction for atmospheric flight. descriptionDetail = maxTemp: 2700K tankType = Structural MODULE { IDENTIFIER { name = ModuleAblator } moduleActive = False } } SUBTYPE { name = Super title = Super primaryColor = White secondaryColor = Auburn defaultSubtypePriority = 2 // descriptionDetail = descriptionSummary = Advanced stats in order to withstand extremes like any heatshield. Also holds ablative material. descriptionDetail = maxTemp: <color="green">3500K</color> addedCost = 14000 addedMass = 0.1 maxTemp = 3500 tankType = OPTAB upgradeRequired = OPTMk2NoseAdv2 TEXTURE { texture = OPT_AblativeAirbrakes/OPT_AirbrakeSuper_S currentTexture = model000 } MODULE { IDENTIFIER { name = ModuleAblator } moduleActive = True } } } } Admittedly still learning how this forum works and I have no idea how to attach things, but I am also willing to share that custom texture I made for it up there. Quote Link to comment Share on other sites More sharing options...
marxman28 Posted May 31, 2023 Share Posted May 31, 2023 Are OPT docking ports compatible with stock Clamp-O-Trons? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 31, 2023 Share Posted May 31, 2023 20 minutes ago, marxman28 said: Are OPT docking ports compatible with stock Clamp-O-Trons? They should be, if they are the same size On 5/15/2023 at 7:21 PM, Kavaeric said: Admittedly still learning how this forum works and I have no idea how to attach things, but I am also willing to share that custom texture I made for it up there You would need to put the texture so.ewhere else and provide a link to it Quote Link to comment Share on other sites More sharing options...
gilflo Posted October 18, 2023 Share Posted October 18, 2023 Is this mod abandoned?? It's the best spaceplane mod in KSP!! Quote Link to comment Share on other sites More sharing options...
NebulaPlayz Posted November 6, 2023 Share Posted November 6, 2023 Hey! I've run into a few issues, and I was wondering if there's any active development on this mod still... - I can't tilt any of the VTOL engines in the spaceplane hangar and when I try and tilt them in-flight, it begins the animation and then bugs out and resets to the normal angle. It doesn't let me tilt it using a slider, I have to press the tilt upward/downward buttons. - I don't think the wings are generating any lift. I tried disproportionally large wings on a hull and it didn't work, even with no fuel in the tanks. I can provide logs/videos if needed. Hopefully this mod hasn't been abandoned, it's a fantastic spaceplane mod! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 6, 2023 Author Share Posted November 6, 2023 (edited) @NebulaPlayz This mod is in limbo right now. There is much I want to do, but most of it is to adjust parts or their behavior (fixing things altogether) so it's daunting. The VTOL engines use the elevon module, not an animation, for their tilt. Whatever aero problems you have with wings are extending to them. Usually, lack of lift capability is caused by having an empty FAR (FerramAerospaceResearch) folder in your GameData or you have a mod installed that contains a patch that contains the string :FOR[FerramAerospaceResearch] which triggers all FAR patches in any other mods. I believe there's another cause to your problem but I don't believe anyone has isolated it. Perhaps you're meeting the conditions to trigger a specific bug. Edited November 6, 2023 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
timbrwolf1121 Posted November 24, 2023 Share Posted November 24, 2023 On 11/6/2023 at 9:48 AM, JadeOfMaar said: @NebulaPlayz This mod is in limbo right now. There is much I want to do, but most of it is to adjust parts or their behavior (fixing things altogether) so it's daunting. The VTOL engines use the elevon module, not an animation, for their tilt. Whatever aero problems you have with wings are extending to them. Usually, lack of lift capability is caused by having an empty FAR (FerramAerospaceResearch) folder in your GameData or you have a mod installed that contains a patch that contains the string :FOR[FerramAerospaceResearch] which triggers all FAR patches in any other mods. I believe there's another cause to your problem but I don't believe anyone has isolated it. Perhaps you're meeting the conditions to trigger a specific bug. This is the main mod that keeps me coming back to KSP. If you manage to fix it, I will definitely be redownloading the game. It's been a while. Was just checking through the new and updated mods for the first time this year. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 24, 2023 Author Share Posted November 24, 2023 2 hours ago, timbrwolf1121 said: This is the main mod that keeps me coming back to KSP. If you manage to fix it, I will definitely be redownloading the game. It's been a while. Was just checking through the new and updated mods for the first time this year. Sadly, I can't fix it. Not by myself anyway. I need someone who has this problem to dissect their install and isolate the offending mods. Once I know that, I can inspect and determine the factors of the conflict. Quote Link to comment Share on other sites More sharing options...
InterStellar_HomingPidgeon Posted December 19, 2023 Share Posted December 19, 2023 This is a bit of an unrelated question but will OPT be coming to KSP 2? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 19, 2023 Author Share Posted December 19, 2023 10 hours ago, InterStellar_HomingPidgeon said: This is a bit of an unrelated question but will OPT be coming to KSP 2? If it is, then it's not coming from me. Quote Link to comment Share on other sites More sharing options...
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