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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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2 hours ago, Daniel Prates said:

It is more realistic though.

Except that, after landing when you press the "clear the hatch" button, you hear the "woosh" of the parachute supposedly being blown out of the way but it still just sits there blocking the hatch.

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12 hours ago, CaptKordite said:

Except that, after landing when you press the "clear the hatch" button, you hear the "woosh" of the parachute supposedly being blown out of the way but it still just sits there blocking the hatch.

I know that in space it works. Maybe the "ejection force" is too small to get it to blow clear a chute or docking port when at Kerbin's surface.

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10 hours ago, Daniel Prates said:

Maybe the "ejection force" is too small to get it to blow clear a chute or docking port when at Kerbin's surface.

Not only that, it ejects straight up. I had several Soyuz land on 14 degree slopes and clearing the hatch still failed to throw off the parachute. It wasn't flat on top but still enough in the way to prevent egress. It would work if the force vector was applied off-center to flip off the chute mount. Not sure that's even a thing that can be done.

49740610511_0962083430_w_d.jpg

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8 hours ago, CaptKordite said:

Not only that, it ejects straight up. I had several Soyuz land on 14 degree slopes and clearing the hatch still failed to throw off the parachute. It wasn't flat on top but still enough in the way to prevent egress. It would work if the force vector was applied off-center to flip off the chute mount. Not sure that's even a thing that can be done.

49740610511_0962083430_w_d.jpg

I'll see what I can do.

Irl the capsule lands sideways which would solve this. But maybe can vector the hatch clear away.

Also, guys, I really don't want to work on this any more - bring forward anything now, I'm not doing any more bug fixes after the upcoming

 

Edited by Beale
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Tantares 21.1

General bug-fix release, cleared out deprecated parts also (Saving a whopping 3MB). Added a few missing descriptions, tags also.
Thanks to all who sent me bugs.

 

x0egQCR.pngXiLeKzz.png
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kfQqfQE.jpg

 

Edited by Beale
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4 hours ago, Beale said:

Tantares 21.1

General bug-fix release, cleared out deprecated parts also (Saving a whopping 3MB). Added a few missing descriptions, tags also.
Thanks to all who sent me bugs.

 

Thanks for the fixes. I know you want to move on already, but really, why are the Rullekasse and Vognkasse engines so little power now? Just  4KN on vacuum! Its the same as with stock's Cirrus, and less than a tenth of the Terrier. It takes them, say, 10 minutes or so to get through the standard soyuz tank. 

I keep wondering if it is my install that is to blame, modsoup or whatever, but it does not appear to be the case.

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20 minutes ago, Daniel Prates said:

Thanks for the fixes. I know you want to move on already, but really, why are the Rullekasse and Vognkasse engines so little power now? Just  4KN on vacuum! Its the same as with stock's Cirrus, and less than a tenth of the Terrier. It takes them, say, 10 minutes or so to get through the standard soyuz tank. 

I keep wondering if it is my install that is to blame, modsoup or whatever, but it does not appear to be the case.

So this one is a result of the more realistic balance, where we take 50% irl thrust for vacuum engine and 25% irl thrust for seal level engine.  I believe Soyuz only has around 8kn.

But these rules are not strict, if it's a problem for people I can buff it?

3 hours ago, Zarbon44 said:

Here is a pic of my MEK (МЭК). Majority of parts are all Tantares, with Tantares now in colors.
Z9IS4bf.png

<3!

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9 minutes ago, Beale said:

So this one is a result of the more realistic balance, where we take 50% irl thrust for vacuum engine and 25% irl thrust for seal level engine.  I believe Soyuz only has around 8kn.

But these rules are not strict, if it's a problem for people I can buff it?

Well this is mostly a designer's choice, which I respect, and I see the merits of doing things as similar to the real-life thing. Souyz as I understand it is a rationalized design, meant to be practical and sensible, and I know it has engines that are far from powerful but do the job and weight less. Constructing real socialism will take another 20 years (at the most) so why can't cosmonauts wait a while to deorbit as the engines slowly decelerate the craft? 

However as the game goes, it takes, what, some two minutes to deorbit my design (90% similar to the proposed tantares soyuz, similar weight) from LKO, which in game time is a little too much. This is one of those things were real life and playability have to dialogue somehow.

If both engines' power were close to, say, 18KN, it would still be a puny-ish engine - less than 1/3 of a Terrier!!! -  so closer to real life design, but quicker to move around in LKO. The rest (isp, twr etc), I would leave as it is. 

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1 hour ago, OrbitalManeuvers said:

Is this rule of thumb for stock scale or something like JNSQ? 

it works for both, generally.

It doesn't work well for very small or large rockets though sometimes, and maybe you have to fudge the numbers a bit.

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38 minutes ago, moguy16 said:

can anyone share an alt craft files link? dropbox isn't working for me 
(tried across 2 different browsers and on 2 different PCs)

Coincidentally I just backed up all mine to the Tantares wiki repo on Github, so you can get them there.

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10 hours ago, Friznit said:

Coincidentally I just backed up all mine to the Tantares wiki repo on Github, so you can get them there.

Where exactly in github?i am not really familiar with how it works. Thanks

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2 hours ago, moguy16 said:

Where exactly in github?i am not really familiar with how it works. Thanks

Go to the Tantares wiki via the link in OP of this thread (or my sig block below); click the "Code" tab and you'll see all the craft files listed. You can right click and save link as... on an individual craft file or download the lot in a zip file using the green "clone or download button"

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On 4/6/2020 at 5:18 AM, Beale said:

I'll see what I can do.

The extra punch to the Soyuz hatch clearing helps a lot. It still goes straight up and down if you are sitting flat, such as on the pad, but any bit of slope or angle clears. And the parachute housing floats.

49760042218_58a5a041a6_w_d.jpg

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14 minutes ago, Kilo60 said:

I downloaded and installed this Mod with Habtech2 and when I try to load the Vessel ISS craft file I get missing Tantares parts like: Alniyat.Monosphere.1

 

Where do I get the additional parts from?

 

Thanks!

Which craft file are you using?  It's likely out of date since Tantares has been updated.

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1 hour ago, Friznit said:

Which craft file are you using?  It's likely out of date since Tantares has been updated.

I'm assuming its the one that comes with the latest Habtech2?

 

Is there a more recent Craft file for the ISS already built?

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3 hours ago, Kilo60 said:

I'm assuming its the one that comes with the latest Habtech2?

 

Is there a more recent Craft file for the ISS already built?

 

4 hours ago, Friznit said:

Which craft file are you using?  It's likely out of date since Tantares has been updated.

Is it possible to combine the Old and New Tantares or do the files overwrite?

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