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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)  

388 members have voted

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

    • Propfan: Just right!
      227
    • Propfan: OMG! Overpowered!
      48
    • LFO Thrusters: Too weak
      128
    • LFO Thrusters: Just right!
      168
    • LFO Thrusters: OMG! Overpowered!
      38


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HostageTaker, i manage to edit your post to show the pics in the same, because your links are not.

so, next time, try to do like this.

Open the link you put in a new tab, right click the image to show options, than choose copy image link.

Then not your message/forum, click the pic icon, and past it on it.

It will work, because is what i did up here.

Cheers.

Ummm I was about to PM because you broke my post with the images, and they were working fine before. Other people had no problems seeing them. And the process for posting images, I do exactly that.

So yeah, now I don't see the other images that you edited.... :rolleyes:

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I tried your Firespitter MM and it worked, my only issue was it was making me seasick. It would cut thrust then start up again so the craft would bounce the whole time.

I just finished trying your .craft file, with one initial modification in removing the TACLS MFT part (and the docking port, I believe it was) on top. Luckily these were on the CoM so it didn't affect the balance much, if at all. I definitely see what you meant about the constant revving of the VTOL engines! I nearly eliminated it by running a symmetrical strut between the fore and aft Karbonite tanks/nacelles which eliminated most of the flexing. I'm pretty sure the flexing was causing the hover mode to go a bit nuts. :) I was able to Honeybadger around the KSC buildings nice and smooth once I did that. (Screenshot behind the cut for reference.)

tGxo0mW.png

I think a 1x2 variant of the Outrigger would add a good deal more flexibility to the design possibilities. ;)

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Any tips on operating this beast in Kerbin atmosphere? I can't seem to get it stable.

Are you using FAR or NEAR?

How coule i add support for the Goodspeed autopump to the cargotanks for automaticly balance the fuel?

And i assume you can get rock from all drills everywhere?

/Rikard

No idea, I don't use Goodpseed. And not sure what the question means RE rock?

So you gave us a good tease with that tiny freighter... Any hints as to a release date on it?

Soon

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And not sure what the question means RE rock?

For the ion engine. There is a small radial tank for "Rock" fuel.

I just dont know where to get replacement "rock" :)

I'll dig into how goodspeed works. They allow for automatic fuelbalance among tanks on a craft to not mess with the center of mass.

Url for goodspeed: http://forum.kerbalspaceprogram.com/threads/67163-0-23-Goodspeed-Automatic-Fuel-Pump-v2-14-1

Appears to be MM-config compatible. I'll dig some more.

/Rikard

EDIT Long:

The Controlmodule, has resourceName = MonoPropellant in it's config.

The Cargo-module has the following:

MODULE

{

name = FSfuelSwitch

resourceNames = Ore;Water;Substrate;Minerals;Karbonite;LiquidFuel,Oxidizer;

resourceAmounts = 3000;15000;3000;3000;3000;1350,1650;

tankCost = 10500;1000;5000;12500;5300;1900;

hasGUI = false

}

The MM-config in Goodspeed looks like the following:

@PART

[*]:HAS[@RESOURCE[LiquidFuel],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] // Since this catches LFO tanks...

{

MODULE

{

name = GoodspeedPump

}

}

And such it doesn't catch the Cargo-module as it can switch between different content via FS-plugin.

I'll have a chat with my friend who understands more of the programming-stuff then me (i've done mostly php-scripting in the past) and see if it's possible to add it for these tanks as well.

/Rikard

Edited by mrstoned
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