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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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With araym's vostok config I was able to survive a shallow-angle re-entry 5 out of 5 tries.

Steep-angle still explodes in upper atmosphere on 5 consecutive attempts.

Survivable shallow-angle is better than no-survivable-re-entry-profile.

We're making progress.

Using the soyuz config, with the heatshield-decoupler ("firenze" I think) , which I always use on the soyuz capsule just for safety, I had a safe re-entry from a mun-distance orbit on 5 out of 5 attempts. Re-entry speed is about 3200 m/s, shallow angle, slowed to about 250m/s at around 1500m altitude each time.

The existing soyuz parachute part hasn't had any thermal issues for me yet, no tweaking has been needed.

- - - Updated - - -

Updated the NASA and SSP career-conversion mods for compatibility with the latest Tantares, including the Fregat and MAPC betas.

Edited by tjsnh
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[quote name='Araym']For liquid fuel/oxidizer and monoprop engines:

... and again then the appropriate "EngineType" (probably to let KSP to know the different thermal production profile)

(For references, just take a look on Squad engines cfg: they are totally the same, despite from Thrust or ISP, for each category of engine types. You have just to copy the missing lines to your cfg)[/QUOTE]

Thanks! I will fix these missing lines for all the engines :)

[quote name='Araym']Soyuz capsule tested, as I said, to a fast Mun-fly by, with "maxTemp = 1200", "skinMaxTemp = 3400" (and a "safety" of Ablator still set to 600):
plotted a direct reentry from Mun-orbit AP altitude, with a PE at 28Km altititude inside Kerbin atmosphere.
Decoupled propulsion stage just when I hit the atmosphere (to let all the ride in the air only with the soyuz capsule), with a surface velocity more than 3100 m/s:
reach less than 300° on internal temperature on max peak, 1800/1900° on external temp, spent less than 70/80 ablator points (on 600).
Definitely safe on all projected scenarios, probably even from Minmus orbit with 200 ablator point in a LK -like configuration :D
Now I'm playing to tweak on my own the other pods (I got the hang of it, because I have some other old mods upgraded for myself, to use them in my Comics... and I NEED the Tantares one the most :P)[/QUOTE]
[quote name='tjsnh']With araym's vostok config I was able to survive a shallow-angle re-entry 5 out of 5 tries.
Steep-angle still explodes in upper atmosphere on 5 consecutive attempts.
Survivable shallow-angle is better than no-survivable-re-entry-profile.
We're making progress.
Using the soyuz config, with the heatshield-decoupler ("firenze" I think) , which I always use on the soyuz capsule just for safety, I had a safe re-entry from a mun-distance orbit on 5 out of 5 attempts. Re-entry speed is about 3200 m/s, shallow angle, slowed to about 250m/s at around 1500m altitude each time.
The existing soyuz parachute part hasn't had any thermal issues for me yet, no tweaking has been needed.[/QUOTE]

Thanks for the trouble-shooting :)

Vostok now is... okay. It still is a little bit too delicate on re-entry (Was very much pushing the edge of the thermometer on re-entry).
But it does work!

It also now does not get below a safe speed for parachute deployment until maybe 2000 metres ASL, why can be problematic depending on where you are landing.

[IMG]http://puu.sh/lmXsn/907305b0c8.jpg[/IMG]



[quote name='Niemand303']Congrats with the release! :)

I decided to celebrate today's anniversary of the only Buran flight by making a new video featuring Tantares-based Mir-2 :)

[url]https://www.youtube.com/watch?v=poi4JVhu1iQ[/url][/QUOTE]

Wow!

Great video (And a nice bit of history). :)
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[quote name='tjsnh']With araym's vostok config I was able to survive a shallow-angle re-entry 5 out of 5 tries.
Steep-angle still explodes in upper atmosphere on 5 consecutive attempts.

Survivable shallow-angle is better than no-survivable-re-entry-profile.
We're making progress.[/QUOTE]

I kept contact with Beale, and from a couple of tests more, definitely is proven that Almach is (for the current design) NOT a capsule that like steep-angle re-entry.

To be consistent (and to not change reentry profile) I let Mechjeb perform the reentry from a 120km circular orbit in each test (as Mechjeb is a very popular mod and probaly a lot of people will use it).
Final tests (pending to be further checked by Beale) proven that from that orbit, reentry is (almost) safe...
... definitely a "low Kerbin orbit only" capsule that need careful planning on reentry (not only to "how to do it - NOT steeply", but also "where I should land - MOSTLY near sea level" :P).
Someway, 1.0.5 does not like spherical pods, as it seems that they are not having enough drag to slow down.

On contrary, Khleb-Soyuz pod edit (as proposed by Beale itself) is plenty capable of a Mun-return trajectory, as I already tested...

... waiting for the whole pack, now, as it is needed in the career save i'm using to develop my KASA Comics (I was planning the first Kerbal in space, just with an Almach capsule, but I'm not confident to risk it now with half baked edits :P) Edited by Araym
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Id like to report a bug , there is no IVA in the Vostok capsule. At first I thought my kerbal was missing , but he is really inside because when you recover craft it shows crew member recovered. But the lower right hand IVE/EVA kerbal photo is missing due to no IVA being provided. Now im using 1.0.4 , I dont know if you fixed this issue for 1.0.5.
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[quote name='lextacy']Id like to report a bug , there is no IVA in the Vostok capsule. At first I thought my kerbal was missing , but he is really inside because when you recover craft it shows crew member recovered. But the lower right hand IVE/EVA kerbal photo is missing due to no IVA being provided. Now im using 1.0.4 , I dont know if you fixed this issue for 1.0.5.[/QUOTE]
its not a bug because not all pods have IVA's. A lot of tantares crewed parts don't have them right now. it doesn't actually affect anything in game though as you can EVA from the hatch of you can transfer crew to a part with IVA and eva from the bottom corner. (if that makes sense)
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[quote name='Niemand303']Congrats with the release! :)

I decided to celebrate today's anniversary of the only Buran flight by making a new video featuring Tantares-based Mir-2 :)

[URL]https://www.youtube.com/watch?v=poi4JVhu1iQ[/URL][/QUOTE]

I cried. :( We miss you Buran and Shuttle.

It's a damn shame I can't play KSP 1.0.5. I gotta wait till 1.1. People have confirmed the bugs with 64 bit hack. See you guys (hopefully) on the Christmas launch date.
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[quote name='Beale']Wow!

Great video (And a nice bit of history). :)[/QUOTE]

Thanks!

Those are the real photos of the Buran's docking node, Kvant-based spacelab and a robotic arm in a zero-g environment chamber. The lab was tested during the only flight, the robo arm also was present but not activated as the cargo bay was never opened during that flight and the docking adapter wasn't yet placed. :)

[spoiler="Photos from buran.ru"]Docking adapter
[IMG]http://www.buran.ru/images/jpg/niihim01.jpg[/IMG]

SpaceLab
[img]http://www.buran.ru/images/jpg/37kb3707.jpg[/img]

Robotic Arm
[img]http://www.buran.ru/images/jpg/bighand.jpg[/img][/spoiler]
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[quote name='lextacy']Id like to report a bug , there is no IVA in the Vostok capsule. At first I thought my kerbal was missing , but he is really inside because when you recover craft it shows crew member recovered. But the lower right hand IVE/EVA kerbal photo is missing due to no IVA being provided. Now im using 1.0.4 , I dont know if you fixed this issue for 1.0.5.[/QUOTE]

There was a Vostok IVA on older Tantares release, but it was deprecated after new-actual model were implemented.
Actually a lot of crewed parts are missing an IVA definition: for myself I add them using some of the placeholders ones that KSP still has in the Squad folder... (or, like I said, having a lot of older release, still using the older ones from Tantares when I feel they could fit...)
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[quote name='Araym']There was a Vostok IVA on older Tantares release, but it was deprecated after new-actual model were implemented.
Actually a lot of crewed parts are missing an IVA definition: for myself I add them using some of the placeholders ones that KSP still has in the Squad folder... (or, like I said, having a lot of older release, still using the older ones from Tantares when I feel they could fit...)[/QUOTE]

oh ok, lol What I did was I found the internals in the SPaces folder, then took the name of that and made an Internals module entry in the part file. Fixed it right up . Also this might be what you guys where talking about earlier....I have the same re-entry heating problem everyone else has? I put 6000 units of ablator on it and still it ate it all, and my trajectory was a standard arch. Is this due to the ball like design ?
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[quote name='lextacy']oh ok, lol What I did was I found the internals in the SPaces folder, then took the name of that and made an Internals module entry in the part file. Fixed it right up . Also this might be what you guys where talking about earlier....I have the same re-entry heating problem everyone else has? I put 6000 units of ablator on it and still it ate it all, and my trajectory was a standard arch. Is this due to the ball like design ?[/QUOTE]


Yes, totally caused by how KSP handle, for the moment, the sphere shape of the Almach (Vostok) capsule.
There were also some issues with other pods (they sink like stones, as there were not set any buoyancy stats) and, maybe, some other heating problem.

[URL="http://forum.kerbalspaceprogram.com/threads/81537-1-0-5-Tantares-Stockalike-Soyuz-and-MIR-31-0-13-11-2015-New-Soyuz?p=2297093&viewfull=1#post2297093"]Here[/URL] there is a sort of fix (the best I could do, together with Beale) for the Almach and its parachute... and a couple of post before another for the Khleb (Soyuz), by Beale...

... but for the moment I could advise a couple of thing: Almach is ver dangerous if not re-entered with a very, shallow, angle, due its poor drag properties (it barelly slow enough to deploy parachutes at 2000m -SEA LEVEL-) Avoid steep re-entry or mountain range (you could not be able to open parachute in time).

Soyuz fixed as Beale's post works, actually, perfectly even from a return trajectory from the Mun, with a direct reentry with a PE 28km altitude inside Kerbin atmosphere.

Other pods need still fixes, I know Beale is working to another release more in line with KSP 1.0.5 requirements...
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Hey Beale. As now crew transfer doesn't require clicking on hatch, what about making Khleb's hatch in the top node and turnng chute-decoupler combo into intgrated decoupler for orbital modules and radial chutes with similar shape as Hamal's external batteries?

Maybe as optional radial chutes and additional hatch, though, without removing existing one. I don't think forcing replica approach is good. Edited by nothingSpecial
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[quote name='nothingSpecial']Hey Beale. As now crew transfer doesn't require clicking on hatch, what about making Khleb's hatch in the top node and turnng chute-decoupler combo into intgrated decoupler for orbital modules and radial chutes with similar shape as Hamal's external batteries?

Maybe as optional radial chutes and additional hatch, though, without removing existing one. Do not thing forcing replica approach is good.[/QUOTE]

Yeah, I would like to see this too. In fact, I've already asked him about it, but at the time he didn't want to move the hatch because it would limit the usefulness of the capsule (you wouldn't be able to put stuff on top of it and still have Kerbals EVA, so landers would be harder to build)
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[quote name='pTrevTrevs']Yeah, I would like to see this too. In fact, I've already asked him about it, but at the time he didn't want to move the hatch because it would limit the usefulness of the capsule (you wouldn't be able to put stuff on top of it and still have Kerbals EVA, so landers would be harder to build)[/QUOTE]
Now we could just go through the orbital module...

Edit: OHHHHH!!!!! Yeah landers would be harder.... Edited by Redhornet919
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[quote name='nothingSpecial']Hey Beale. As now crew transfer doesn't require clicking on hatch, what about making Khleb's hatch in the top node and turnng chute-decoupler combo into intgrated decoupler for orbital modules and radial chutes with similar shape as Hamal's external batteries?
Maybe as optional radial chutes and additional hatch, though, without removing existing one. I don't think forcing replica approach is good.[/QUOTE]

It's possible now sure.
One small problem, you can only move a Kerbal into an empty seat, not swap Kerbals around, leading to a tower of hanoi type situation (Or similar) potentially.

[IMG]http://mathworld.wolfram.com/images/eps-gif/TowersOfHanoi_1000.gif[/IMG]

[quote name='Niemand303']Thanks!
Those are the real photos of the Buran's docking node, Kvant-based spacelab and a robotic arm in a zero-g environment chamber. The lab was tested during the only flight, the robo arm also was present but not activated as the cargo bay was never opened during that flight and the docking adapter wasn't yet placed. :)
[spoiler="Photos from buran.ru"]Docking adapter
[url]http://www.buran.ru/images/jpg/niihim01.jpg[/url]
SpaceLab
[url]http://www.buran.ru/images/jpg/37kb3707.jpg[/url]
Robotic Arm
[url]http://www.buran.ru/images/jpg/bighand.jpg[/url][/spoiler][/QUOTE]

What could have been... :)

Very interesting to see these things I have only ready about - thanks!
The Spacelab looks like an FGB derived piece, no? Could be an interesting addition in future

[quote name='Araym']There was a Vostok IVA on older Tantares release, but it was deprecated after new-actual model were implemented.
Actually a lot of crewed parts are missing an IVA definition: for myself I add them using some of the placeholders ones that KSP still has in the Squad folder... (or, like I said, having a lot of older release, still using the older ones from Tantares when I feel they could fit...)[/QUOTE]

I intend to re-do the Vostok capsule (...again), this time - same shape and dimensions, but with the windows in the correct place. This is why I have held off producing an IVA :) Edited by Beale
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[quote name='Beale']What could have been... :)

Very interesting to see these things I have only ready about - thanks!
The Spacelab looks like an FGB derived piece, no? Could be an interesting addition in future[/QUOTE]

I believe the spacelab is actually based off of the same design as Kvant 1
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Hello my lovelies [s]my name is Mr. Plinkett[/s]. Have a set of truss parts.
Also planned a crewed truss module (Airlock up front, windows by the side).

[IMG]http://puu.sh/lo3wx/0c96f101d3.jpg[/IMG]

[IMG]http://puu.sh/lo3Il/85f5ae9d38.jpg[/IMG]

All the truss parts share this tiny 256x256.

[IMG]http://puu.sh/lo3Da/ac935aed0a.jpg[/IMG]

[quote name='billbobjebkirk']I believe the spacelab is actually based off of the same design as Kvant 1[/QUOTE]
[quote name='_Augustus_']Correct, read about it on astronautix a while ago.[/QUOTE]

I might have suspected, well that makes things easier. :) Edited by Beale
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A truss that you can put Kerbals inside.

[IMG]http://puu.sh/lofsv/dae8c1989c.jpg[/IMG]

I really admire the "airlock greeble" in the Stockalike Station Parts Expansion, though not to outright steal that design - I may add something similar, maybe a mechanical lever, etc.

[IMG]http://puu.sh/lofw4/708545c983.jpg[/IMG]

Edit: More conventional door design.

[IMG]http://puu.sh/lofOP/a4c3995e2c.jpg[/IMG]

Working with micro-textures is very fun.
[COLOR="#FFFFFF"]I haven't had a contiguous nights sleep for two months now, can you tell?[/COLOR]

[IMG]http://puu.sh/lofYO/edeac22ce6.jpg[/IMG] Edited by Beale
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[quote name='Beale']A truss that you can put Kerbals inside.

[URL]http://puu.sh/lofsv/dae8c1989c.jpg[/URL]

I really admire the "airlock greeble" in the Stockalike Station Parts Expansion, though not to outright steal that design - I may add something similar, maybe a mechanical lever, etc.

[URL]http://puu.sh/lofw4/708545c983.jpg[/URL]

Edit: More conventional door design.

[URL]http://puu.sh/lofOP/a4c3995e2c.jpg[/URL]

Working with micro-textures is very fun.
[COLOR=#FFFFFF]I haven't had a contiguous nights sleep for two months now, can you tell?[/COLOR]

[URL]http://puu.sh/lofYO/edeac22ce6.jpg[/URL][/QUOTE]
PRETTY!!!!! (I'm drooling a little bit:wink:)
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[quote name='Beale']A truss that you can put Kerbals inside.

[URL]http://puu.sh/lofsv/dae8c1989c.jpg[/URL]

I really admire the "airlock greeble" in the Stockalike Station Parts Expansion, though not to outright steal that design - I may add something similar, maybe a mechanical lever, etc.

[URL]http://puu.sh/lofw4/708545c983.jpg[/URL]

Edit: More conventional door design.

[URL]http://puu.sh/lofOP/a4c3995e2c.jpg[/URL]

Working with micro-textures is very fun.
[COLOR=#FFFFFF]I haven't had a contiguous nights sleep for two months now, can you tell?[/COLOR]

[URL]http://puu.sh/lofYO/edeac22ce6.jpg[/URL][/QUOTE]

Looks awesome!!! I will definetly use this as airlock for EVAs.
Will the hollow truss part be lighter?

Also I found a little bug with the new Mianbao orbital crew module (the one with the wider node on top) : It has no KIS inventory and it stayes grey dispite copiing the alternate dds-file into the soyuz-folder.
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*Shamelessly promotes my own work*

Your mod was essential in making my film! Thank you so much Beale!

[video=youtube;hy48tTI6MQc]https://www.youtube.com/watch?v=hy48tTI6MQc[/video]

More information: [URL="http://forum.kerbalspaceprogram.com/threads/139812-Cooperation-The-Beauty-of-Teamwork?p=2300637#post2300637"]http://forum.kerbalspaceprogram.com/threads/139812-Cooperation-The-Beauty-of-Teamwork?p=2300637#post2300637[/URL] Edited by MrMeeb
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[quote name='Redhornet919']PRETTY!!!!! (I'm drooling a little bit:wink:)[/QUOTE]
[quote name='Sackpfeife']Looks awesome!!! I will definetly use this as airlock for EVAs.
Will the hollow truss part be lighter?
Also I found a little bug with the new Mianbao orbital crew module (the one with the wider node on top) : It has no KIS inventory and it stayes grey dispite copiing the alternate dds-file into the soyuz-folder.[/QUOTE]

Thanks!

The hollow parts will be very light yes :) It will also be... hollow (You can EVA through it, etc).

Thanks for the bug report sackpfeife! Very clear the '1.0.5' version of Tantares is really not ready for 1.0.5, I'll take a look at KIS configs and the texture issue.

Are you talking about the top and bottom of the module? That is grey intentionally, but it can be changed no problem!

[IMG]http://puu.sh/lp7QV/56e1af2e3c.jpg[/IMG]

[quote name='MrMeeb']*Shamelessly promotes my own work*

Your mod was essential in making my film! Thank you so much Beale!

[url]https://www.youtube.com/watch?v=hy48tTI6MQc[/url]

More information: [URL="http://forum.kerbalspaceprogram.com/threads/139812-Cooperation-The-Beauty-of-Teamwork?p=2300637#post2300637"]http://forum.kerbalspaceprogram.com/threads/139812-Cooperation-The-Beauty-of-Teamwork?p=2300637#post2300637[/URL][/QUOTE]

Love it, love it! Do you mind if it is used on the first page? :)
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[quote name='MrMeeb']It'd be an honour! :D I'm glad you like it. Thank you![/QUOTE]

Great!

[SIZE=5]Tantares 31.1[/SIZE]

Better thermal behaviour, thanks Araym and tjsnh!

I've removed the PPTS, I have zero enthusiasm to complete it and has already been done better elsewhere (Contares).
If a person would like to use the models, feel free!

- Hamal_Control_D config fixed.
- Heatshield Behaviour fixed for capsules.
- PPTS removed [B](Craft Breaking).[/B]
- New Thrust FX for Soyuz and LOK engines.

[IMG]http://puu.sh/lpgzY/4c76774a9b.jpg[/IMG]
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