Bomoo Posted March 14, 2016 Share Posted March 14, 2016 What is that Mk2 nose cap from, in the third screenshot? Can't find it as part of the OPT parts pack. Also, speaking of which, I wasn't able to find any download links in your first post, only through performing a google search which then led me to curse. Other than that, very very sexy mod. Thank you! Link to comment Share on other sites More sharing options...
Ohm Machre Posted March 14, 2016 Share Posted March 14, 2016 22 minutes ago, Bomoo said: What is that Mk2 nose cap from, in the third screenshot? Can't find it as part of the OPT parts pack. Also, speaking of which, I wasn't able to find any download links in your first post, only through performing a google search which then led me to curse. Other than that, very very sexy mod. Thank you! Fuel tank parts. OPT MK2 Nose Cone. Link to comment Share on other sites More sharing options...
Bomoo Posted March 14, 2016 Share Posted March 14, 2016 2 hours ago, Ohm Machre said: Fuel tank parts. OPT MK2 Nose Cone. Thanks. I must've totally missed it. Link to comment Share on other sites More sharing options...
Azrael the Sorrowful Posted March 15, 2016 Share Posted March 15, 2016 (edited) I have a quick question. I was wanting to tweak the engines in this mod a bit, but I've never done such so I wanted to be sure before I screwed something up. Inside the cfg file, what exactly do I change to make the engine more powerful or less powerful, and which way should I edit them? EDIT: After looking at the cfgs, I think I've got it figured out but I want to be sure. Under the module section, to effect the thrust of the engine, obviously I would edit the Min and Max thrust. That's simple. I'm assuming for the fuel efficiency I should edit the "ratio"s under the propellant types, but the numbers are arbitrary to me. For example, if I wanted to make an engine more fuel efficient, should I increase or decrease the ratio number? Edited March 15, 2016 by Azrael the Sorrowful Link to comment Share on other sites More sharing options...
Starwaster Posted March 15, 2016 Share Posted March 15, 2016 45 minutes ago, Azrael the Sorrowful said: I have a quick question. I was wanting to tweak the engines in this mod a bit, but I've never done such so I wanted to be sure before I screwed something up. Inside the cfg file, what exactly do I change to make the engine more powerful or less powerful, and which way should I edit them? EDIT: After looking at the cfgs, I think I've got it figured out but I want to be sure. Under the module section, to effect the thrust of the engine, obviously I would edit the Min and Max thrust. That's simple. I'm assuming for the fuel efficiency I should edit the "ratio"s under the propellant types, but the numbers are arbitrary to me. For example, if I wanted to make an engine more fuel efficient, should I increase or decrease the ratio number? Not ratio, what you want is atmosphereCurve. First digit of each key is atmospheric pressure, in atms. Second digit is Isp for that atm pressure. That's the one that you want. (there may only be one key for some jet engines. Not sure if OPT is done that way) Link to comment Share on other sites More sharing options...
Azrael the Sorrowful Posted March 15, 2016 Share Posted March 15, 2016 9 minutes ago, Starwaster said: Not ratio, what you want is atmosphereCurve. First digit of each key is atmospheric pressure, in atms. Second digit is Isp for that atm pressure. That's the one that you want. (there may only be one key for some jet engines. Not sure if OPT is done that way) So, then, don't mess with the first number but do mess with the second? So, for example, with the aerospike, if I wanted to up the ISP, I would simply go to "atmosphereCurve {key=0 420" and change the 420 to a higher number? Or if I wanted to lower it, obviously lower the number? Link to comment Share on other sites More sharing options...
Starwaster Posted March 15, 2016 Share Posted March 15, 2016 10 minutes ago, Azrael the Sorrowful said: So, then, don't mess with the first number but do mess with the second? So, for example, with the aerospike, if I wanted to up the ISP, I would simply go to "atmosphereCurve {key=0 420" and change the 420 to a higher number? Or if I wanted to lower it, obviously lower the number? yes Link to comment Share on other sites More sharing options...
Azrael the Sorrowful Posted March 15, 2016 Share Posted March 15, 2016 Just now, Starwaster said: yes Awesome, thank you so much for your help! Link to comment Share on other sites More sharing options...
Bomoo Posted March 16, 2016 Share Posted March 16, 2016 On 3/14/2016 at 5:10 AM, Ohm Machre said: Fuel tank parts. OPT MK2 Nose Cone. Okay so I assume it's a part introduced in 1.8 (which I can't find a download link for), because I wasn't able to find it even after picking through the entirety of the Fuel Tanks tab. Is there possibly some super secret non-media fire mirror for 1.8? Link to comment Share on other sites More sharing options...
Ohm Machre Posted March 16, 2016 Share Posted March 16, 2016 2 minutes ago, Bomoo said: Okay so I assume it's a part introduced in 1.8 (which I can't find a download link for), because I wasn't able to find it even after picking through the entirety of the Fuel Tanks tab. Is there possibly some super secret non-media fire mirror for 1.8? No. It's right on the front page. Do a CTRL+F for mediafire. It's just not a HYPERLINK anymore, due to the ban on MediaFire links. Link to comment Share on other sites More sharing options...
Neutrinovore Posted March 16, 2016 Share Posted March 16, 2016 (edited) 34 minutes ago, Ohm Machre said: No. It's right on the front page. Do a CTRL+F for mediafire. It's just not a HYPERLINK anymore, due to the ban on MediaFire links. Right, what Ohm Machre said. http://www.This website cannot be used on these forums/download/479n9nm72b5reru/OPT1.8testV4.01.zip The above isn't a 'LINK', it's just a line of text that is a URL. Use CTRL+C to copy it into your clipboard, then CTRL+V to paste it into your browser's address bar. Then just replace the part where it says "This website cannot be used on these forums" with the word "mediafire", and you'll be good to go. Again, it's LINKS to MediaFire that are not allowed from here, as a free individual you have the right to navigate on your own to the site at your own risk. Edited March 16, 2016 by Neutrinovore Link to comment Share on other sites More sharing options...
Bomoo Posted March 16, 2016 Share Posted March 16, 2016 Thanks, guys. Did not see that. Link to comment Share on other sites More sharing options...
geralddarden Posted March 17, 2016 Share Posted March 17, 2016 Has anyone had any luck getting the wings included in OPT v1.8 release 4 to work with B9 (v6.0) with FAR (0.15.5.7 "Johnson")? I love OPT, but when I use the wings the elevons have to be controlled with "A" for climb and "D" for descend instead of "W" and "S" like the stock wings. Link to comment Share on other sites More sharing options...
NerdCrisis Posted March 25, 2016 Share Posted March 25, 2016 (edited) Best wings ever! Well done, wish they were compatible with tweakscale though so I could use em with everything! Also, is it possible to have a second adapter option for MK2 pods? The one provided really screws up the COM and is hard to counter in vacuum. Edited March 25, 2016 by NerdCrisis Link to comment Share on other sites More sharing options...
StahnAileron Posted March 25, 2016 Share Posted March 25, 2016 Anyone here know how to set up drag cubes? I was cleaning out my archives directory and realized I have a copy of the OLD legacy pack @K.Yeon was kind enough to release. It's a small pack, not much in it in applicable to the current test version. (You know, the profile changes.) BUT! It does have the fuel drop tanks! I thought of maybe modernizing this part for myself (mainly mod the fuel storage and switch to Interstellar Fuel Switch vs. FireSpitter), but I noticed it doesn't have a drag cube. I have no idea what KSP does with parts missing a drag cube. Does it have some default settings it can use? (Be they hard-coded or somehow derived from the model.) Or does it effectively have no drag? (I doubt this, but KSP is known to be odd/quirky, to say the least.) It's not a pressing matter, but if I ever get back into BDArmory, this would be a nice complement for aircraft designs. (Yes, I realize I can hack together my own drop tanks, but they don't look as nice.) Link to comment Share on other sites More sharing options...
Ohm Machre Posted March 25, 2016 Share Posted March 25, 2016 1 hour ago, StahnAileron said: Anyone here know how to set up drag cubes? I was cleaning out my archives directory and realized I have a copy of the OLD legacy pack @K.Yeon was kind enough to release. It's a small pack, not much in it in applicable to the current test version. (You know, the profile changes.) BUT! It does have the fuel drop tanks! I thought of maybe modernizing this part for myself (mainly mod the fuel storage and switch to Interstellar Fuel Switch vs. FireSpitter), but I noticed it doesn't have a drag cube. I have no idea what KSP does with parts missing a drag cube. Does it have some default settings it can use? (Be they hard-coded or somehow derived from the model.) Or does it effectively have no drag? (I doubt this, but KSP is known to be odd/quirky, to say the least.) It's not a pressing matter, but if I ever get back into BDArmory, this would be a nice complement for aircraft designs. (Yes, I realize I can hack together my own drop tanks, but they don't look as nice.) So, I pulled those very drop tanks from teh legacy pack into my own game. And I noticed something interesting about them. The decouplers have drag, but not the tanks. So they do this weird flip when you remove them. Also, they weigh next to nothing. Link to comment Share on other sites More sharing options...
Starwaster Posted March 25, 2016 Share Posted March 25, 2016 (edited) @StahnAileron @Ohm Machre You don't need to manually add drag cubes to a part except in unusual situations involving animated parts or if the part has mesh normal issues. If parts flip that doesn't sound like they are dragless. Look elsewhere for the cause. Edit: on phone and getting out of the car as I typed that. So it was terser than I intended. Maybe there's something about the situation involving those tanks that I'm unaware of but if they were dragless then they would fall off without flipping. You need drag for that to happen. Edited March 25, 2016 by Starwaster Expand explanation. Link to comment Share on other sites More sharing options...
StahnAileron Posted March 26, 2016 Share Posted March 26, 2016 Oh, actually, thinking about it, @Ohm Machre's experience might be because the decoupler for the tanks aren't aligned with the center of mass (IIRC last time I used them months ago.) I think the last time I actively used them I didn't drop them until I was hypersonic in thin atmo (they were my primary LF source for jet ops). The decouplers punch out with 250 force. It's been a while, so memory is fuzzy with my experience. But I think I recall several things on the tanks didn't conveniently line up. If the tanks don't need drag cubes (I'm guessing the game assigns or calculates settings for a part?), it'll make it easier for me to mod the part. That means I just need to mess with "balancing" the part stats and integrating IFS. (Or maybe just leave it to Nertea's generalized IFS config from his Cryo Tanks mod...) Thanks for the feedback! Link to comment Share on other sites More sharing options...
Ohm Machre Posted March 26, 2016 Share Posted March 26, 2016 No problem, glad to help, lol. Link to comment Share on other sites More sharing options...
Rushligh Posted March 26, 2016 Share Posted March 26, 2016 If you're looking for a more powerful engine, i found a way to stick the KSPI Hybrid thermal nozzle module into the OPT j-61 engine, using its atmosphere and mach curve... (using a MK2 Precooliner as air intake, precooler, radiator, and thermal pipe from the reactor) It is literally so powerful it wrenches my ship apart unless i use a tun of struts and start with low throttle. I can't redistribute this part for obvious reasons, but here's the content of the CFG. make a copy of the engine, then replace all the text with this. only work if you have the 1.7 J-61 engine, KSPI, mk2 expansions, and mk2 KSPI integration installed. Spoiler PART { // --- general parameters --- name = opt_mk2_engine_thermal module = Part author = Iihyaresh // --- asset parameters --- model = model.mu rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 0.17904, 0.0, 0.0, 1.0, 0.0, 3 //node_attach = 1.25, 0.0, 0.0, 0.0, 1.0, 0.0, 4 // --- editor parameters --- TechRequired = highAltitudeFlight entryCost = 18000 cost = 2250 category = Engine subcategory = 0 title = OPT Advanced Thermal Hybrid Engine manufacturer = OPT Propulsion Science Division in cooperation with Rushlight Heavy Industries description = After far to much coffee, and far to little sleep, one of our engineers wondered what would happen if they replaces the J-61's compresser blades with a thermal exchange and compression nozzle. This unholy monstrocity was the result. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 2.5 dragModelType = default crashTolerance = 12 breakingForce = 400 breakingTorque = 600 maxTemp = 2900 emissiveConstant = 0.8 // engine nozzles are good at radiating. maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 MODULE { name = ThermalNozzleController isJet = true originalName = Atmospheric Thermal Jet Mk2 upgradedName = Hybrid Thermal Rocket Mk2 upgradeCost = 100 upgradeTechReq = improvedNuclearPropulsion radius = 1.965 exitArea = 2.6105 powerTrustMultiplier = 1.5 powerTrustMultiplierJet = 1.5 IspTempMultOffset = -1.371670613 sootHeatDivider = 50 sootThrustDivider = 150 emisiveConstantMult = 3 emisiveConstantExp = 0.6 maxTemp = 2750 baseHeatProduction = 49.424 partMass = 1.773 buildInPrecoolers = 4 canUseLFO = TRUE jetPerformanceProfile = 1 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.03 minThrust = 0 maxThrust = 650 heatProduction = 291 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.4 useVelocityCurve = False flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = IntakeAtm ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 7000 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 8 machHeatMult = 2.0 velCurve { key = 0 0.6 key = 0.2 0.8 key = 1.36 0.9 key = 2.0875 1.306206 0.558359 0.2083685 key = 2.474524 1.870126 1.621842 1.29743 key = 2.945652 2.160394 0.3836924 -0.04622887 key = 3.842887 1.940503 -0.2246427 -0.2246427 key = 6 1.5 key = 7.5 0 } atmCurve { //Airflow vs max thrust? key = 0 0 key = 0.005 0.3 key = 0.03469022 0.8916956 19.92897 0.5922443 key = 0.2 1 key = 0.3 1 key = 1 0.6 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 25 falloff = 2 thrustTransformName = thrustTransform } EFFECTS { running_thrust { PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } ////////////////////////////OPTFX///////////////////////////// AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.1 1.5 volume = 1.0 2 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } AUDIO { name = jetsHumm channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.1 0.4 volume = 0.6 0.8 volume = 1.0 0.3 volume = 1.5 0.2 pitch = 0.0 0.1 pitch = 0.5 0.2 pitch = 1.0 2 loop = true speed = 0.0 1.70 speed = 1.0 1.65 } AUDIO { name = jetscream channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.1 1 volume = 1.0 3.5 volume = 1.7 5.5 pitch = 0.0 0.8 pitch = 0.5 1 pitch = 1.0 3 pitch = 1.7 5 loop = true speed = 0.0 1.70 speed = 1.0 1.95 } AUDIO { name = jetscreamHighSpeed channel = Ship clip = sound_jet_low volume = 0.9 0.0 volume = 1.0 0.1 volume = 1.7 3 volume = 5 5 pitch = 0.9 1.5 pitch = 2.7 3 loop = true speed = 0.0 1 speed = 1.0 1 } AUDIO { name = rocketsound channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 0.8 volume = 2.7 0.2 pitch = 0.0 0.2 pitch = 1.0 0.3 pitch = 1.7 0.4 loop = true } MODEL_MULTI_PARTICLE { name = flamethrust modelName = OPT/FX/ramjet_fx transformName = FXNode emission = 0.0 0 0 emission = 0.1 8 emission = 0.9 10 emission = 1.5 12 emission = 2.75 20 speed = 0.0 0.4 speed = 1 0.7 speed = 2.75 2 } } ////////////////////////////OPTFX==END////////////////////////// running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.5 pitch = 0.05 0.6 pitch = 1.0 1.2 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = FXModuleAnimateThrottle animationName = engine_light dependOnEngineState = True responseSpeed = 0.01 } RESOURCE { name = WasteHeat amount = 0 maxAmount = 200000 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0125 intakeSpeed = 10 intakeTransformName = intake_transform } RESOURCE { name = IntakeAir amount = 0.5 maxAmount = 1.0 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.1 dragAtMaxAoA = 0.1 dragAtMinAoA = 0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 10.00 } //moduleEnd @PART[turboRamJetMk2]:NEEDS[km_Gimbal] { !MODULE[ModuleGimbal] {} MODULE { name = KM_Gimbal_3 gimbalTransformName = thrustTransform pitchGimbalRange = 10 yawGimbalRange = 0 enableRoll = true enableSmoothGimbal = true responseSpeed = 20 } } Link to comment Share on other sites More sharing options...
01010101lzy Posted March 27, 2016 Share Posted March 27, 2016 Personally I think we need to have a k-sized flat "shovelnose" nosecone in order to make unmanned k-sized spacecrafts... Link to comment Share on other sites More sharing options...
Jimbodiah Posted March 27, 2016 Share Posted March 27, 2016 Why do you need an entirely seperate cockpit for that? Just add a probe core inside or that mechjeb walky-talky thing. Link to comment Share on other sites More sharing options...
Starwaster Posted March 27, 2016 Share Posted March 27, 2016 1 hour ago, Jimbodiah said: Why do you need an entirely seperate cockpit for that? Just add a probe core inside or that mechjeb walky-talky thing. he's probably talking about a K sized probe core... Link to comment Share on other sites More sharing options...
Jimbodiah Posted March 27, 2016 Share Posted March 27, 2016 (edited) Yes I know, but why? Just slap a stock probe core onto the attach node inside and you are done. Edited March 27, 2016 by Jimbodiah Link to comment Share on other sites More sharing options...
Starwaster Posted March 27, 2016 Share Posted March 27, 2016 1 minute ago, Jimbodiah said: Yes I know, but why? Just slap a stock probe core onto the attach node inside and you are done. For the same reason we have probe cores in the same form factor as the plane parts in the first place. It looks better and doesn't clutter up the plane with useless greebles. Link to comment Share on other sites More sharing options...
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