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[1.12.x] Freight Transport Technologies [v0.6.0]


RoverDude

How do you feel about the VTOL engines? (Vote for both)  

383 members have voted

  1. 1. How do you feel about the VTOL engines? (Vote for both)

    • Propfan: Just right!
      223
    • Propfan: OMG! Overpowered!
      47
    • LFO Thrusters: Too weak
      126
    • LFO Thrusters: Just right!
      164
    • LFO Thrusters: OMG! Overpowered!
      37


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Download Here:

https://github.com/UmbraSpaceIndustries/FTT/releases

bQRKHlQ.png

Introducing Freight Transportation Technologies! A series of modular parts for all of your hauling, mining, and exploration needs!

Phase 1 introduces the 'Honeybadger' freighter - a 3.75m form factor craft ideal for mining operations or light hauling/tug duties. Usual deal, this is a pre-release, so there are still some minor texturing adjustments being made, as well as proper tech tree integration.

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And a video for those that have not yet seen it!

 

 

Configuration files and code are licensed under the GPL v3 license.

Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely :)

This package redistributes FireSpitter

This package redistribures Module Manager

Changelog:

 

 
0.3.0 - 2014.12.16
[LIST]
KSP 0.90 compatibility
[*]Converted over to Regolith for all generators
[*]Updated Honeybadger reactor - now larger and with radiators 
[*]Added Metal, Chemical, Polymer, and RocketParts Kontainers
[*]Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes
[*]Adjusted LH2 volume in spherical tanks
[*]Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock
[*]Tweaked the reactors - especially price - to be inline with NFT
[*]CTT Integration
[*]The Honeybadger parts are under Gigantic Rocketry
[*]The StarLifter parts are under Colossal Rocketry
[*]Nuclear engines are under High-Efficiency Nuclear Propulsion
[*]Nuclear reactors are under Large-Scale Nuclear Power
[*]All ducted fan engines are under Experimental Aircraft Engines
[/LIST]

0.2.4 - 2014.11.01
[LIST]
[*]Adjusted directory structure to help with package management
[*]Converted TGA->PNG
[*]Full CRP
[*]ORSX/USI Tools Refresh
[*]Adjusted cost for several modules
[*]Added new 5x5 adapter (one 5m -> 4x5m)
[*]New toroidal 5m SAS
[*]Tweaked ISP of the nuclear engines
[/LIST]

0.2.3 - 2014.10.17
[LIST]
[*]Replaced TGA with PNG
[*]Updated tech level of some HoneyBadger parts
[*]Updated HoneyBadger descriptions
[*]Introduced all parts for the StarLifter - a 0.25m freighter
[*]Structural parts
[*]5m Command Pod
[*]2.5m and 3.75m nuclear engines
[*]5m reactor
[*]5m SAS
[*]5m Karborundum and LiquidHydrogen tanks
[*]10m LiquidHydrogen tank
[*]Cargo racks and adapters
[*]Larger Kontainers
[/LIST]
0.2.2 - 2014.10.07
[LIST]
[*]KSP 0.25 Support
[*]Removed LqdHelium from reactor
[*]ORSX/CRP/USI DLL refresh
[/LIST]

0.2.1 - 2014.09.28
[LIST]
[*]Removed RCS reference from the inline fan, fixed intake issue
[*]USI/ORSX/CRP refreshes
[*]Added new radial outrigger - no more weird fuel issues. The dual outrigger is now considered legacy
[*]DRE support
[*]ATM support
[*]Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight!
[*]Hover mode and an attachment node for the radial ducted fans!
[*]Added FireSpitter version file
[*]Fixed transform location issue with ducted fan engines
[*]Switched to latest CRP/ORSX
[*]Latest USI DLLs
[/LIST]

0.1.3 - 2014.09.02
[LIST]
[*]Multi-colored honeybadgers thanks to HostageTaker who gave us a bunch of new textures. You can color your ship in yellow, gray, orange, or brown. Note some bits have more than one coloration choice, and some are for contents only.
[*]Engine tweaks - power requirements are up, props now spin in the right direction
[*]Two new ducted fan engines - a radial one with similar characteristics as the inline one we already have, and it's new smaller cousin (smaller than FTT's, larger than Exp Pack's). These all have RCS capabilities, but these are not exactly nimble ships 
[*]Kontainers - Kerbal-style cargo containers for hauling around raw goods. They fit snugly inside of the bay of a Honeybadger, and are perfect for use with a KAS and IR crane 
[*]Added CRP integration for resources (config only not maps)
[*]Updated to latest USI tool DLLs
[/LIST]

0.1.2 - 2014.09.02
[LIST]
[*]KSP-AVC integration
[*]No longer dependent on Karbonite
[*]Updated the propfan - better thrust, huge power consumption increase, slight gimbal, slight mass increase
[*]CLS integration
[*]Tech tree update
[*]Updated engine cowling nodes to not include duplicates. Should not break stuff, but hilarity may ensue.
[/LIST]



 

Edited by RoverDude
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Stuff being worked:

IVA

Remaining normal maps

Lights for the control module

Phase 2 of FTT will be focused on asteroid mining (dependent on getting ART out the door) and will also introduce a new and very hard to get resource for mining, exploitation, and profit.

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It keeps frezzing at the load up for me. Always at the same spot.

https://i.imgur.com/EQWy105.png

Do you have Karbonite installed?

- - - Updated - - -

If you don't want the reactor, can you skip installing Karbonite?

Actually, some of the engines reuse Karbonite assets (probably why I see an error above). So yes, Karbonite is required.

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Side note - bear in mind this is phase 1. The rest of the mod will rely heavily on Karbonite and some other mods in my constellation for the more advanced features like asteroid mining, etc. The reactor uses the same generator as Karbonite, and it also reuses some of the sound assets to save on space. If there's an overwhelming desire to have this WITHOUT Karbonite, I can do it as a parts pack and bundle some DLLs/sound files.

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Do you have Karbonite installed?

- - - Updated - - -

Actually, some of the engines reuse Karbonite assets (probably why I see an error above). So yes, Karbonite is required.

That was definitely the problem. Installed Karbonite and its working now. No landing gear or legs included?

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That was definitely the problem. Installed Karbonite and its working now. No landing gear or legs included?

Use the Karbonite ones :) The joy of building a constellation of mods

- - - Updated - - -

good lord you don't sleep do ya! :D

One more major package and my constellation is done :P

Side note - what are you using for the see-through cockpits you have?

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Use the Karbonite ones :) The joy of building a constellation of mods

- - - Updated - - -

One more major package and my constellation is done :P

Side note - what are you using for the see-through cockpits you have?

You mean the landing frame?

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i feel dumb. i have two USI folders now. Do I combine them?

Yes, just drop this exactly where it asks to go.

The engines seem a bit weak really, considering how heavy a fully loaded Honeybadger could be!! Unless they are designed specifically for off-kerbin use?

Bear in mind this is phase 1 ;) And there may yet be tweaks

I have the exact same issue, so you're not alone
me too. i thought it was related to having 2 USI folders, but have no idea really

Do you both have Karbonite installed? And by that I mean the latest version?

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