linuxgurugamer

[1.7.3] Orbital Utility Vehicle aka Orbital Tug

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Just now, zer0Kerbal said:

short range operation yes, but a tug for intrasolar operation? say from Kerbin to Mun? or further. Am currently too busy to do such, but just thoughts. :)

Then it's not for this.  This is a utility vehicle, for short range operations, IMHO

I am open to discussion about this

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2 minutes ago, linuxgurugamer said:

Then it's not for this.  This is a utility vehicle, for short range operations, IMHO

I am open to discussion about this

as am I - not a high priority, maybe if requested (allot) will do - found a great little mod that allows for 4 or more modes on a single engine - :P but that is for the possible future.

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On 8/8/2019 at 9:36 PM, Targus said:

It's a 1.0 hyper engine from hyper drive mod https://www.curseforge.com/kerbal/ksp-mods/hyper-drive made by @Exodus_Solis  

Interesting.  I just took a look at that mod.  It's listed on Curse a public domain, but he claims that these are all stock which he's modified.  Unfortunately, I believe the mod consists of copyrighted Squad part files and slightly modified

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On 8/4/2019 at 10:52 PM, kerbalx75 said:

could you continue my mod Kerbal Traits 

I could, but other than it being a MM config, and having a class which makes no sense (Ranger), what sort of support do you expect it to need?

5 hours ago, FreeThinker said:

@zer0Kerbal I created a pull request with the fix for KSPIE compatibility

I'm glad I saw this.  @FreeThinker Next time, please ping me as well, otherwise email can get lost 

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This looks really interesting. Going to keep an eye on this! The only annoyance...the textures :0.0: I'm very picky with things looking stockalike :blush: Ah well. I can live with it I'm sure!

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Posted (edited)
3 hours ago, madindehead said:

This looks really interesting. Going to keep an eye on this! The only annoyance...the textures :0.0: I'm very picky with things looking stockalike :blush: Ah well. I can live with it I'm sure!

Stock alike colors are for rockets, planes, etc.  this is a construction vehicle, makes sense for it to be yellow, easier to see, etc.

that being said, if someone were to reskin it in stockalike colors, I’d be willing to include them as a varient.  At this point, I thing the colors would need to match the new stock colors, not the old ones

16 hours ago, FreeThinker said:

@zer0Kerbal I created a pull request with the fix for KSPIE compatibility

I’ll do a release of this later today.

See the first part of this  message above, wondering if you would be interested?

Edited by linuxgurugamer

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Posted (edited)
1 hour ago, linuxgurugamer said:

Stock alike colors are for rockets, planes, etc.  this is a construction vehicle, makes sense for it to be yellow, easier to see, etc.

that being said, if someone were to reskin it in stockalike colors, I’d be willing to include them as a varient.  At this point, I thing the colors would need to match the new stock colors, not the old ones

See the first part of this  message above, wondering if you would be interested?

Retexturing is not my thing, but perhaps  @silversliver is intrested in doing retexture job?

Edited by FreeThinker

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New release, 1.3.0.7

  • Thanks to forum user @FreeThinker for this
    • Fixed compatibility with KSPIE
       

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New release, 1.3.0.8

  • Correct MP thrust from 36 to 26
  • Remove extranious brace in changelog
  • Correct from runningLFO to runningLF in KSPi engine version
  • Update OrbitalTugPod.cfg

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New release, 1.3.0.9

  • Update OrbitalTugPod.cfg
  • small fixes
  • Put full license text into License.md

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Linux,

Quick question, I noticed there are RCS on the tugs grappler body however they do not appear to be operational. I have also right clicked on the part outside the VAB to see if they needed to be activated but there does not appear to be an option. Am I missing anything?

Syrius

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16 hours ago, Syrius said:

Linux,

Quick question, I noticed there are RCS on the tugs grappler body however they do not appear to be operational. I have also right clicked on the part outside the VAB to see if they needed to be activated but there does not appear to be an option. Am I missing anything?

Syrius

do you mean the core?

(the part with all the fuel, and 4 grappler arms)

if so - it has a thruster power of 15 (internally scaled to 10%) using ModuleRCSFX.

have you turned on RCS while in flight?

 

Edited by zer0Kerbal

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2 hours ago, zer0Kerbal said:

do you mean the core?

(the part with all the fuel, and 4 grappler arms)

if so - it has a thruster power of 15 (internally scaled to 10%) using ModuleRCSFX.

have you turned on RCS while in flight?

 

Yes that would  be the part and yes I have. As a matter of fact the craft was using the RCS on the crew module (from a different mod) just fine but those on the tug were non-op.

I will see if I can get some more information as it seems to be working for you, yes?

 

Syrius

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1 hour ago, Syrius said:

Yes that would  be the part and yes I have. As a matter of fact the craft was using the RCS on the crew module (from a different mod) just fine but those on the tug were non-op.

I will see if I can get some more information as it seems to be working for you, yes?

 

Syrius

just tried it. works. reason you might not be seeing effects is that by default the RCS is turned down to 10% - try using the RMB/PAW to turn up the RCS - and you should see the effects.

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