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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)  

389 members have voted

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

    • Propfan: Just right!
      228
    • Propfan: OMG! Overpowered!
      48
    • LFO Thrusters: Too weak
      128
    • LFO Thrusters: Just right!
      169
    • LFO Thrusters: OMG! Overpowered!
      38


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Because all of the stock parts have fixed resource allocations, so the cost is baked into the base part.cost

FSfuelSwitch changes different tank types and resources, so obviously it needs to be able to switch the cost.

And each "set-up" has fixed resource allocation, but when empty the set-ups should all cost the EXACT same, so I fail to see the difference :S

I know I'm probably ignorant and haven't seen the order, but the way the cfg is written seems very...chaotic. In the procedural mod we used individual "Module sections" in the .cfg for each "Tank Set up", which negated the need for the TankCost line.

If the USI mods used this method and used individual modules in the part .cfg's then 1-it would be easier to edit/follow, 2-it would make the set-ups "truly" have a fixed resource allocation, and 3-would be truly "modular" to allow module manager functionality :)

In the Procedural Parts mod using this "module" way I could easily make tanks that could do this: note the last picture, the tanks on the far left and the far right are in-fact the same "part" in the catalog, just altered by a basic GUI in the VAB/SPH :) (Check out the first link in my Sig :) lol)

vCT33Kc.png

And this interface may look similar to the FSfuelSwitch :P

AHYLURB.png

Edited by Eggman360
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And each "set-up" has fixed resource allocation, but when empty the set-ups should all cost the EXACT same, so I fail to see the difference :S

I know I'm probably ignorant and haven't seen the order, but the way the cfg is written seems very...chaotic. In the procedural mod we used individual "Module sections" in the .cfg for each "Tank Set up", which negated the need for the TankCost line.

If the USI mods used this method and used individual modules in the part .cfg's then 1-it would be easier to edit/follow, 2-it would make the set-ups "truly" have a fixed resource allocation, and 3-would be truly "modular" to allow module manager functionality :)

In the Procedural Parts mod using this "module" way I could easily make tanks that could do this: note the last picture, the tanks on the far left and the far right are in-fact the same "part" in the catalog, just altered by a basic GUI in the VAB/SPH :) (Check out the first link in my Sig :) lol)

http://i.imgur.com/vCT33Kc.png

...because this is how FSFuelSwitrch works. It's not a USI thing, it's a FireSpitter thing. This is why the textures swap dynamically with contents.

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oh I see, so it links a few changes together in one press. I understand.

We kept tank textures and contents separate so the player could have a ship that looked seamless like this :) (The green curved tank at the front where the probe core is is in fact a mono-prop tank :P ) (sorry for the pics, ill stop if you want, im just suggesting alternatives and giving examples :) ) :

PNq3jDP.png

GaaVsLb.png

Edited by Eggman360
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Some inspiration for MKS transporter.

Q87LbgN.png

Moves 8 modules. I have: Base+Sr. Dock +4 kerbitrail docks. Then Sr. Dock+MKS module.

This way i can build up the foundation for the base, connect the tubes and move the actual modules around if i want to group stuff together.

The wheels come from Kerbal Foundries. http://forum.kerbalspaceprogram.com/threads/84102-WIP-PARTS-PLUGIN-0-23-5-Kerbal-Foundries-wheelpack-anti-grav-repulsors

It flies "ok" for a dead elephant on the back.

Crane uses parts from IR Reworks.

/Rikard

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Guys

Has anyone run into the issue where the cargo bays are not able to be closed, even in the SPH, and when the ship is loaded, the kraken visits?

Something iv done in the last day has totally screwed up my game and I CANNOT figure out what... help pleeeeze :P

Regards

The Gecko

EDIT: when i say something iv done, im meaning a mod or something in game, not to do with editing anything.

Edited by Gecko99
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Guys

Has anyone run into the issue where the cargo bays are not able to be closed, even in the SPH, and when the ship is loaded, the kraken visits?

Something iv done in the last day has totally screwed up my game and I CANNOT figure out what... help pleeeeze :P

Regards

The Gecko

You should be fine, unless you did something silly to the door colliders

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Using the last version of the mod. Clean install.

Log:

[Log]: PartLoader: Compiling Part 'UmbraSpaceIndustries/FTT/Parts/FTT_DuctedFan_lg/FTT_DuctedFan_Lg'

[Error]: [shipTemplate]: No Resource definition found for RESOURCE

[Log]: IntakeAtm not found in resource database. Propellant Setup has failed.

[Exception]: NullReferenceException: Object reference not set to an instance of an object

Also, in order to prevent multiple error in log like this:

[Error]: Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'

,would be nice to use MM patch configs with dependencies check.

Edited by Horus
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Ok, i have updated the firespitter plugin to the latest, and still same problem. I just downloaded and installed the latest version of FTT 0.1.3 and all the cargo parts (the openable cargo bay and the 1 and 3 stack cargo containers cant be right-clicked.

EDIT : just happening with honeybadger parts sadly :(

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Ok, i have updated the firespitter plugin to the latest, and still same problem. I just downloaded and installed the latest version of FTT 0.1.3 and all the cargo parts (the openable cargo bay and the 1 and 3 stack cargo containers cant be right-clicked.EDIT : just happening with honeybadger parts sadly :(

Screenshot of your GameData and USI folders please

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OK, iv now done a complete restore of my gamedata folder to the one I was using a week ago, same problem. This issue is something to do with my save game I think and not your parts, but I will confirm.

Regards

The Gecko

EDIT : I dont know what to make of it, one moment everything is working perfectly, one Kraken later, none of the honeybadger parts work no matter what I do... sad situation! :(

Second EDIT : any craft with honeybadger parts is unrecoverable, crew doesnt show up in the bottom of screen, and the craft it totally bugged. Sad Gecko here :P

Edited by Gecko99
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0.2.0 PRE-RELEASE is up!

This is a pre-release. There may be bees. Please report things that break, and report things that work :)

Stuff from Taverius:

DRE support

ATM support

Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight!

Hover mode and an attachment node for the radial ducted fans!

Other stuff:

Added FireSpitter version file

Fixed transform location issue with ducted fan engines

Switched to latest CRP/ORSX

Latest USI DLLs

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What does the Normal, Cargo and Hover Throttle do?

Would it be possible to get a Balance Toggle to let an unbalanced ship adjust the thrusters to balance the vtol for takeoff?

Similar to the Davon throttle control but a lite version?

/Rikard

That stuff is all FireSpitter so probably hit their guide to see how the bits work. So we're limited by what they have, since despite appearances this is a freighter and transport mod not a VTOL mod ;) Other folks have solved those problems much better than I

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