JadeOfMaar Posted April 19, 2017 Share Posted April 19, 2017 4 hours ago, tsaukn said: I'm having a bit of an issue, and I'm not sure if this is the mod causing it. I am attempting to build my first Space Plane, using the MK II parts. Including those big badass MK II dual engines for the back. Now my issue. I hit the runway, throttle 100% and ... nada. I have full thrust, but the ship goes nowhere. Zero speed, it gets lighter until it starts pointing up... lol... Not sure if this is an issue with this mod, as I'm not sure if the part is from the mod, wish I knew how to tell, but maybe someone has some advice. Thanks. Screenshots and logs, bud. All of OPT's parts have "OPT" in the display name or Manufacturer, and there's definitely something -else- in your game install that's messing with physics. Link to comment Share on other sites More sharing options...
stali79 Posted April 19, 2017 Share Posted April 19, 2017 7 hours ago, tsaukn said: I'm having a bit of an issue, and I'm not sure if this is the mod causing it. I am attempting to build my first Space Plane, using the MK II parts. Including those big badass MK II dual engines for the back. Now my issue. I hit the runway, throttle 100% and ... nada. I have full thrust, but the ship goes nowhere. Zero speed, it gets lighter until it starts pointing up... lol... Not sure if this is an issue with this mod, as I'm not sure if the part is from the mod, wish I knew how to tell, but maybe someone has some advice. Thanks. Modlist please Link to comment Share on other sites More sharing options...
King Something Posted April 20, 2017 Share Posted April 20, 2017 14 hours ago, tsaukn said: I'm having a bit of an issue, and I'm not sure if this is the mod causing it. I am attempting to build my first Space Plane, using the MK II parts. Including those big badass MK II dual engines for the back. Now my issue. I hit the runway, throttle 100% and ... nada. I have full thrust, but the ship goes nowhere. Zero speed, it gets lighter until it starts pointing up... lol... Not sure if this is an issue with this mod, as I'm not sure if the part is from the mod, wish I knew how to tell, but maybe someone has some advice. Thanks. Follow the instructions in the link below, and the modders should be able to help you fix whatever problem you are having: This is not just for OPT, but for all KSP mods. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 20, 2017 Share Posted April 20, 2017 (edited) @TDplay @stali79 The USI LS configs are nearly finished. I decided not to have the LS-supporting parts never hold fuel. However the configs are colliding with the prior (and messy) FS and IFS setups. Some parts are failing to delete prior tank setups (in part due to ones that have texture/mesh switching) and the labs aren't getting any setup. Declaring multiple parts per opening part node isn't a problem. There are more instances of this and they work fine. Sample: //Stail class cockpits @PART[b_cockpit,b_cockpit_qs]:NEEDS[USILifeSupport]:FINAL { //Cleanup resources -RESOURCE,* {} -MODULE[FSfuelSwitch],* {} -MODULE[InterstellarFuelSwitch],* {} MODULE { name = FSfuelSwitch resourceNames = Supplies,Mulch,ElectricCharge,MonoPropellant;LiquidFuel,ElectricCharge,MonoPropellant;LiquidFuel,Oxidizer,ElectricCharge,MonoPropellant resourceAmounts = 1600,400,1500,800;800,1500,800;360,440,1500,800 initialResourceAmounts = 1600,0,1500,800;800,1500,800;360,440,1500,800 basePartMass = 0.29 tankMass = 0;0;0 tankCost = 0;0;0 displayCurrentTankCost = false hasGUI = true showInfo = true } ------------------------------ //Labs @PART[j_4m_Lab,b_4m_Lab]:NEEDS[USILifeSupport]:FINAL { //Cleanup resources -RESOURCE,* {} -MODULE[FSfuelSwitch],* {} -MODULE[InterstellarFuelSwitch],* {} MODULE { name = FSfuelSwitch resourceNames = Supplies;Mulch;Fertilizer;Gypsum;Hydrates;Ore resourceAmounts = 4000;4000;4000;4000;4000;480 initialResourceAmounts = 4000;0;4000;4000;4000;0 basePartMass = 0.29 tankMass = 0;0;0;0;0;0 tankCost = 0;0;0;0;0;0 displayCurrentTankCost = false hasGUI = true showInfo = true } This aside, I've handled all cockpits and cabins, added CLS, warehouse, habs and recyclers where I assume appropriate. But I've done nothing to actual tanks, bays, adapters or wings. I may have to require users to delete the existing fuel switch files, or add :NEEDS[!USILifeSupport] to the prior configs to get them to not execute in the first place, and then rewrite fuel switching for all un-crewed parts. Edited April 20, 2017 by JadeOfMaar Link to comment Share on other sites More sharing options...
stali79 Posted April 20, 2017 Share Posted April 20, 2017 28 minutes ago, JadeOfMaar said: @TDplay @stali79 The USI LS configs are nearly finished. I decided not to have the LS-supporting parts never hold fuel. However the configs are colliding with the prior (and messy) FS and IFS setups. Some parts are failing to delete prior tank setups (in part due to ones that have texture/mesh switching) and the labs aren't getting any setup. Declaring multiple parts per opening part node isn't a problem. There are more instances of this and they work fine. Sample: //Stail class cockpits @PART[b_cockpit,b_cockpit_qs]:NEEDS[USILifeSupport]:FINAL { //Cleanup resources -RESOURCE,* {} -MODULE[FSfuelSwitch],* {} -MODULE[InterstellarFuelSwitch],* {} MODULE { name = FSfuelSwitch resourceNames = Supplies,Mulch,ElectricCharge,MonoPropellant;LiquidFuel,ElectricCharge,MonoPropellant;LiquidFuel,Oxidizer,ElectricCharge,MonoPropellant resourceAmounts = 1600,400,1500,800;800,1500,800;360,440,1500,800 initialResourceAmounts = 1600,0,1500,800;800,1500,800;360,440,1500,800 basePartMass = 0.29 tankMass = 0;0;0 tankCost = 0;0;0 displayCurrentTankCost = false hasGUI = true showInfo = true } ------------------------------ //Labs @PART[j_4m_Lab,b_4m_Lab]:NEEDS[USILifeSupport]:FINAL { //Cleanup resources -RESOURCE,* {} -MODULE[FSfuelSwitch],* {} -MODULE[InterstellarFuelSwitch],* {} MODULE { name = FSfuelSwitch resourceNames = Supplies;Mulch;Fertilizer;Gypsum;Hydrates;Ore resourceAmounts = 4000;4000;4000;4000;4000;480 initialResourceAmounts = 4000;0;4000;4000;4000;0 basePartMass = 0.29 tankMass = 0;0;0;0;0;0 tankCost = 0;0;0;0;0;0 displayCurrentTankCost = false hasGUI = true showInfo = true } This aside, I've handled all cockpits and cabins, added CLS, warehouse, habs and recyclers where I assume appropriate. But I've done nothing to actual tanks, bays, adapters or wings. I may have to require users to delete the existing fuel switch files, or add :NEEDS[!USILifeSupport] to the prior configs to get them to not execute in the first place, and then rewrite fuel switching for all un-crewed parts. Labs are tank free by design. @K.Yeon never wanted the labs fuelled Link to comment Share on other sites More sharing options...
RazeBerry Posted April 22, 2017 Share Posted April 22, 2017 Hello, I am running into problems regarding the OPT parts. Everytime I place down an fueled part, the vehicle mass become a little lighter, therefore it must have negative mass, I suspect it is incompatible between OPT mod and the real fuel mod. Bug Parts not containing fuel works perfectly. Also, OPT fuel tanks have very low readings for fuel and oxidizer units, please help. Link to comment Share on other sites More sharing options...
stali79 Posted April 22, 2017 Share Posted April 22, 2017 6 minutes ago, RazeBerry said: Hello, I am running into problems regarding the OPT parts. Everytime I place down an fueled part, the vehicle mass become a little lighter, therefore it must have negative mass, I suspect it is incompatible between OPT mod and the real fuel mod. Bug Parts not containing fuel works perfectly. Also, OPT fuel tanks have very low readings for fuel and oxidizer units, please help. Screenshots? Logs? Debugging steps taken? Link to comment Share on other sites More sharing options...
jrodriguez Posted April 23, 2017 Share Posted April 23, 2017 Hi all, I'm a BDArmory developer and I would like to let you all know that we just opened an interesting SCI-FI combat challenge where OPT parts is allowed , currently is on the Inception phase gathering feedback and adding rules. Link to comment Share on other sites More sharing options...
K.Yeon Posted April 27, 2017 Author Share Posted April 27, 2017 Hi guys, just some much needed updates: Over the past few month, I had little time for modding, making only small progress per week. But those small progress has finally accumulated into something I can show it to you. The next patch will be OPTv1.9.9, as many already know, it will focus on 'KH' and 'H' fuselage, as well as including all the remaining IVAs. The new 'KH' parts will allowing cargo size up to 4m in diameter, and the rear cargo ramp will have rover clearance height of 3.9m. As you can see, fitting the central hub from planetary base mod with wheels extended is no problem at all! Soon OPT spaceplanes will be a better option to deliver those base modules instead of a big nose rockets The 'H' fuselage will come in two variations, a fuselage version (bottom), and another for mounting on top of K fuselage (top). Why KH & H instead of the humpback from legacy: Spoiler The 'humpback' series is extremely similar to the K fuselage, and it does not integrate well with other OPT parts. So instead of revamping the entire humpback parts, the KH & H parts It's a very simple solution allowing it to integrate with existing K fuselage and carry 3.75m cargo, also bringing new, smaller, few but useful 'H' fuselage parts. With these few parts, it will achieve the same as the humpback parts and more. The 'H' parts can also be side attached onto other parts, which can be very useful on it's own. Other things I want to include in 1.9.9 are: Support for the current dev version of FAR and see how it goes 2.5m fuselage parts (just the standard fuel tanks and crew tank) 1.9.9 will be released no later than May 7th, and it will be aimed for KSP v1.2.2 NOT pre1.3 After that, ill see if there are bugs that need to be fixed, as well as adding quite a few mod supports including: Community Tech Tree FAR USI Life Support Snacks Rebalancing TAC Life Support Make sure CLS will work Interstellar Fuel Switch Support SmokeScreen (I will do this if time allows, they provide really nice engine effects) And they will be added for OPT 2.0, which will be the end of OPT development! Link to comment Share on other sites More sharing options...
dboi88 Posted April 27, 2017 Share Posted April 27, 2017 21 minutes ago, K.Yeon said: Are those details in the inside modelled? Link to comment Share on other sites More sharing options...
stali79 Posted April 27, 2017 Share Posted April 27, 2017 29 minutes ago, dboi88 said: Are those details in the inside modelled? they should be Link to comment Share on other sites More sharing options...
dboi88 Posted April 27, 2017 Share Posted April 27, 2017 8 minutes ago, stali79 said: they should be I wouldn't agree with that, modelled or flat with normals would both work perfectly well on something like that. They look modelled and they look damn good(I'll be even more impressed if they are just normals) i'd be interested in the knowing the poly count if it is all modelled. I think i'll download when available and take a good luck at the models and textures, these look really good! Link to comment Share on other sites More sharing options...
stali79 Posted April 27, 2017 Share Posted April 27, 2017 1 minute ago, dboi88 said: I wouldn't agree with that, modelled or flat with normals would both work perfectly well on something like that. They look modelled and they look damn good(I'll be even more impressed if they are just normals) i'd be interested in the knowing the poly count if it is all modelled. I think i'll download when available and take a good luck at the models and textures, these look really good! They will be done in the same manner as the existing K bays. Link to comment Share on other sites More sharing options...
dboi88 Posted April 27, 2017 Share Posted April 27, 2017 3 minutes ago, stali79 said: They will be done in the same manner as the existing K bays. Cheers i'll take a look at those tonight Link to comment Share on other sites More sharing options...
Starwaster Posted April 28, 2017 Share Posted April 28, 2017 (edited) @K.Yeon Bug report: OPT_MFT.cfg - all references to :NEEDS[RealFuels] need to be changed to :NEEDS[ModularFuelTanks] or else it will add TWO MODULEs named ModuleFuelTanks OPT_RF.cfg - volumes are too small. They should be 5x the volumes that you assigned in OPT_MFT.cfg (so, the j_4m_crew part should have volume = 10125 as RF volumes are in liters) Also, you should probably add basemass = -1 to all the ModuleFuelTanks modules in the config. At the very least that should be done to the cockpits but probably also to the other parts as well. If not then Real Fuels will scale down the mass and probably scale it down too far. (example, with RF, the type K cockpit is coming in at around 101 kg) It doesn't make sense for the J Inline Boarding Ramp part to have resources added at all. Looking at it when open, it can't store anything in the sides or the bottom. The starboard side is open and can't hold anything and the port side is going to have crew moving through it. The bottom will also be empty. @RazeBerry the above is probably why you are seeing negative masses. When mods report mass changes, they do so as a mass delta so if ModuleFuelTank is lowering masses then it's doing it twice because there are two of that module on each OPT part. Edited April 28, 2017 by Starwaster Link to comment Share on other sites More sharing options...
anbztht Posted April 29, 2017 Share Posted April 29, 2017 Hi, i have this problem. the engine is at 100% but no speed at all. pic. modlist thx for the help Link to comment Share on other sites More sharing options...
K.Yeon Posted April 29, 2017 Author Share Posted April 29, 2017 (edited) 9 hours ago, Starwaster said: @K.Yeon Bug report: OPT_MFT.cfg - all references to :NEEDS[RealFuels] need to be changed to :NEEDS[ModularFuelTanks] or else it will add TWO MODULEs named ModuleFuelTanks OPT_RF.cfg - volumes are too small. They should be 5x the volumes that you assigned in OPT_MFT.cfg (so, the j_4m_crew part should have volume = 10125 as RF volumes are in liters) Also, you should probably add basemass = -1 to all the ModuleFuelTanks modules in the config. At the very least that should be done to the cockpits but probably also to the other parts as well. If not then Real Fuels will scale down the mass and probably scale it down too far. (example, with RF, the type K cockpit is coming in at around 101 kg) It doesn't make sense for the J Inline Boarding Ramp part to have resources added at all. Looking at it when open, it can't store anything in the sides or the bottom. The starboard side is open and can't hold anything and the port side is going to have crew moving through it. The bottom will also be empty. @RazeBerry the above is probably why you are seeing negative masses. When mods report mass changes, they do so as a mass delta so if ModuleFuelTank is lowering masses then it's doing it twice because there are two of that module on each OPT part. thx ill get those fixed! btw the fix for MFT is available download in OP, in extra download section. 1 hour ago, anbztht said: Hi, i have this problem. the engine is at 100% but no speed at all. I never seen this happen before, is all other stock and mod engines working? are you in ksp 1.2.2? Also, use alt+f12, under console, debug, check the first two boxes, and reload the craft on runway see any orange text appear on top right, if it's just related to prefab fx or rasterprop monitor, ignore it, otherwise screenshot it maybe it will help to find out why.. Edited April 29, 2017 by K.Yeon Link to comment Share on other sites More sharing options...
RazeBerry Posted April 29, 2017 Share Posted April 29, 2017 (edited) On 2017-4-21 at 6:22 PM, stali79 said: @Starwaster Yes, the negative mass problem is fixed. But it still has negative mass when scaled. Also, despite the fact the volume of tanks can be changed, but the mass ratio would stay the same, and the current mass ratio is around 1:4, which is impossible for RSS SSTO. Edited April 29, 2017 by RazeBerry Link to comment Share on other sites More sharing options...
Starwaster Posted April 29, 2017 Share Posted April 29, 2017 1 hour ago, RazeBerry said: @Starwaster Yes, the negative mass problem is fixed. But it still has negative mass when scaled. Also, despite the fact the volume of tanks can be changed, but the mass ratio would stay the same, and the current mass ratio is around 1:4, which is impossible for RSS SSTO. Your first two sentences contradict each other. It's fixed but it's not fixed? It can't have the negative mass problem fixed and then still have negative mass. You need to articulate your problem better and maybe submit logs. As far as RSS goes, parts created for the stock game aren't going to work as well with RSS unless someone creates some Realism Overhaul configs for those parts. So any problems using this with RSS need to go over to the RO thread and hope they'll agree to add OPT to the list of supported mods or do the work yourself and submit them to Realism Overhaul. (i.e. do a pull request to their Github repository). (and all that implies that you should use RO too if you aren't already) Link to comment Share on other sites More sharing options...
RazeBerry Posted April 29, 2017 Share Posted April 29, 2017 (edited) @Starwaster It works when it is not scaled, it has negative mass when scaled. Trying to recomplie TweakScale , would that work? What should I do? Edited April 29, 2017 by RazeBerry Link to comment Share on other sites More sharing options...
Starwaster Posted April 29, 2017 Share Posted April 29, 2017 26 minutes ago, RazeBerry said: @Starwaster It works when it is not scaled, it has negative mass when scaled. Trying to recomplie TweakScale , would that work? What should I do? Stop using tweakscale and manually rescale the parts using a Module Manager patch. Or stop using Real Fuels. Link to comment Share on other sites More sharing options...
RazeBerry Posted April 29, 2017 Share Posted April 29, 2017 @Starwaster Quite an harsh answer. May I ask how to use the module manager to rescale the parts? Link to comment Share on other sites More sharing options...
Ohm Machre Posted April 29, 2017 Share Posted April 29, 2017 OH MY GOD I LOVE THE KH AND H PARTS They seriously look fantastic! Link to comment Share on other sites More sharing options...
stali79 Posted April 29, 2017 Share Posted April 29, 2017 2 hours ago, RazeBerry said: @Starwaster Quite an harsh answer. May I ask how to use the module manager to rescale the parts? not harsh, just concise Link to comment Share on other sites More sharing options...
Starwaster Posted April 29, 2017 Share Posted April 29, 2017 (edited) 10 hours ago, RazeBerry said: @Starwaster Quite an harsh answer. May I ask how to use the module manager to rescale the parts? The problems with TweakScale and Real Fuels go beyond just a simple recompile of Tweak Scale and it's been going on for awhile now so it's not going to be resolved any time soon. And that's just the tank mass issue. Engines are another matter. Maybe some day it will get fixed but don't count on it. And it's not even just the compatibility issue between those two mods. Tweak Scale just has too many issues right now with anything other than stock. So you want to do a patch to rescale the parts? Here's a sample of the things that need changing. It only focuses on the physical size and mass, and the tank and engine modules. These are the default values as I see them in my Module Manager cache so you probably have something different. Also be warned that I probably missed something as it is 6am in the morning and I'm going back to bed. Not fully awake right now. This is just to get you on the right track. (and for more than just these two parts obviously) @PART[j_4m_crew]:FINAL // If this is just for personal use then use :FINAL. If you want to try to get it into Realism Overhaul then don't use FINAL { @rescaleFactor = 1 // increase this to scale up the size. Rule of thumb: double the scale = 4 x surface area and 8 x volume @mass = 2.288 // increase this as appropriate. Remember hull surface area = 4x if you doubled the scale. @MODULE[ModuleFuelTanks] { @volume = 4050 // double size = 8x volume should hold true here } } @PART[j_linear_aerospike]:FINAL { @rescaleFactor = 1 // same as above @mass = 5.94 // increasing mass here is probably not as easy as above. Use your best judgement @MODULE[ModuleEnginesRF] { @minThrust = 0 @maxThrust = 656 // increase to match the maxThrust of the configuration the engine is set to. (configurations as in ModuleEngineConfigs) } @MODULE[ModuleEngineConfigs] { // go through each CONFIG and adjust thrust as needed. The MEC configs you have may be different depending on what you have installed // Your best bet here for each engine is to decide on a multiplier that you will apply to all. If you decide on 2x mult for the default config then 2x for all @CONFIG[LqdHydrogen+LqdOxygen] { @minThrust = 0 @maxThrust = 656 // increase as appropriate } } } Edited April 29, 2017 by Starwaster Link to comment Share on other sites More sharing options...
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