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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4


nli2work

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Orbital Tug DEV v0.4

https://kerbalstuff.com/mod/408/Space%20Tug

Extract to KSP/GameData to install; requires updated Firespitter (fix for thrustReverse) by Snjo (included), and JSIPartUtilities Library by Mihara (included)

  • use included windowsTemplate.png for creating your own window textures and decals.
  • drop a PNG into OrbitalTug/Flags to use ingame.
  • delete from same folder to remove a custom texture/decal.
  • you will be able to use any PNG in any Flags or Agencies folder from within GameData as custom window color/decal and stripe texture.
  • Window Color texture is only visible from outside and will not affect IVA visibility. Window Decal will block visibility in IVA so beware of transparency when make your own textures.

  • 1.25m command pod (no IVA yet)
  • 1.25m stack grabber unit
  • 0.6m nuclear thermal engine on retractable arm.

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Release Thread w/ download links

Retro Future

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Transparent Pods

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Edited by nli2work
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Looking awesome! Any plans for RPM, DRE or real chutes?

As much as I can figure it all out, absolutely. I do want RPM for sure. I have no experience with DRE and Real Chutes, but if I figure it out I will add them. Only tiny bit of experience with KSP modding in general. This is first part I've made.

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Adding this to the config for the heatshield should give DRE compatibility. Just vary the amount of ablative shielding as require e.g. change 1000 to 500 etc :)

MODULE

{

name = ModuleHeatShield

direction = 0, -1, 0

// bottom of pod

reflective = 0.05

// 5% of heat is ignored at correct angle

ablative = AblativeShielding

loss

{

// loss is based on the shockwave temperature (also based on density)

key = 650 0 // start ablating at 650 degrees C

key = 1000 320 // peak ablation at 1000 degrees C

key = 3000 400 // max ablation at 3000 degrees C

}

dissipation

{

// dissipation is based on the part's current temperature

key = 300 0 // begin dissipating at 300 degrees C

key = 500 90 // maximum dissipation at 500 degrees C

}

}

RESOURCE

{

name = AblativeShielding

amount = 1000

maxAmount = 1000

}

}

As for real chute I'd ask stupid chris for his advice on his thread.

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Cool thanks Greenskull!

I'm still beating my head against the IVA orientation. I've managed to get the Kerbals looking the right way... but the mesh is still at odd angles. Really frustrating. I hope I don't have to jump through these same hoops for every IVA I tried to build.

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I really enjoy working on this part... brings a big smile to my face every time I see it. Coming along nicely... RPM strongly recommended, as you can see in the comparison.

qrvBhAb.jpg

and from a recent test flight...

qM6CkXF.jpg

Things left to do:

model and texture tweaks in IVA space

Edited by nli2work
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