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[1.12.X] Tantares - Stockalike Soyuz and MIR [26.0][18.12.2023][Soyuz Revamp Again]


Beale

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I whipped up something you might include in your next release:


@PART[Tantares_Crew_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
impassablenodes = bottom
}
}
@PART[Tantares_Orbital_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Tantares_Orbital_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Tantares_Parachute_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Tantares_Port_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Tantares_Port_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Polaris_Crew_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
impassablenodes = bottom
}
}
@PART[Polaris_Orbital_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Polaris_Port_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Polaris_Structure_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Vega_Crew_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Vega_Crew_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Vega_Crew_C]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Vega_Crew_D]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
impassablenodes = top
}
}
@PART[Vega_Node_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Capella_Structure_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Capella_Control_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Capella_Engine_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true //Special engine? It's docking enabled and has a weird connector thing. Honestly, I don't know what to think of it!!
}
}
@PART[Capella_Mono_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Crew_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Crew_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Crew_C]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Separator_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Mono_C]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Orbital_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Orbital_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Port_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Port_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Structure_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Structure_B]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Structure_C]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Structure_D]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Alnair_Structure_E]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
}
@PART[Almach_Crew_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]
{
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
impassablenodes = bottom
}
}

I took the original config from July, then rewrote it entirely because someone's been super busy in the past 7 months!!

The Capella_Engine_A was the weirdest one for me, because it's got that docking port on it and I have NO idea how that's supposed to work, so it's set up to let kerbals go from end-to-end despite the monopropellant.

The next oddity to deal with was TKS. The descent module has the heat shield, but it's on top of the stack. Ultimately, I found a drawing on wikipedia of how the crew compartment should've been shaped and decided there would be some way to transfer through that heat shield.

Finally, the docking ports are crew passable as that was part of their design in real life, however the vanilla docking ports of the same size remain berth-only if you try to dock.

Next up, the Realchutes config was also getting outdated and left 3 parachutes on stock modules for me so here's an updated config:


@PART[Alnair_Parachute_A]:FOR[RealChute]
{
@MODULE[ProceduralChute]
{
textureLibrary = StockReplacement
currentCanopies = Main chute
}
}


@PART[Alnair_Parachute_B]:FOR[RealChute]
{
@MODULE[ProceduralChute]
{
textureLibrary = StockReplacement
currentCanopies = Main chute
}
}


@PART[Tantares_Parachute_A]:FOR[RealChute]
{
@MODULE[ProceduralChute]
{
textureLibrary = StockReplacement
currentCanopies = Main chute
}
}


@PART[Almach_Parachute_A]:FOR[RealChute]
{
@MODULE[ProceduralChute]
{
textureLibrary = StockReplacement
currentCanopies = Main chute
}
}


@PART[Polaris_Port_A]:FOR[RealChute]
{
@MODULE[ProceduralChute]
{
textureLibrary = StockReplacement
currentCanopies = Main chute
}
}

However, the Real Chutes config itself needs to be updated before that config will work! Look in the RealChutes folder and find 'Tantares_RealChute_MM.cfg' and replace the contents with this:


@PART[Alnair_Parachute_A]:FOR[RealChute]
{

@maximum_drag = 0.32
@mass = 0.04


!MODULE[ModuleParachute]{}


MODULE
{
name = RealChuteModule
caseMass = 0.04
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5


PARACHUTE
{
material = Nylon
preDeployedDiameter = 1
deployedDiameter = 30
minIsPressure = true
minPressure = 0.01
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = Alnair_Parachute_A_Semi
deploymentAnimation = Alnair_Parachute_A_Full
parachuteName = Tantares_Parachute_A_Canopy
capName = Alnair_Parachute_A_Cap
}
}


MODULE
{
name = ProceduralChute
}


EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}


rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}


rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}


rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}


@PART[Alnair_Parachute_B]:FOR[RealChute]
{

@maximum_drag = 0.32
@mass = 0.04


!MODULE[ModuleParachute]{}


MODULE
{
name = RealChuteModule
caseMass = 0.04
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5


PARACHUTE
{
material = Nylon
preDeployedDiameter = 1
deployedDiameter = 30
minIsPressure = true
minPressure = 0.01
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = Alnair_Parachute_A_Semi
deploymentAnimation = Alnair_Parachute_A_Full
parachuteName = Tantares_Parachute_A_Canopy
capName = Alnair_Parachute_A_Cap
}
}


MODULE
{
name = ProceduralChute
}


EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}


rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}


rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}


rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}


@PART[Tantares_Parachute_A]:FOR[RealChute]
{

@maximum_drag = 0.32
@mass = 0.08
!sound_parachute_open
!sound_parachute_single


!MODULE[ModuleParachute]{}


MODULE
{
name = RealChuteModule
caseMass = 0.08
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5


PARACHUTE
{
material = Nylon
preDeployedDiameter = 2.5
deployedDiameter = 50
minIsPressure = true
minPressure = 0.01
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = Tantares_Parachute_A_Semi
deploymentAnimation = Tantares_Parachute_A_Full
parachuteName = Tantares_Parachute_A_Canopy
capName = Tantares_Parachute_A_Cap
}
}


MODULE
{
name = ProceduralChute
}


EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}


rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}


rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}


rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}


@PART[Almach_Parachute_A]:FOR[RealChute]
{

@maximum_drag = 0.32
@mass = 0.04


!MODULE[ModuleParachute]{}


MODULE
{
name = RealChuteModule
caseMass = 0.04
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5


PARACHUTE
{
material = Nylon
preDeployedDiameter = 1
deployedDiameter = 30
minIsPressure = true
minPressure = 0.01
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = Alnair_Parachute_A_Semi
deploymentAnimation = Alnair_Parachute_A_Full
parachuteName = Tantares_Parachute_A_Canopy
capName = Alnair_Parachute_A_Cap
}
}


MODULE
{
name = ProceduralChute
}


EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}


rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}


rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}


rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}


@PART[Polaris_Port_A]:FOR[RealChute]
{

@maximum_drag = 0.32
@mass = 0.04


!MODULE[ModuleParachute]{}


MODULE
{
name = RealChuteModule
caseMass = 0.04
timer = 0
mustGoDown = false
cutSpeed = 0.5
spareChutes = 5


PARACHUTE
{
material = Nylon
preDeployedDiameter = 1
deployedDiameter = 30
minIsPressure = true
minPressure = 0.01
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
preDeploymentAnimation = Alnair_Parachute_A_Semi
deploymentAnimation = Alnair_Parachute_A_Full
parachuteName = Tantares_Parachute_A_Canopy
capName = Alnair_Parachute_A_Cap
}
}


MODULE
{
name = ProceduralChute
}


EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}


rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}


rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}


rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}
}

Finally, Fomalhut_Science_A is missing a remote tech conversion. In Tantares_Extra_RemoteTech.cfg I just stuck this on the end:


@PART[Fomalhaut_Science_A]:NEEDS[RemoteTech]
{
!MODULE[ModuleDataTransmitter]
{

}
}

I decided complete removal would be best. My other idea was to make a 3km antenna, but that's so useless you'd be putting another antenna on the probe anyway!

Well, there's my long post for the day. You need to make sure to bring up the missing RealChute configs with Chris, of course.

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They're not the most visually exciting, that's generally true. Looking at some of the alternate proposals that NASA got back in 2006, and it's kind of a shame they went with Orion, another cone:

http://i.imgur.com/S1r9Ajc.jpg

Yeah but they were near as inventive about shape like Russians/Soviets and almost everything shown here is based on the same idea.

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Ok. I will upload the last few log files. However, I do not know how to take a long when the game is loading (and then stops when it gets to the engine components)

https://www.dropbox.com/s/ty2suacqov4b3ht/Last%204%20crash%20logs.zip?dl=0

In convenient zip form!

Those seems to be the crash logs, I meant the logs the game writes before it freezes. It should be in the same folder as KSP.exe and is called KSP.log. :)

If the game freezes, take that file, upload and send me a link. :)

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Does anyone know a parts pack that contains a fuel tank and engine of the same diameter (1.75m or something like that?) of the VA and Gemini capsules?

I use a custom tech tree, and am looking to have a rocket that can lift the gemini capsule BEFORE the player gets the larger diameter tanks and engines (2.5m isnt it?)

Stats on the tank and engine dont matter, I'm comfortable editing cfg files as needed.

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Does anyone know a parts pack that contains a fuel tank and engine of the same diameter (1.75m or something like that?) of the VA and Gemini capsules?

I use a custom tech tree, and am looking to have a rocket that can lift the gemini capsule BEFORE the player gets the larger diameter tanks and engines (2.5m isnt it?)

Stats on the tank and engine dont matter, I'm comfortable editing cfg files as needed.

It's 1.875m. I'd advise ProceduralParts for that. HGR rocket parts by Orionkermin has some prefabbed parts if you don't want to go the procedural route.

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Does anyone know a parts pack that contains a fuel tank and engine of the same diameter (1.75m or something like that?) of the VA and Gemini capsules?

I use a custom tech tree, and am looking to have a rocket that can lift the gemini capsule BEFORE the player gets the larger diameter tanks and engines (2.5m isnt it?)

Stats on the tank and engine dont matter, I'm comfortable editing cfg files as needed.

It's 1.875m. I'd advise ProceduralParts for that. HGR rocket parts by Orionkermin has some prefabbed parts if you don't want to go the procedural route.

Don't forget Socke's 1.875m tank pack!

#Sorry I will respond to everything else soon, I am very very busy IRL atm.

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Been checking this thread for months now. Love the new look of the old command pods and the look of the new command pods but what's been holding me back from playing with them ingame is the fact that they don't have IVAs yet. I'm practically dying here for those gorgeous command pods and Spectre to have IVAs with RasterPropMonitor support. I can understand perfectly why one would be busy with real life but when you get back to your wonderful mod please if you can find/make time, do start working on those IVAs pretty please. Everyone here is like add this booster or that one while I for weeks now scream on the top of my head "Where are the IVAs!?? I don't care about boosters because I build one-stage ships and use cheats to bypass fuel requirements, that's just how I play this game!". :rolleyes:

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Then I know what's causing it.

It's because

  1. Squad can't/won't fix a buggy command
  2. Beale keeps using the buggy command

In a part config file you can reference the model mesh file in one of two ways.

First (Older)

mesh = meshfilename.mu

Second (Newer and Bugged)

MODEL{
model = path/meshfilename
texture = filename, path/filename
}

When the second version is used, and the part is the ROOT part of the vessel, AND you revert to launch or reload in any other way - the part shrinks and gaps appear.

If the first version is used, this doesn't happen.

As far as I can see, the ONLY advantage of using the MODEL{} construct is that it can reference a meshfilename OUTSIDE the folder that that config file is in. If the config file and the mesh file live in the same folder, then there is no advantage to using the MODEL{} construct over the older "mesh =" variable.

Therefore, if you wish, you could edit the config files and comment out the MODEL{} part and replace it with "mesh= meshfilename.mu". I can't speak for ALL cases, but I have done this with a few of the Tantares parts with no discernible ill effect.

the "mesh=" thing does not work for me - because more than one mesh in the same folder, it still seems to cause problems.

So, MODEL{} nodes seem the only way to do it, unfortunately.

Today's Tantares adventure...

http://imgur.com/a/KHTH6

Nice ROMBUS! :)

I whipped up something you might include in your next release:

-configs-

I decided complete removal would be best. My other idea was to make a 3km antenna, but that's so useless you'd be putting another antenna on the probe anyway!

Well, there's my long post for the day. You need to make sure to bring up the missing RealChute configs with Chris, of course.

Wow!

That was, eh, fast!

Many thanks for this, these are great.

I did not know there was still demand for CLS, but, if so, I will include.

They're not the most visually exciting, that's generally true. Looking at some of the alternate proposals that NASA got back in 2006, and it's kind of a shame they went with Orion, another cone:

http://i.imgur.com/S1r9Ajc.jpg

Oh wow!

These are cool. Is that an American "Soyuz" near the bottom right?

Hi Beale,

The new models are looking great! I like the art style you've gone with. Thanks again for the pointers on how to make parachutes, I was able to create my first chute. I have a question about shrouds though, how did you do them? I hear Squad uses a cone shape with a transparent texture, but I've yet to figure that one out in Unity. Any ideas?

Thanks again. :)

Edit: never mind, figured it out. For the curious: KSP/Alpha/Cutoff Bumped is the material shader you want. :)

For the parachute I actually use a mesh rather than a transparent texture, the texture method causes shadow problems.

what about increasing the dry mass of the Vos-01 monoprop tanks? That way the hinderance would scale with how much dv you try to give it.

I tested this idea by building two vostok's in the VAB. One looked like the vostok in the OP imgur album the other swapped out the vostok decoupler for the lighter stock one and had twice as many vos-o1 mono prop tanks(total 24) half of which were empty to simulate an increase in dry mass the final score was pretty close...

heavy decoupler vostok: 1.09 twr, 1,036 dv

heavy monoprop tanks vostok: 1.12 twr, 1066 dv

unlike the vostok decoupler the vos-01 monoprop tank is a bit of a novelty early game and has a lighter doppelganger running around later in the tech tree so its already slated for obsoleteness by throwing all the obsoleteness on the the monoprop tank you can rebalance the decoupler to be able to stay relevant past the first couple tech nodes.

I'll play with this, thanks for the idea :)

Been checking this thread for months now. Love the new look of the old command pods and the look of the new command pods but what's been holding me back from playing with them ingame is the fact that they don't have IVAs yet. I'm practically dying here for those gorgeous command pods and Spectre to have IVAs with RasterPropMonitor support. I can understand perfectly why one would be busy with real life but when you get back to your wonderful mod please if you can find/make time' date=' do start working on those IVAs pretty please. Everyone here is like add this booster or that one while I for weeks now scream on the top of my head "Where are the IVAs!?? I don't care about boosters because I build one-stage ships and use cheats to bypass fuel requirements, that's just how I play this game!". :rolleyes:[/quote']

A first post, in my thread? Wow! :)

IVAs, yes, in the planning very much.

Basically building props that will make their creation easier and with better end results.

So: don't worry, they are overdue, but a very high priority.

A few of my odds and ends.

7ce7a787f0.jpg

Fun to note, these are 64x64 textures

And, some incredibly beautiful props made by (???) It's a secret.

807270b6bc.jpg

These are only 256x256!

Also, this is not related to Tantares, but eh, I think it is kinda cool.

I whipped up a little Atlas texture for a favour:

4d724f8279.jpg

14696b815c.jpg

c2b45a3276.jpg

Edited by Beale
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The only thing saving you from a visit of a black Volga right now is that it won't start because it's over -20C, comrade.

(Just kidding)

Very nice Atlas! And taking into account your texturing skills, it's probably 20kB big to boot!

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The only thing saving you from a visit of a black Volga right now is that it won't start because it's over -20C, comrade.

(Just kidding)

Very nice Atlas! And taking into account your texturing skills, it's probably 20kB big to boot!

I'm already in the gulag, reduced to developing Tantares on a Vector-06C (With a ZX Spectrum for texture work), still, the guards are nice as to give me that at least.

*craps his pants*

MAKE THE SATURN V PLEASE!!!

Hehe, nope, KW my friend. :)

Edited by Beale
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I'm already in the gulag, reduced to developing Tantares on a Vector-06C, still, the guards are nice as to give me that at least.

Hehe, nope, KW my friend. :)

What!! This is an outrage! After all our campaigning for breadkin rights! This is a step backwards and frankly I'm appalled.

(BTW that Atlas is great! #BealeMasterrace #Tantares)

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A first post, in my thread? Wow! :)

IVAs, yes, in the planning very much.

Basically building props that will make their creation easier and with better end results.

So: don't worry, they are overdue, but a very high priority.

A few of my odds and ends.

http://puu.sh/fHjZd/7ce7a787f0.jpg

Fun to note, these are 64x64 textures

And, some incredibly beautiful props made by (???) It's a secret.

http://puu.sh/fHk9h/807270b6bc.jpg

These are only 256x256!

Nice! :D Love attention to detail! That pilot seat looks really comfy.

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What!! This is an outrage! After all our campaigning for breadkin rights! This is a step backwards and frankly I'm appalled.

Truly a dark day.

Also, I can into basic renders apparently.

By which I mean playing around with lights in Unity :sealed:

cc21a1a95f.jpg

21776e7695.jpg

Anyway...

Tantares 15.6

Small update, to fix the quite serious Realchute problems, and to fix the missing remote tech configs.

Many many thanks to those who have worked hard to create these configs! :)

2197031cb4.jpg

Edited by Beale
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Hey Beale i have a small suggestion or two: i find that the Gemini OMS has way too much DeltaV and TWR and the Gemini package has very little battery capacity.

and that the Gemini OMS was a 2 stage one: it has one orbital maneuvering package and a retro srb... explained here:http://historicspacecraft.com/Gemini_Capsules.html

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It's so beautiful! I love this Gemini, simple and robust. I'm going to test everything out of it! :D

And huge thanks for the Atlas, it's just awesome! You and SnowWhite deserve a medal! :)

Aren't they already heroes of the Soviet Union?

Or did Don Camillo prevent you from travelling to Moscow, Beale?

Many thanks :)

Sadly, aforementioned Don will stop me, yes.

Hey Beale i have a small suggestion or two: i find that the Gemini OMS has way too much DeltaV and TWR and the Gemini package has very little battery capacity.

and that the Gemini OMS was a 2 stage one: it has one orbital maneuvering package and a retro srb... explained here:http://historicspacecraft.com/Gemini_Capsules.html

Yup, its been discussed, at least this is what a beta is for :)

Basically the thing is due a nerf, to around 500-600m/s I think.

As for the 2 stage OMS, yeah, that's a purposeful abstraction to maintain stock part sizing, as the middle node between the two stages would be ~2.1m

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[quote name=Beale;1724364

Yup' date=' its been discussed, at least this is what a beta is for :)

Basically the thing is due a nerf, to around 500-600m/s I think.

As for the 2 stage OMS, yeah, that's a purposeful abstraction to maintain stock part sizing, as the middle node between the two stages would be ~2.1m

Yeah... it would add another part that you can only use with the Gemini craft...

But you'll atleast gonna nerf the battery capacity, the twr and the deltaV.

Anyway it's a great model... only if it had an internal. ( i know that there will be one, one day...)

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