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FTT

Freight Transport Technologies

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ftt's Issues

4-way midsection.

A 4-way 5m midsection for additional building options would be neat!

Slight clipping report + Part request

MKS modules clip through the edge of the cargo bay module:
Before:
screenshot13
After:
screenshot14

Also, a one-half- or one-third-length cargo bay part would be very useful.
Awesome work, as always!

Career: Emptying a pre-filled Kontainer in the VAB leads to negative vessel value: launch and profit

Title pretty much says it all, but:

When adding Kontainers (and probably some of the other tank types as well, like the Honeybadgers) to a vessel in the VAB or SPH they are filled to capacity by default. If you manually empty them out before launch, however (such as in the use case of creating a logistic ship, which I assume FTT is for), the game seems to dramatically overestimate the value of the subtracted resources, causing the total vessel cost to become much lower than it should, and frequently ending up in the negative range.

BeeHive: FTT parts not available

Attempting to help test some issues from MKS/OKS and other mods, so was told how to access the BeeHive version of the mods. I installed almost everything from the BeeHive.zip, excluding: bargainrockets, kas, ksp-avc, scansat, and MM 2.5.4

KAS, KSP-AVC, SCANsat and MM 2.5.6 I installed from their respective 0.90 downloads. A few other mods were installed as well.

The first problem I have come across is that NONE of the FTT parts are available in a sandbox game. KSP-AVC notes that FTT is version 0.3 and not 0.3.1 (as listed on the FTT main thread)

Installing just umbraspaceindustries -> FTT from the regular download has the same effect. Installing ALL files from FTT 0.3.1 download did not solve the issue.
Uninstalling all mods, then installing JUST FTT 0.3.1 finally allowed FTT parts to show up.
Installing FTT, MKS and other mods from regular downloads allows FTT parts to show up.

This leads me to believe something is wrong with the BeeHive package.

StarLifter Pod Missing Mono?

The description states that the StarLifter Command Module includes the monopropellant tanks, but the RESOURCE{} is missing. I can send along a PR but haven't flown it yet to see what amount is fair, and of course, don't know what you had in mind.

VTOL engine tweaks

SLIGHT power increase, massive power consumption increase, MODERATE acceleration bonus

[Feature Request] Large Cargo Modules

I'd love to see large cargo modules that fit inside the honey badger's cargo bay. The idea is to allow the honey badger to fly up and drop off a load of materials by dropping the cargo module, probably onto a docking platform or something.

A Large kontainer cargobay.

Give their size they could arguably hold smaller ships or more MKS modules.

Perhaps it can be an even larger, expanded Kontainer, that still fits the general 'flat' hardpoints?

High Power Surface mounted RCS

Docking 1500+ ton K+ tankers is tricky with stock RCS, I'd love a High power (10-25 thrust?) RCS thrusters that I can surface mount like the vanilla ones. Open to using LH2, or K+ as fuel for added efficiency since those are the only super heavy transports I can think that would need docked to a station/asteroid base

PropFans - Draw Fuel

Trying to use your KLF-750 Propfan for forward thrust on the FTT. I only have one Module that has LF in it (Center-tail). Soon as I start the Propfans they die, no Fuel in the module's their attached too. Is there no cross-feed for fuel in the parts?

screenshot4

Support for Modular Fuel Tanks

Considering that the whole idea of FTT is making big-scale logistics more manageable and enjoyable, I think that support for MFT ought to be implemented. The current system of using FSFuelSwitch to be able to customize the payloads of Kontainers is nice, but MFT:s system is far more flexible. As for the Kontainer textures that automatically match their content, maybe MFT users should instead be able to pick any of the available textures at will, regardless of payload type?

Part Request

I'm requesting some new parts for transporting the large MK3 MKS modules. Specifically, I think a spine-style truss for the Honeybadger freighter for dropoff/pickup would be a great addition to that 3.75m hexagonal formfactor. Also, a new cargo adapter for the Starlifter truss specifically for hauling large sized 3.75m parts or MK3 MKS modules.

I'm no sketch artist, but as per your request I did my best.

bkpngkm
skb8dwd

FTT_DuctedFan_med.cfg node position is wrong

In FTT_DuctedFan_med.cfg the node position is wrong:

node_stack_top = 0, 0, -2, 0, 0, 1, 2
node_attach = 0, 0, -2, 0, 0, 0

Right:
node_stack_top = 0, 0, -1.75, 0, 0, 1, 2
node_attach = 0, 0, -1.75, 0, 0, 0

Add a KAS option for FTT Kontainers

Could an option be added to have the different Kontainers be KAS storage? I'm sure there's a way to do that since Angel-125's MCM mod has a storage module that does something similar.

That's going to be a ton of storage, but it'd be fun to ship huge amounts of rover parts, science sensors, and other KAS-storable items from both KAS and KAS-friendly mods to colonies or stations. It'd also be aesthetically pleasing to have a huge Kontainer (or twelve) sitting near a Kolony, sending Kerbals out to grab stuff as needed for exploration, spare parts, etc.

HoneyBadger Textures and Cargo non persistant when using symmetry

Issue submitted for Scorpians forum post.

When using symmetry with HoneyBadger CargoPods (as well as other HoneyBadger multi switched parts), the textures and cargo on each side of the symmetry tend to switch and alter leading to strange behaviour. (Changing colours and cargo in random order seems to go in reverse on the other side of the symmetry and occasionally do not match what you expect).

When the craft is launched, the cargo seems to resort to the first in the list (Ore).

I assume this could be something to do with Firespitter or the parts config's MODULE section but can not see anything wrong.

zsmiu2b

1oaniwk

Props shouldn't start automatically.

Firespitter electric props do not start until staged. My test ship keeps flipping over on the runway before I get a chance to control it.

Expected behavior: No sound effects, particle effects, and definitely no thrust until the engines are staged.

Actual behavior: props start on launch, 50% throttle makes ship take off without human interaction.

Affected version: 0.1.1, latest as of writing.

[Feature Request] Built-in pathways of the Starlifter structural segments

So I'm having a blast with your FTT mod, haven't yet managed to go away from my testing phase of my rather large creations, but it's looking good, behaving very good, and feel really optimized, at 300 parts the really large vessels still yield highframerate. I'm blown away.

I have this feature request which I figured would supercool and incredibly useful. Your Starlifter structural segments(rack segments especially) has these tubes running across them, and below and on top of these parts you have this grid floor. These function real well as working/walk- space for kerbals, and I figured it would be really easy to do KAS-work if some boundaries and collision surfaces we altered a bit.

The upper part of the starlifter part which 2.5 cargo racks can be mounted on, would also need a grid floor that would allow for easier access to the mounted cargo.

Something like this:
fttsugg

  1. Doorway
  2. Expanded floor
  3. Holes/Archways to enable reach of the expanded floor.

An other addition to this would be a staircase made out of a sliced Kontainer Pod, where 1/4th of the original size has their insides opend up to make room for a stair, leading you from the top to the bottom. Perhaps a walkway-pipe extending upwards from the center walkway pipe could include an attachment point from which an eva hatch can be attach to, giving believable access to the stairs via the central pipe/walkway system.

Something like this perhaps:
fttsugg2
Perhaps Monoproppelant tanks can fill the corners together with battery blocks?

Now I promise you I'll take a break from annoying suggestions :)

Spherical Karborundum tank Cost

Adding the spherical karborundum tank makes rocket cost go extremely negative. (I have many mods installed, but this is the only part I've come across to do this, and I tried reinstalling USI)

Large Kontainer additions.

The Larger Kontainer structural elements needs a Monoprop type, and a Lifesupport type, which contains all 3 lifesupport resources! This to reduce part count when in need for larger additions of these resources.

CTT.cfg patches cause IndexOutOfRangeException when "@TechRequired =" lacks rhs

Per subject, CTT.cfg patches cause IndexOutOfRangeException when "@TechRequired =" lacks rhs argument.

The same effect (causing the parts to be unresearchable) can be had by using a bogus value, thus:

@PART[FTT_Cargo_375_01]:NEEDS[CommunityTechTree,TechManager]
{
    @TechRequired = unresearchable 
}

Or by removing the value entirely, thus

@PART[FTT_Cargo_375_01]:NEEDS[CommunityTechTree,TechManager]
{
    !TechRequired = unresearchable 
}

I'm also personally confused why you are apparently moving all the parts out of the tree... but that's not in the scope of this issue. ;)

FTT_Structural_375_02.cfg node definitions.

FTT_Structural_375_02.cfg current has:

node_stack_eng_01 = -0.7, -.35, 0.7, 0.0, 1.0, 0.0, 1
node_stack_eng_01 = -0.7, -.35, -0.7, 0.0, 1.0, 0.0, 1
node_stack_eng_01 = 0.7, -.35, 0.7, 0.0, 1.0, 0.0, 1
node_stack_eng_01 = 0.7, -.35, -0.7, 0.0, 1.0, 0.0, 1

But that might need to be this:

node_stack_eng_01 = -0.7, -.35, 0.7, 0.0, 1.0, 0.0, 1
node_stack_eng_02 = -0.7, -.35, -0.7, 0.0, 1.0, 0.0, 1
node_stack_eng_03 = 0.7, -.35, 0.7, 0.0, 1.0, 0.0, 1
node_stack_eng_04 = 0.7, -.35, -0.7, 0.0, 1.0, 0.0, 1

Propfan RCS

Will need to have RCS effects as well as animated RCS for this to work.

Enriched Uranium

I don't think this resource is affected by time warp unless your doing it at the location. I have yet to see a honeybadger reactor with less than 250 enriched uranium while being under 40% load for 50 days.

Cargo Bay issue

Maybe I am just inept, but I am unable to use the cargo bay from this mod. I can place it in a craft in the spaceplane hangar, or VAB, but when I place it, it automatically opens and right clicking on the bay doesnt bring up a menu or option to close it. Am I just missing something?

Honeybadger cargo wrong info

The costs for the cargo are 0 when empty.
EPL build resources lists the cargo pod weight as .25t while vanilla craft stats lists it as .5 but having 3x empty cargo pods pods EL lists the weight as .75t while craft stats lists it as 1t

The jumbo cargo pod is also wrong, dry mass is listed as 1.5t while actually its .25t same weight as the regular cargo pod according to EPL build resources. Having 1 jumbo pod craft stats list 1.5t which is correct while having 2x the weight is 1.8t.

Edit: The kontainers 2.5m & container pod have some buggy mass on them.
If i start a new craft out by taking the 2.5m kontainer the mass displayed is .8t if i add a container pod the total mass becomes 1t. And E.L. build resource is not matching vanilla stats.

However if i begin the craft w. the kontainer pod and then add the 2.5m kontainer the vanilla stats for mass is correct.

Science!

Starlifter-scale research vessel

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