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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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Is there a how-to on building these? My VTOL-enabled ship like to take off and flip, explode.

Yes, my center of lift is where my center of mass is.

you need center of THRUST where center of mass is and the wet and dry center of mass need to be roughly the same.

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Like what? 20m parts? He might have to revamp camera controls at that point. :)

Not really, the 5m toroidal SAS is actually 18.75m in total size and 20m isn't that much larger. Unless you're talking about a craft made of such parts.

I guess phase 3 would be an interstellar generation ship or something.

screenshot40_zpshzfad9ot.png

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20m parts get a bit weird ;)

Yeah my thoughts exactly. I mean the game started with 1.25m parts and I think a lot of the design elements of the game were made with that in mind. Going 18x that.. :)

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Yeah my thoughts exactly. I mean the game started with 1.25m parts and I think a lot of the design elements of the game were made with that in mind. Going 18x that.. :)

Plus everything is roughly half the size of their Earth counterparts because of the Kerbals scale, so, a 20m part would be HUGE. Not sure if the first stage of the Saturn V was that big.

Edit: Not even close, wiki says the first stage was a diameter of slightly over 10m, so 40m would be 4 times that. So, not just HUGE, it'd be COLOSSAL.

Edited by smjjames
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20m parts get a bit weird ;)

One way I imagine it could work quite well is with something like Universal Storage does. Just in a much larger way.

US-wedges-with-structure-off.jpg

Rather than using singular monolithic slabs (which do start to get quite awkward at more than 5 meters in diameter) you would use wedges. Like the slices of a piechart. So you could have these huge 20 m pieces of hull, but each piece would hold multiple different components. Some components could still work as filling up the entire space (like giant fuel tanks or a really big hangar) but most other things would be stored in these wedge sections. One holding RCS tanks, another holding batteries, one holding the ore processing compartment.

6-section-pie-chart.gif

A modern day nuclear submarine has a hull diameter of about 10 meters. Whereas the hull of a nuclear aircraft carrier is over 40 meters wide at the water-line. These ships have all sorts of cool nicknacks and intricate compartments. You could totally build a spaceship with this kind of layout. You would still obey the game mechanics of a central axis with stuff slapped on. Just with those "slapped on" things being bigger and holding a more complex shape. One very tricky aspect to this would be keeping the engines aligned with the center of mass, because if these wedges held vastly different payloads, the center of mass could become very hard to calculate. The gizmos we have in the construction buildings would help, but it would still be awkward to align it manually. The best would be to have some kind of tool that can either align the engines automatically, or tune the thrust of multiple engines so that they burn straight and true, with no tumbling.

Oh, and there's the problem of getting these behemoths into orbit. Unless you could construct them in orbit somehow.

Edited by PTNLemay
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@Muncrash:

Welcome to the forum!

Your description is very general and it is unfortunately impossible to guess your exact problem.

In order to help you, please provide more details. This can be done by adding a more detailled description (what?, where?, when?, ...), screenshots (so others can see what you have built) or the .craft-file (so others can test it directly).

Edited by mhoram
typo
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  • 2 weeks later...

I am running the latest ver of KSP - i have all the Umbra mobs installed , excluding Freight Transport Technologies , when i put the mod on it removes all my USI Kolonization Systems (MKS/OKS) from the game. The foiles are still there in the folder , but not in the game , very annoying as i want to try the honey bear with MKS / OKS , any ideas any one ??

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I am running the latest ver of KSP - i have all the Umbra mobs installed , excluding Freight Transport Technologies , when i put the mod on it removes all my USI Kolonization Systems (MKS/OKS) from the game. The foiles are still there in the folder , but not in the game , very annoying as i want to try the honey bear with MKS / OKS , any ideas any one ??

Insufficient specificity. Did you install manually or via CKAN? Screenshot of GameData and your UmbraSpaceIndustries folder?

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here are my Game data screen shot 9kpVPiY.png

and here is my Umbra 4RQ0AYg.png

for some reason they will the hoey bear file will not allow the other files to populate in game.

---

sorry they are manually installed from the USI site

Edited by diomedea
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I use TAC-LS and the mounts on either side of the StarLifter are perfect for life support. In fact I've got three StarLifter ships going to Duna to install a colony, orbital station and EPL - all of which have over 1100 days of life support with them plus, of course, the setup to build self-sustaining life support systems for the orbital and surface stations in situ. Lighter and more efficient than trying to pack the whole thing there.

The SAS is more than powerful enough. I've had no issue with it. If I want RCS I put a Badger unit fore and aft; it's got the RCS units and monoprop built into it.

I also use TAC, how were you able to get the containers to hold food and/or oxygen. These are some of the best looking parts out there so I want to use them but I can only get my kontainers to hold things like mulch, supplies, water, ore, metals, i'm not seeing any that hold the life support needs.

think i'm just going to switch to USI life support, can't help but love these parts.

Edited by skald
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i have , twice , both install remove the Kolonazation from the game but keep the folders

<a href="http://imgur.com/xIOesFC"><img src="http://i.imgur.com/xIOesFC.png" title="source: imgur.com" /></a> this is the screen shot after , the Kol file in game has gone , but as shown below it is in the game data folder

<a href="http://imgur.com/i7Bn21L"><img src="http://i.imgur.com/i7Bn21L.png" title="source: imgur.com" /></a>

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I made a couple of configs to tweak the big NTRs.

  • Increase the mass and remove the gimbal to keep these engines consistent with the 1.0 LV-N

{
@mass = 36
!MODULE[ModuleGimbal] {}
}

@PART[FTT_Engine_375_04]
{
@mass = 15
!MODULE[ModuleGimbal] {}
}
@PART[FTT_Engine_375_03]


Change the fuel type to stock and reduce the Isp to 800 (basically a de-Near Future patch)

@MODULE[ModuleEnginesFX] {
!atmosphereCurve {}
atmosphereCurve
{
key = 0 800
key = 1 185
key = 2 1
}
@PROPELLANT[LqdHydrogen] {
@name = LiquidFuel
}
}
}


@PART[FTT_Engine_375_04]
{
@MODULE[ModuleEnginesFX] {
!atmosphereCurve {}
atmosphereCurve
{
key = 0 800
key = 1 185
key = 2 1
}
@PROPELLANT[LqdHydrogen] {
@name = LiquidFuel
}
}
@PART[FTT_Engine_375_03]{


So with both of these, the 2.5m NTR is equivalent to five Nervs, and the 3.7m NTR is equivalent to twelve Nervs. Useful for big stockalike freighters.

Edited by PocketBrotector
Removed broken links, embedded configs
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  • 2 weeks later...

Hi!

Im having some weirdness with the MK-V Supply Redi-Pak. I tried to use it to store some EnrichedUranium for an outer system probe (is there any smaller container for it btw?.

If I switch to the NuclearFuels using the "Next Texture"-button, the cost of the vehicle becomes negative! And if I launch it, I indeed create magical funds for the amount of the negative cost.

Javascript is disabled. View full album

Happens with the "Commodities" (ExoticMinerals+RareMetals) too, btw.

My Modlist:

oRa3HPV.png

Is my install borked, or is this a bug?

Or am I being bribed to not steal so much precious Uranium off Kerbin? Is that what's happening?? :huh:

On a sidenote, why does the *empty* Pak's cost change so much depending on the (nonexisting) contents?

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Hi!

Im having some weirdness with the MK-V Supply Redi-Pak. I tried to use it to store some EnrichedUranium for an outer system probe (is there any smaller container for it btw?.

If I switch to the NuclearFuels using the "Next Texture"-button, the cost of the vehicle becomes negative! And if I launch it, I indeed create magical funds for the amount of the negative cost.

http://imgur.com/a/WMsr3

Happens with the "Commodities" (ExoticMinerals+RareMetals) too, btw.

My Modlist:

http://i.imgur.com/oRa3HPV.png

Is my install borked, or is this a bug?

Or am I being bribed to not steal so much precious Uranium off Kerbin? Is that what's happening?? :huh:

On a sidenote, why does the *empty* Pak's cost change so much depending on the (nonexisting) contents?

You're in the wrong thread, and you could report a bug that happens with resource cost more calmly.

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