Project Light-Class General Purpose Tug (LCGPT)

Oh ok then, 6 hours it is then!

Any other ideas anybody?
 
Oh ok then, 6 hours it is then!

Any other ideas anybody?

Ideas? Pick some: :rofl:

If you have failures in your plan, maybe have some classic old backup systems in your system. For example a simple laser rangefinder with a simple sight. I doubt that it can be used much by the player directly, but alone being able to revert to it should radar and other gismos fail might be useful (for example then only updating the range or angular rates by player request via keyboard or mouse, and then take between 30 seconds and a minute to get a update of the information, instead of instant realtime data from the radar)

And don't forget a grapple fixture - it is the first thing, people will miss near a space station.

And maybe invest some development time after the initial release for customization interfaces - like allowing the crew to make the space tug their personal realm. Or let a player who likes to maneuver like a wild hog to install some extra fuel tanks outside almost by duct taping it there. or even allow some large modifications there, like turning the tug into a small short range space tanker for transporting fuel between space stations. Or a EVA work boat (Think Planetes there)

If you want to allow EVAs from the space tug, remember that you need three people for a safe EVA. Two outside in a buddy system, and one inside to control the spacecraft and assist the astronauts outside.

And remember: Space is full of radiation and the longer something is there, the more often something will fail by radiation damage. Especially computer glitches happen really often. Anything that might be a computer inside (which is, by current technology, almost everything), can have upsets. Maybe let the player encounter some annoying ones, that are never by itself fatal, but might happen at the wrong time.
 
I like the idea of a longer stay time, 16 hrs might be about right. What is the record for outside time in a suit? A tug like this should beat that time with no troubles.

As far as the looks, I like it. Is it going to be strictly a tug, or is a general purpose maintenance craft? (if so I'd suggest some manipulator arms or something)
 
Any other ideas anybody?

That is a very dangerous question to ask around here, unless you have a lot of spare time. :lol:

BTW a lot of suggestions for tweaks usually means you have generated quite a bit of interest, and isn't as 'negative' as it may seem. Usually that means that you are doing the job well enough to make people want to get involved. :thumbup:

IMHO the main thing in assembly tugs like this is the CoG compensation and a docking display that can use the payload port(s) as reference.
Next on my list would be the some range/rates display (similar to the Dragonfly radar) possibly using Orbiter's built-in transponder feature.
Third would be power and/or life support management and thermal control. This probably the hardest part to get right. You will not be able to please everyone all of the time. IMHO the last resource to run out of is breathing oxygen. For a small craft like this my personal favorite power supply is hydrogen power cells. They produce waste water that can be used in boilers for cooling. To extend mission time a deployable solar array and radiator could be used. They should be able to maintain the craft at minimum power usage. You would need to have stuff that can be turned off to save power/limit heating. It's hard to get the balance right on a complicated system like this, and would be a lot of work.
 
All,all,I am just happy that someone is working on a new space tug,we have been missng a more up to date version.:)
 
Just a simple question, is it possible for me to embed a simulated LCD screen into the 2D & 3D cockpit with variable graphical data a little more sophisticated than the MFD class can plot? Or if i'm stuck using the MFD class, can I disable the SELECT button on it? Like not being able to access the standard orbiter pages, that would be an unwanted effect.

Is it also possible for to declare an MFD within the vessel DLL or do I have to create one that has to be enabled in the modules tab? (seperate dll)
 
Just a simple question, is it possible for me to embed a simulated LCD screen into the 2D & 3D cockpit with variable graphical data a little more sophisticated than the MFD class can plot? Or if i'm stuck using the MFD class, can I disable the SELECT button on it? Like not being able to access the standard orbiter pages, that would be an unwanted effect.

Is it also possible for to declare an MFD within the vessel DLL or do I have to create one that has to be enabled in the modules tab? (seperate dll)

You can paint your own LCD screen in a 2D or 3D cockpit, but that means you can't use the normal MFDs on that display in your cockpit.
 
So wait, with painting you probably mean, static right?

I'm trying to figure out whether a custom interactive touch-screen could work out... Or atleast a screen with fixed keys by the side of it's display. The function of one such screen is to display various tabs with info on them. When there's no power, this screen should be cold and dark.
 
I have been working out the system logic and now started drawing the panels out.

Here's a very quick sneak-peak:
orbiter_panel_prev.jpg
 
In the meantime, can anybody point me to existing, very realistic, fictional addons?
 
In the meantime, can anybody point me to existing, very realistic, fictional addons?

What do you mean with "very realistic" and "fictional" in the same sentence?
 
Hehe yeah I agree there is some degree of incompatibility there...

What you are searching for is probably the XR-fleet... :hmm:
 
What do you mean with "very realistic" and "fictional" in the same sentence?
Probably stuff like the [ame="http://www.orbithangar.com/searchid.php?ID=4682"]Antares manned spacecraft[/ame] and other Forum Orbiter Italia add-ons.

Hehe yeah I agree there is some degree of incompatibility there...

What you are searching for is probably the XR-fleet... :hmm:
XR fleet isn't very realistic. You even said it yourself:

If you want to use existing technologies (and realistic mass settings), I fear that a SSTO XR2 isn't possible.
 
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Yeah indeed, something like the Antares spacecraft.

Essentially a system that "could" exist in real life. Maybe not 100% accurate or practically possible but at least aimed to be so.

XR fleet doesn't really cut it :p. The LCGPT will be like this, and I'm failing to find more stuff like this :(
 
XR fleet isn't very realistic. You even said it yourself:

Uuh yeah I thought that the subtle level of irony would have been detected :shifty:

But I think we are getting a bit away from the original topic there, no ?
 
With the stuff going on in my life at the moment, it's impossible to continue this at this time. I'll return to this later this year. My apologies.
 
Life get's in the way. Thank you for letting us know and I sincerely hope that whatever is going on in your life right now is of a joyous nature.
 
Ok back on topic. Earlier this year I announced this project, but at the time it was simply an impossible feat. Partially because getting used to C++ isn't very easy, but also partially because life got in the way.

During all that time I haven't forgotten about my idea. But if I give another go at it, I need to consider taking realistic steps. Very small ones. I will also try to get the community involved into the development. LCGPT will be free for all, but also LCGPT is gladly taking all your advice on "physics", "systems", "uses in operation", you name it: Any constructive advice is always welcome.

Just remember that the LCGPT is supposed to:
- Be actual (Very near future in a universe where manned space flight in orbit is still used)
- Feel real (You get the idea you're working with a live machine, things can go wrong etc...)
- Bring back DragonFly COG glory

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(If you are interested in contributing to the project - other than giving advice - please PM me)
 
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