Orbital_phoenix

[WIP][1.6.0] Integrated Phoenix Industries - Space Tug [v0.03]

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So I have a curiosity question.   What parts are "Missing" for the Tug version these parts are for?   I know the Mun-base parts are going to be a part of this pack as well so I get that But I am wondering what, if any additional Tug parts are needed to complete the "basic" of this mod?

 

 

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4 minutes ago, Barzon Kerman said:

I dont think any more are needed?

I know some of the documents called for a minature NERVA to power the tug and others had other modules (solar module, etc.)    I am just wondering what else Orbital_Phoenix wants/thinks should be done....

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Yeah but for the base tug, I think everything except the landing gear and IVA are done, which i think is all that is needed for the basic tug

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I hope development is going well, I have run into a certain conflict, however. When paired with cryo engines/tanks the mod seems to conflict with the configs it has set up when bdb is installed as well, so cryotanks overrides the current values the bdb patch has for LH2 with its own set of values. I wonder if there is/will be a fix for this.

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Development has been slow because of IRL work and my holiday to New York I've just returned from, but now ready to start cracking back on with the next parts for the mod.

 

On 4/13/2019 at 10:26 PM, Pappystein said:

So I have a curiosity question.   What parts are "Missing" for the Tug version these parts are for?   I know the Mun-base parts are going to be a part of this pack as well so I get that But I am wondering what, if any additional Tug parts are needed to complete the "basic" of this mod?

 

 

Not much now really now, I would say the cargo modules, robotic arms, IVA and attachment rings would complete the basic part list.

 

On 5/7/2019 at 1:20 AM, Jay The Amazing Toaster said:

I hope development is going well, I have run into a certain conflict, however. When paired with cryo engines/tanks the mod seems to conflict with the configs it has set up when bdb is installed as well, so cryotanks overrides the current values the bdb patch has for LH2 with its own set of values. I wonder if there is/will be a fix for this.

Hmm I will check this out and see what's going on.

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5 hours ago, Orbital_phoenix said:

Hmm I will check this out and see what's going on.

IIRC the current way you have tank-age done you are just slapping BDB style Hydrolox into your cfgs without any other check.     Cryotanks edits the files, then Integrated Phoenix edits the edited file because it is lower in the alphabet.  You have the BDB Hydrolox value but now a useless setting for Cryotanks also in the file... which tends to break things.  

Short version, you are going to have to decide if you want to add a full fuel switch into your mod or allow any fuel switch to take over (aka reject all the fuel switches except your preferred.)      While I am toying around with a plug in friendly fuel switch (mod agnostic) it is not ready nor am I an expert on it.  

In the interim (because I don't know if I will ever release my experimental Frankenstein fuel switch) you will need to write a more robust fuel patch for the tanks that either follows BDB's process more exactly or alternatively re-applies the patch AFTER the last step of Cryotanks and WBI-FuelSwitch and Realfuels etc....

 

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I've started an Integrated Program Plan based playthrough in 2.5x and testing of the space tug segment has been going well

screenshot344.png?width=1123&height=702

Works well with Benjee's Shuttle Orbiter Construction Kit mod.

screenshot299.png?width=1123&height=702

Testing has also gone well on the Munar side of things.

screenshot476.png?width=1123&height=702

screenshot462.png?width=1123&height=702

screenshot463.png?width=1123&height=702

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On 12/19/2019 at 10:07 PM, MajorLeaugeRocketScience said:

Is this mod still in active development?

I don't think @Orbital_phoenix Is doing as much playing as he was last year.  He seems to be on forums less and less (Real Life plus new software.)   He was last on 10 days before your post.  So time will tell I guess.

I am using the parts in my current play-through so there is nothing BREAKING in the files with the newer KSP versions however.  

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