OHM TX winged space launcher, release 5

OrbitHangar

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Author: kulch

TX (Tug eXperimental) - the experimental hypersonic airspace vehicle. TX is the universal orbital launcher which can lift into a low circular orbit any payloads in weight up to 40-50 tons. TX also be used as a first stage for heavier payloads having own engines.
Features: some animation of the visual model, combined hydrogen engines, accurate model of an atmospheric phase of flight. Detailed documentation.
What is new:

  • Navigation lights, beacons, strobes and landing lights
  • Custom HUD
  • Payload Manager support
  • Help included
  • Bug with broken HUD fixed

This package also includes SRC Space Port - space port for basing TX vehicle (SRC - Space Research Center), Star City scenery and experimental VTOL-X ship. Installation is very easy and fully described in readme file.
Designed for Orbiter 2006 Edition, patch 1 (build 060929)

Recommended addon - TX with virtual cockpit by Valeriy Miskevich (aka vchamp) - Total Immersion - TX, http://www.orbithangar.com/searchid.php?ID=3789


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OrbitHangar

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Legacy Reviews

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Review by hadrien54
Review:
must have. thanks Kulch for this beautiful addon
 

korolevspace

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Remarks: Tug Experimental spaceplane

How gorgeous are your spacecraft designs! This spaceplane actually resembled the manned air-launch-to-orbit spaceplane that I thought a few months ago. However the only drawbacks are the difficulty of steering the plane on the ground, and the fully automated systems in the addon. In this case. I can't even lower the landing gear even I was on the final approach and just several yards away from the runway threshold. If these flight controls are manually controlled then I would appreciate that. The virtual 3D cockpit looks very nice, however.

The air-launch-to-orbit spaceplane I previously thought of was a blended-body design (length 71m, wingspan 40m) with twin tails on the wingtips. It is powered by LOX/LH2 linear aerospike engines (similar to the one on the X-33). There is a main cockpit deck with a crew of 4, a rearward control panel for controlling the payload bay, a lower deck seating 8 passengers, with a washroom and hygiene facilities, and access to the airlock/docking ports. In addition in the payload bay there is an RMS as well as an optional pressurized cargo module in the bay.
 

Dobrodav

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I am new to the Orbiter, and Tug eXperimental is my first craft that i fell in love with :hail: TX :)


I am just launched XR2 with payload to the LEO (extremly low) and returned back home to the SRC - Space Port. Full payload mass was 53.2 Kkg. There was about 40 Kkg fuel left for reenter and return.

Well, the orbit was only 125 km, but i am believe, that fully supplied XR2 can handle this.

I used XR2 as payload, for its damage system, and adjustable mass. After a few failures (once, even failure of the heating shield occurred), finally XR2 was delivered on LEO intact and fully operational. That was sweet hours :) of piloting.


Actually, i am believe, TX can be served as first stage for payloads with mass from 70 Kkg Well, there is problems that should be solved - prolonged runaway and auto gear retracting at 200 ms.
Also there is a question, will be rotational moment enough for lift off (with gears retracted at 200 ms, answer is no, if runaway is not specially modified, - have a positive angle attitude, for example). TX use RCS to solve this problem already (jet it not animated, and RCS fuel did not decreasing). You can see this if you use "Fly by wire" addon and assign elevator and RCS Y axis on different manipulators. It just cant lift off with payload more than 20Kkg with aero controls only. It is wild guess, but it is not possible to lift off with DG and possible without payload.
That invisible RCS help ends, when gears fully retracted. (almost immediately after takeoff in normal conditions).


VC for TX have bug (maybe just for me), it uses RCS with AF all the time, that depletes RCS fuel very fast. Can be solved if RCS controls assigned to other manipulator or just switched off (than use keyboard for RCS) with "Fly by wire".
RCS fuel can be saved by using trim controls whenever its possible (below 75km), after first bump (at about 50-40 AOE initially to 30 in lowest point point, you can descent only with trim control (with AOE about 13 Deg), DOC file for TX describes this.

After retro burn from 200 km LEO, TX will go approximately 1,5 circles around earth. 0,5 circles to second enter in the atmosphere after first bump, and full circle around earth in high atmosphere. (its much longer than ascent and requires lot of attention, be ready) So, plan retro burn on opposing to base side of the earth with periapsis near the base.
Use of Aerobreaking MFD seems to be limited due to RCS fuel saving tactic, but it comes very handy at later stages of descending, for base approach without main engine use.

And TX is beautiful, just astonishing beautiful plane, ans as already said, - i am just love it.
:blush:
 

MaverickSawyer

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Well, there is the [ame="http://www.orbithangar.com/searchid.php?ID=619"]Heavy Steam Catapult[/ame] that can fling the TX airborne with even 100 metric tons of payload (yes, I have done that :p)
 

romanasul

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I've been trying to get the animations to work with DX9 but have had no luck so far, anybody know what the problem is?
 

PeterRoss

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I'm not a big specialist on DXD9 client, but we've encountered a problem during the IMS development with it handling animation in a different way than inline graphics client. Jedidia made a fix for DXD9 client, you could try it but I don't even know if it will help. I only know it has something to do with DXD9 animation:

http://ge.tt/1RNkFos/v/0?c
 

Interceptor

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Hey, has anyone else seen the funny looking boxes around the RCS ports? when using them?I have just noticed this.
 

usernaem

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Hi, is there a fix which makes TX compatible with DX9?
 

N_Molson

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Hi, is there a fix which makes TX compatible with DX9?

I'm not sure the D3D9 Client is the main issue. If you look at the first post :

Designed for Orbiter 2006 Edition, patch 1 (build 060929)

The latest Orbiter version is 2016, and there's no "backwards compatibility". If you really want to run the addon, you have to get Orbiter 2006 (it should still be around somewhere).
 

usernaem

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It runs on O2016, and even the VC does not cause a CTD, but you mustn't spawn it on the ground. The problem is that while the animations and its own HUD work fine under DX7, the DX9 client makes them unresponsive.
 
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dbeachy1

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The D3D9 (DX9) client was built for Orbiter 2016, not Orbiter 2006, so it's not compatible with Orbiter 2006. Orbiter 2006 is 16 years old now.
 
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