ss8913 Posted May 12, 2015 Share Posted May 12, 2015 Just a request - please test this mod with the new FAR since it changes transonic drag modeling pretty drastically from previous versions and also pretty drastically compared to stock aero. Area Ruling. It's a thing now, and it makes breaking the sound barrier actually kind of hard, like in RL. If you like I'm happy to test it and report what I find with it. Link to comment Share on other sites More sharing options...
M_Ouellette Posted May 13, 2015 Share Posted May 13, 2015 Does this mod work with 1.0.2?You'll need to hit ALT F12 to bring up the Debug menu and check the "Non-strict part attachment orientation check" box to get connection nodes to work right, you should also get the latest ModuleManager and Firespitter dlls because the ones packaged with this mod are way out of date. Link to comment Share on other sites More sharing options...
Jumpyyoza Posted May 13, 2015 Share Posted May 13, 2015 (edited) You'll need to hit ALT F12 to bring up the Debug menu and check the "Non-strict part attachment orientation check" box to get connection nodes to work right, you should also get the latest ModuleManager and Firespitter dlls because the ones packaged with this mod are way out of date.Alright, thanks, I was wandering why most of the parts apart from two engines didn't show in the part listEDIT: Installation doesn't work, I updated the Firespitter and ModuleManager DLLs and it didn't work Edited May 13, 2015 by Jumpyyoza Link to comment Share on other sites More sharing options...
M_Ouellette Posted May 13, 2015 Share Posted May 13, 2015 Alright, thanks, I was wandering why most of the parts apart from two engines didn't show in the part listEDIT: Installation doesn't work, I updated the Firespitter and ModuleManager DLLs and it didn't workThat's very strange since it's working for me. Make sure that you merged OPTs Gamedata folder with the exiting Gamedata folder, if you just unzip into the Gamedata folder, things probably won't work. If you look in Kerbals Gamedata folder you should be seeing Opt, Firespitter and Squad folders as well as the Modulemanager.dll. Also if you have update the Firespitter and Modulemanager dlls make sure to get rid of the old ones. Link to comment Share on other sites More sharing options...
Flashblade Posted May 14, 2015 Share Posted May 14, 2015 As has already been said, if you are like me and you need your OPT fix you can have it. To install all that has to be done is to replace the firespitter.dll with the current one and you are set. Even the OPT plugin works without a problem generating super compressed air like it did in 0.90 something i did not expect would be the case. To build planes with the parts press ALT + F12 and check the non strict placement box at the bottom of the list and you are set there. As for how this mod works with NuFAR, since the OPT parts always had a great aerodynamic shape everything works beautifully. I was able to get every OPT stock plane it to orbit fairly easily, except the K cockpit one which is very very YAW unstable and I was in danger of loosing that one all the time. The engines are so hilariously overpowered at this point that you can power into orbit on two ramjets alone. They will get you to Mach 6 in no time flat in ramjet mode and it will basically burn very little fuel. I also tried reentry with the k cockpit plane and oh boy there might be work necessary. On reentry the plane was rolling right and there was nothing I could do to stop it. It stopped by itself once the plane reached an altitude of about 12000m. In addition the ramjet intakes should have burned up but didn't which again is to be expected.@ss8913 I do not really see what you expect K.Yeon to do here. The parts already have great aerodynamic shapes to begin with and area ruling to reach Mach 1 easily is your job as you are the plane designer. Are you asking K.Yeon to create some procedural generated parts so that varied shapes can help with area ruling? Link to comment Share on other sites More sharing options...
Bakase Posted May 14, 2015 Share Posted May 14, 2015 Just a request - please test this mod with the new FAR since it changes transonic drag modeling pretty drastically from previous versions and also pretty drastically compared to stock aero. Area Ruling. It's a thing now, and it makes breaking the sound barrier actually kind of hard, like in RL. If you like I'm happy to test it and report what I find with it.It doesn't change anything important, as far as this mod is concerned. The way the NuFAR works is that if a part looks like it should work, it will -- I don't know what you're expecting to find. Link to comment Share on other sites More sharing options...
M_Ouellette Posted May 14, 2015 Share Posted May 14, 2015 (edited) OPTs parts are designed to fit together into seamless aerodynamic shapes which should do quite well with NuFARs voxel shape mapping for the fuselage sections. Edited May 14, 2015 by M_Ouellette Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 17, 2015 Share Posted May 17, 2015 K.Yeon, one of KSP's new features is a sort-by-cross-section, and Filter Extensions lets us create new subcategories for it. When you update your parts, add a "bulkheadProfiles = whatever" line to the configs (maybe opt_j and opt_k for fuselages, and of course adapters can have multiple comma-separated values, and "srf" for surface-attached parts), and I'll add J and K categories to the config. Link to comment Share on other sites More sharing options...
stali79 Posted May 17, 2015 Share Posted May 17, 2015 K.Yeon, thank you so very much for a new update. Link to comment Share on other sites More sharing options...
K.Yeon Posted May 17, 2015 Author Share Posted May 17, 2015 Summary of 1.6.9:- Turboramjet have only 1 mode now for the moment (previously built craft need reassemble the turboramjet in SPH to work i think)- Darkdrive is very efficient now and ARIE is less efficient- Added K, JSL, ILS cockpit IVAs while others remain WIP- remodeled wings, the Wing-A has 300 LFuel- changed the connection face textures (because the old one look horrible i think)- Most parts have more Lift than before- the Js adapter will be deleted, its now integrated with the ij adaptorProblems i know exist:- Cargobay does not have dragcubes, so they could have weird drags- K-CargoTail does not have option to deploy ramp, currently it does nothing- K cargobay can cause things to explode for no reason- May not work with FAR (i havent test with FAR)- textures are not in DDS format ( i tested with OPT load time increase by about 40 seconds )TBH there are so much more stuff i wanted to add and fix ,, sorry if this update is buggy .. Im still not understand how to make custom dragcubes or how the new jet parameters work...Ill fix up a better and more stable update after my exams haha be back in a month Link to comment Share on other sites More sharing options...
Bakase Posted May 17, 2015 Share Posted May 17, 2015 Summary of 1.6.9:- Turboramjet have only 1 mode now for the moment (previously built craft need reassemble the turboramjet in SPH to work i think)- Darkdrive is very efficient now and ARIE is less efficient- Added K, JSL, ILS cockpit IVAs while others remain WIP- remodeled wings, the Wing-A has 300 LFuel- changed the connection face textures (because the old one look horrible i think)- Most parts have more Lift than before- the Js adapter will be deleted, its now integrated with the ij adaptorProblems i know exist:- Cargobay does not have dragcubes, so they could have weird drags- K-CargoTail does not have option to deploy ramp, currently it does nothing- K cargobay can cause things to explode for no reason- May not work with FAR (i havent test with FAR)- textures are not in DDS format ( i tested with OPT load time increase by about 40 seconds )TBH there are so much more stuff i wanted to add and fix ,, sorry if this update is buggy .. Im still not understand how to make custom dragcubes or how the new jet parameters work...Ill fix up a better and more stable update after my exams haha be back in a month Thanks for the update! I'll get to playing with it, and see how it works with FAR. Link to comment Share on other sites More sharing options...
stali79 Posted May 17, 2015 Share Posted May 17, 2015 (edited) Found a bug. Turbojet engines have no action group activation option. Shows up as engines but appear nonfunctionalEdit: they work but no activate engine option for action group.Edit 2: must have been an interim issue, works after restart. Edited May 17, 2015 by stali79 Link to comment Share on other sites More sharing options...
DeepSlayLP Posted May 17, 2015 Share Posted May 17, 2015 Summary of 1.6.9:- Turboramjet have only 1 mode now for the moment (previously built craft need reassemble the turboramjet in SPH to work i think)- Darkdrive is very efficient now and ARIE is less efficient- Added K, JSL, ILS cockpit IVAs while others remain WIP- remodeled wings, the Wing-A has 300 LFuel- changed the connection face textures (because the old one look horrible i think)- Most parts have more Lift than before- the Js adapter will be deleted, its now integrated with the ij adaptorProblems i know exist:- Cargobay does not have dragcubes, so they could have weird drags- K-CargoTail does not have option to deploy ramp, currently it does nothing- K cargobay can cause things to explode for no reason- May not work with FAR (i havent test with FAR)- textures are not in DDS format ( i tested with OPT load time increase by about 40 seconds )TBH there are so much more stuff i wanted to add and fix ,, sorry if this update is buggy .. Im still not understand how to make custom dragcubes or how the new jet parameters work...Ill fix up a better and more stable update after my exams haha be back in a month That's cool, but will there be a RPM support? Link to comment Share on other sites More sharing options...
Denko666 Posted May 17, 2015 Share Posted May 17, 2015 A 1.0.2 Update!!!!! YAY i can finally make shuttles again!i tried making shuttles with the stock parts in the mean time but,... mehOnce u go OPT, u never go back Link to comment Share on other sites More sharing options...
stali79 Posted May 17, 2015 Share Posted May 17, 2015 That's cool, but will there be a RPM support?If you have any older versions of opt you MAY be able to find the rpm lines in the configs to give the current ivas rpm capability, but i dont know if it will work as these are new. Link to comment Share on other sites More sharing options...
K.Yeon Posted May 17, 2015 Author Share Posted May 17, 2015 (edited) That's cool, but will there be a RPM support?I planned to make some custom RPM props in future, but they won't be ready anytime soon.. so try these: http://www./download/s2n77zf7ic97f4f/OPT169RPM.zip But you have to download RPM from RPM'sPage firstit adds is the MFDs and HUDs hope it helps! Edited May 17, 2015 by K.Yeon Link to comment Share on other sites More sharing options...
Nothalogh Posted May 17, 2015 Share Posted May 17, 2015 Summary of 1.6.9:- Turboramjet have only 1 mode now for the moment (previously built craft need reassemble the turboramjet in SPH to work i think)- Darkdrive is very efficient now and ARIE is less efficient- Added K, JSL, ILS cockpit IVAs while others remain WIP- remodeled wings, the Wing-A has 300 LFuel- changed the connection face textures (because the old one look horrible i think)- Most parts have more Lift than before- the Js adapter will be deleted, its now integrated with the ij adaptorProblems i know exist:- Cargobay does not have dragcubes, so they could have weird drags- K-CargoTail does not have option to deploy ramp, currently it does nothing- K cargobay can cause things to explode for no reason- May not work with FAR (i havent test with FAR)- textures are not in DDS format ( i tested with OPT load time increase by about 40 seconds )TBH there are so much more stuff i wanted to add and fix ,, sorry if this update is buggy .. Im still not understand how to make custom dragcubes or how the new jet parameters work...Ill fix up a better and more stable update after my exams haha be back in a month Sweet Jebus, yes. PRAISE BE TO THE KRAKENAlso, the turboramjet should be made into a trimodal engine system sort of like this:Turbofan mode takes you from runway to 15km and Mach 1.5Ramjet mode takes you to 25km and Mach 3Scramjet mode takes you to 45km and Mach 6 Link to comment Share on other sites More sharing options...
DeepSlayLP Posted May 17, 2015 Share Posted May 17, 2015 I planned to make some custom RPM props in future, but they won't be ready anytime soon.. so try these: http://www./download/s2n77zf7ic97f4f/OPT169RPM.zip But you have to download RPM from RPM'sPage firstit adds is the MFDs and HUDs hope it helps!http://i.imgur.com/WE8F6x4.pngYes thanks Link to comment Share on other sites More sharing options...
stali79 Posted May 17, 2015 Share Posted May 17, 2015 (edited) Was there meant to be 'holes' in the new cargo ramp? They are cutouts instead of a solid ramp.EDIT: Screenshots added. Also are you able to release .dds textures, I know you said that it increased your load time but .dds seems to reduce my ram footprint. Edited May 17, 2015 by stali79 Link to comment Share on other sites More sharing options...
Neutrinovore Posted May 17, 2015 Share Posted May 17, 2015 Summary of 1.6.9:-Snip-BH there are so much more stuff i wanted to add and fix ,, sorry if this update is buggy .. Im still not understand how to make custom dragcubes or how the new jet parameters work...Ill fix up a better and more stable update after my exams haha be back in a month It's okay, dude, the important thing is that you're continuously trying to improve, and I must say you're doing a fantastic job so far! We'll cope. Thanks very much for the update.Oh, and for stali79, I believe that those are intended to be windows. Link to comment Share on other sites More sharing options...
InsanePlumber Posted May 17, 2015 Share Posted May 17, 2015 (edited) Thank you for the update.My little contribution, textures converted to DDS format.Link to Google Drive - Only for next 48h.>>> Remember to remove the old textures, they have the same names as those converted to a DDS format. <<<@ K.YeonPlease use them in the next update, if you want to. Edited May 17, 2015 by InsanePlumber Link to comment Share on other sites More sharing options...
KBluey Posted May 17, 2015 Share Posted May 17, 2015 Great work, thank you! One item for your list when you have a moment--the new 1.0 science lab has a data processing module that isn't in your lab yet. Here's the module from the Squad .cfg:MODULE { name = ModuleScienceConverter scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 500 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } Link to comment Share on other sites More sharing options...
MatterBeam Posted May 17, 2015 Share Posted May 17, 2015 Do these wings work in FAR? Link to comment Share on other sites More sharing options...
Spork of Doom Posted May 17, 2015 Share Posted May 17, 2015 I'm so happy this was updated Like Denko666 said, once you go OPT you don't go back. Outstanding job K.Yeon, keep up the amazing work. Link to comment Share on other sites More sharing options...
Bakase Posted May 17, 2015 Share Posted May 17, 2015 I'm afraid to report HUGE problems with NuFAR -- some of the parts have effectively 0 cross-sectional area. This suggests that there are holes in the meshes.edit: some more playing around suggest that this may be a problem with FAR itself. Huh. Link to comment Share on other sites More sharing options...
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