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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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Does that mean I have to hold "H" constantly to go up?:confused:

Nope - Shift/Ctrl work fine, but your translation keys work too. Same as having RCS on and using VTOL engines except you have no separate RCS parts - those props have a downward thrust for engines, and both up/down for RCS.

hmm, what's that box in the cargo bay do? Is that new or have I just not seen it?

Kontainer - new parts :)

I wonder When we will see small cocpit and other stuff that u mentoonet in Explorel pack?

Soon - the VTOL electric motor was one of the last parts I felt it needed

Why all the struts? Doesn't it work without?

Works but looks like a banana - that Kontainer in the middle has 9,000 units of Karbonite

You're talking about a 50+ ton vessel... nothing that heavy is really "sturdy" at all without struts.

Bingo ;) It won't fall apart but it does get a bit wobbly.

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Another suggestion for parts; different cargobays.

Image: http://i.imgur.com/IEUPAxX.png

Adapter 1->2 wide.

Cargobay 2-wide, with door. for stuff you want to transport inside. Same as the current 1-wide but wider :)

Cargobay 2-wide, no door, flat floor for anything on wheels. Or doors, if they would unfold to a ramp-thingie for easy access.

I normally use the flat 2x2 stock panels to make flat floors for rovers i want to move around.

With the new ActiveStruts for IR it works quite nicly.

Btw, awesome mod.

I've learned to balance out thrustpower for stable vtol's now too :)

/Rikard

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So how does it handle with respect to FAR?

I use FAR and it breaks apart if you to funny-stuff going fast in atmosfear on kerbin for example.

A 50t vessel is no problem getting to 3-400m/s going forward, just in time for the falling apart.

/Rikard

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So how does it handle with respect to FAR?

The new thrusters? Need to test, but they have a pretty heavy dose of power.

- - - Updated - - -

I use FAR and it breaks apart if you to funny-stuff going fast in atmosfear on kerbin for example.

A 50t vessel is no problem getting to 3-400m/s going forward, just in time for the falling apart.

/Rikard

Blame physics :)

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I use FAR and it breaks apart if you to funny-stuff going fast in atmosfear on kerbin for example.

A 50t vessel is no problem getting to 3-400m/s going forward, just in time for the falling apart.

/Rikard

Ya, FAR started annoying me so I disabled the structural failure part, it kept randomly breaking stuff off my planes.

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Inspiration for cargoramp.

http://i.imgur.com/O0zWtle.png

I really like how the doors are solid when opend :)

/Rikard

Ya, but you have to be careful, on some of my craft the B9 cargo door actually lifts the rear of the craft. I have heard stories of the game glitching and when the door comes down the craft goes flying.

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Ya, but you have to be careful, on some of my craft the B9 cargo door actually lifts the rear of the craft. I have heard stories of the game glitching and when the door comes down the craft goes flying.

The ramp is lowered and tilted using IR. I usually go with 0.5-1 speed for things that moves.

You only really need to fold it down so it touches the ground and doesnt wobble anymore.

But yeah, you need to keep the baydoors open for this kind to work. If you close them with large stuff inside, kraken comes to visit.

/Rikard

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My HoneyBadger SkyCrane is a GO! :cool:

Doing test runs, getting ready to start setting up my outposts and mining operations for on and off world....

Though, for off world OPs, I'll have to redesign it.

http://i.imgur.com/d0zOi0O.jpg

http://i.imgur.com/bwNbrH0.jpg

Nifty! I have some part ideas to go with this, including pretty much what you built ;) Also your nifty textures are in the next release

Any chance we can get some connection nodes on the circled area on the cockpit and the boxed area on the modular cargo piece?

Sure, do me a favor and log a GitHub issue so I don't forget (I run through all of these whenever I do a refresh and knock out a few).

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WARNING : NOOB REQUEST AHEAD

**********************************

:blush:

Guys, stupid question Im about to ask, but is they honeybadger designed to be a SSTO freighter, and if so, can someone point me to the craft file?

Thanks in advance, I am desperate for an SSTO type reusable freighter as iv spend 30+- hours on a SSTO VTOL space plane that works but its as unrefined as the old X-15 on the early 60's

Thanks

Regards

The Gecko

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I don't think it is SSTO out of the box, and there is no included craft file. You probably COULD make it an SSTO though. I will do some testing when I get home.

What are your requirements for "SSTO freighter" as far as payload to orbit? And do you use FAR? DRE?

Thanks Bud, always a helper! No I don't use FAR purely because i don't want the wings of my craft ripped off if I exceed the G limits, that being said, id LOVE to be able to make use of fairings...

depends what you can reasonably get, but someting like 12 - 17 tons, anywhere in that ball park id be happy - my current SSTO spaceplane has a payload of 35 tons but its got a BIG powerplant, and its not what ud call "nimble" :sealed: it, however, cant seem to fit the PackRat rover, which was what it was intended, and to carry 3 kerbals. Now i COULD potentially work around this very easily, but Id like to know the capabilities and limits of this fine mod before i commit to another few hours of "drawingboard" time ... so thanks in advance :wink:

Yeah it's really a freight system that somehow became a VTOL system :)

Certainly something i can put to use on Eve and Duna, just need a few hours to work through it :P

Thanks guys!!

Regards

The Gecko

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The program crashes at startup? Do you have many mods?

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Thanks Bud, always a helper! No I don't use FAR purely because i don't want the wings of my craft ripped off if I exceed the G limits, that being said, id LOVE to be able to make use of fairings...

depends what you can reasonably get, but someting like 12 - 17 tons, anywhere in that ball park id be happy - my current SSTO spaceplane has a payload of 35 tons but its got a BIG powerplant, and its not what ud call "nimble" :sealed: it, however, cant seem to fit the PackRat rover, which was what it was intended, and to carry 3 kerbals. Now i COULD potentially work around this very easily, but Id like to know the capabilities and limits of this fine mod before i commit to another few hours of "drawingboard" time ... so thanks in advance :wink:

Certainly something i can put to use on Eve and Duna, just need a few hours to work through it :P

Thanks guys!!

Regards

The Gecko

Eve is a tall order, I have been working on a few designs that use alot of B9 parts. I also use FAR, you can disable the structural failure part under FAR options when your looking at the KSC. FAR also cuts down on Dv requirements when using SSTO's/Rockets in atmo. I just put this into a 105km orbit dismorning and need to crunch the numbers as to how much payload I can put into it, I am working on a VTOL version but you can fly so slow on EVE its not needed as much.

iC5cipu.png

Edit.

Just ran a 60T test load into a 105k Orbit, had 990dV left.

Edited by Donziboy2
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I really need to give you the radial version of those engines...

Yes you do :P Edit.. and the gimbaling is borked in any other orientation other the one they where made for :/

Also if Taverius gets ahold of the realistic numbers for them they will be 1/10 as strong at the altitude I took that picture. Luckily im good at deleting MM configs I dont like.

I may try putting in Firespitter electric prop curves in and see just how bad it is.

Edited by Donziboy2
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No I don't use FAR purely because i don't want the wings of my craft ripped off if I exceed the G limits, that being said, id LOVE to be able to make use of fairings...

Simply disable aerodynamic failures in options. Nothing will rip off but it's still infinitely more realistic (and intuitive actually) than stock "physics".

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Actually using Firespitter electric prop velocity curve was an improvement....

eKt03TN.png

Replaced this.

	velocityCurve
{
key = 0 0.8 0 0
key = 500 1 0 0
key = 1000 0.25 0 0
key = 1260 0 0 0
}

With this. They used to have a habit of scaling with Atmospheric pressure, this seems to have stopped that they no longer get insanely strong.

	velocityCurve
{
key = 500 0 0 0
key = 425 0.2 0 0
key = 0 1 0 0
}

The firespitter props have a higher ISP, problem with KSP is we cant really define EC's to well. If someone could, I could whip up some numbers since we have lots of different motors where I do testing, including a little 200ish lb gem that puts out as much power as a small V8. They used 4 of them on an electric vehicle at the salt flats this year, it hit around 270mph in first gear, they are hoping to see 400mph next year with second gear.

Edited by Donziboy2
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