Beale 19,414 Posted May 30, 2014 Share Posted May 30, 2014 (edited) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Tantares (For Kerbal SpaceProgram 1.11.X) Description Tantares is three mods! All of them standalone, and with zero dependencies: Tantares: Soviet crewed spacecraft, space station, and LEO spacecraft. TantaresLV: Soviet launch vehicles and upper stages. TantaresSP: Soviet interplanetary probes. The parts are made with the "LEGO" frame of mind - they fit together to make certain craft, but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. If you're using TantaresSP, I highly recommend using one of my other mods, Neptune Camera, which adds camera functionality to probes. Content TantaresLV Kosmos 2I, Kosmos 3M, Soyuz, Zenit. Proton, Energia-M, Energia, Energia-Buran, N1. Briz-M, Briz-KM, Blok-D, Fregat. Content TantaresPolyus, Meteor, Progress (new and old), Pirs/Poisk, Rassvet, Mir Docking Module Vostok, Soyuz (Many versions), LOK. (White Soyuz provided by Zarbon44). ASTP Soyuz, LK Lander, LK-700 lander, TKS, LK-1. Mir, Almaz, Salyut 1, Salyut 7, Salyut 6. Sokol flight suit (Provided by Benjee10), Orlan EVA suit. Content TantaresSPVenera 1, Venera 9, Venera 9 Lander, Fobos 2, Lunokhod 2, Luna 16 Download Links You can get Tantares on both GitHub, Spacedock, and CKAN. Craft files are included in Tantares and TantaresSP. Tantares - SpaceDockTantares - GitHub(Earth Orbit Spacecraft) TantaresLV - SpacedockTantaresLV - GitHub(Launch Vehicles and Upper Stages) TantaresSP - SpacedockTantaresSP - GitHub(Interplanetary Space Probes) Updating? Keep in mind that parts are sometimes deprecated (removed) when moving to newer versions of the mod.Though they will still load on existing crafts for at least one version after they are deprecated, they will not appear in the VAB and will not have textures. Frequently Asked Questions What's the situation with IVAs? Crewed capsules will get IVAs, unfortunately I just don't have the time to do IVAs for the large station parts. What's the balancing like? Parts are balanced against vanilla KSP parts to not be intentionally uselesss, this means the launch vehicles with accurate to RL proportions might seem pretty powerful, a Soyuz putting 14 tons into LKO, etc. Really the best solution for this is to use a 2.5x~ system rescale, JNSQ, or just enjoy the big payloads. I only want one thing, not the whole mod, can I prune it? Yes, when placed inside the GameData folder, open the Tantares (or other mod) folder, and within the parts subfolder, delete the spacecraft you don't want parts for. For example, if you don't want a Soyuz, delete the folder SOYUZ from Tantares/parts. Compatibility Tantares, TantaresLV, and TantaresSP have no dependences, but have patches to kOS compatibility. The parts in Tantares are balanced against the stock game parts. This might leave rockets feeling a bit overpowered in the vanilla KSP system. Playing in a rescaled solar system 2 to 3 times larger will make them feel much more true to real life. If you're using TantaresSP, one of my other mods, Neptune Camera, will add extra functionality to the camera parts. Recolours and Extras Special thanks to everyone who has contributed and helped out with this! Friznit's Tantares Wiki (Additional Craft Files) Well's IVA patch. Credits and Thanks Thanks to everyone who has helped! Special thanks for: @Zorg - Waterfall Development@benjee10 - Sokol Flight Suit@Well - IVA assistance.@Zarbon44 - 7K Soyuz texture, and beautiful screenshots! Thanks to the below for some great screenshots in usage: @EM23 Edited March 23 by Beale Thread of the month! Quote Link to post Share on other sites
DasBananenbrot 77 Posted May 30, 2014 Share Posted May 30, 2014 Congrats on release Quote Link to post Share on other sites
Robotengineer 1,496 Posted May 30, 2014 Share Posted May 30, 2014 Congrats on the release as well, these are really nice. Quote Link to post Share on other sites
sirkut 514 Posted May 30, 2014 Share Posted May 30, 2014 With RasterPropMonitor these would be _awesome_ Quote Link to post Share on other sites
15nelsoc 8 Posted May 30, 2014 Share Posted May 30, 2014 All of it looks awesome; textures and models are both high quality. That command module on the Fuji/Polaris does strike me as a little small though. I can't really imagine 3 kerbals fitting in there just based on its limited volume. I don't want to come across as rude or demanding; I just wanted to give you some feedback. Quote Link to post Share on other sites
Beale 19,414 Posted May 30, 2014 Author Share Posted May 30, 2014 (edited) All of it looks awesome; textures and models are both high quality. That command module on the Fuji/Polaris does strike me as a little small though. I can't really imagine 3 kerbals fitting in there just based on its limited volume. I don't want to come across as rude or demanding; I just wanted to give you some feedback.By no means! I like any feedback.It is based off this concept:The real one seems very flat and small and seated a crew of three, but that would be four metres rather than the Kerbal one's two. I think you are right and I am probably having it only a two-Kerman capsule.With RasterPropMonitor these would be _awesomeI'd be interested in doing an optional version of IVAs with it, but I don't really know where to begin with it . Edited May 30, 2014 by Beale Quote Link to post Share on other sites
Helix935 114 Posted May 30, 2014 Share Posted May 30, 2014 uhh i seem to have a problem with the mun base...problem Quote Link to post Share on other sites
Beale 19,414 Posted May 30, 2014 Author Share Posted May 30, 2014 uhh i seem to have a problem with the mun base...problemHi!It looks like environmental scatter is random between games? (Or maybe you don't have it turned on?) That means the housing that was on the rock is now floating in your game.I would just scrap the current buildings and place your own (CTRL+K - FYI) . For setting the launchpad to work correctly, refer to the KerbTown dev thread. Quote Link to post Share on other sites
Xenon2462 16 Posted May 30, 2014 Share Posted May 30, 2014 i had plans to do fuji orbiter with other moders but i can't mod so i'm glad its a mod now you answered my calls ;-) Quote Link to post Share on other sites
biohazard15 854 Posted May 31, 2014 Share Posted May 31, 2014 Cool, a payload for NovaPunch K1!Also, better make subassemblies instead of crafts. Quote Link to post Share on other sites
MK3424 424 Posted May 31, 2014 Share Posted May 31, 2014 Hey Beale, are you planning to cooporate with orionkermin?Because his homegrown rockets also some kickass soyuz parts, only diference is that your parts looks more "Soviet like".He can be found here:http://forum.kerbalspaceprogram.com/threads/60974-23-Feb-12-HGR-New-spherical-pod-available Quote Link to post Share on other sites
NathanKell 5,830 Posted May 31, 2014 Share Posted May 31, 2014 This is awesome stuff! Thanks!And, as awesome as RPM is, I like that there's a screen-free IVA, since I plan to use this stuff for RftS.Quick question: what's the license on these parts? Quote Link to post Share on other sites
ddavis425 80 Posted May 31, 2014 Share Posted May 31, 2014 Nice but how do you have something sitting on that rock in the random screens section? Quote Link to post Share on other sites
WindShieIds 66 Posted May 31, 2014 Share Posted May 31, 2014 This is worthy of some deadly re entry compatibility, is it? Quote Link to post Share on other sites
Woopert 442 Posted May 31, 2014 Share Posted May 31, 2014 Love it! I remember seeing this in the Add-On development section only about a week ago. It's very well done and looks quite polished. Quote Link to post Share on other sites
Beale 19,414 Posted May 31, 2014 Author Share Posted May 31, 2014 (edited) Hey Beale, are you planning to cooporate with orionkermin?Because his homegrown rockets also some kickass soyuz parts, only diference is that your parts looks more "Soviet like".He can be found here:http://forum.kerbalspaceprogram.com/threads/60974-23-Feb-12-HGR-New-spherical-pod-availableThose are some beautiful parts, (makes me want to re-do mine from scratch ) I hadn't seen them before. But, sadly, I really doubt I would have the free time to work on any kind of cooperation . It looks like the "Soy-Juice" in that pack is a new size category? Hopefully that keeps things different enough between these mods.This is awesome stuff! Thanks!And, as awesome as RPM is, I like that there's a screen-free IVA, since I plan to use this stuff for RftS.Quick question: what's the license on these parts?Added the same one as near future propulsion, hope it's okay is I don't really understand how they work.Nice but how do you have something sitting on that rock in the random screens section?Kerbtown!Also, better make subassemblies instead of crafts.Maybe soon. Personally I play with the crafts like this and the launchers are the sub-assemblies. The root part on the Libra at least is the docking port, so that should be use-able. Edited May 31, 2014 by Beale Quote Link to post Share on other sites
Xenon2462 16 Posted May 31, 2014 Share Posted May 31, 2014 why is there no monoprop in the service stage Quote Link to post Share on other sites
NathanKell 5,830 Posted May 31, 2014 Share Posted May 31, 2014 Beale: basically, whatever license you select is ok. The main point is, a license lets you control what happens to your work.If you don't want anyone doing anything, or want full control, you can use "all rights reserved."If you don't mind people using your work as a basis, as long as they give credit and release their own derivatives under an equally-open license, you can do the common CC-BY-SA license. BY means any rereleases and derivative work must credit you; SA means share-alike: any of those must retain the same "give credit to original author, allow derivative works" stipulations.If you further don't want people to make money from your work, you can add "non-commerical" (the CC-BY-NC-SA license). Quote Link to post Share on other sites
Beale 19,414 Posted May 31, 2014 Author Share Posted May 31, 2014 (edited) Beale: basically, whatever license you select is ok. The main point is, a license lets you control what happens to your work.If you don't want anyone doing anything, or want full control, you can use "all rights reserved."If you don't mind people using your work as a basis, as long as they give credit and release their own derivatives under an equally-open license, you can do the common CC-BY-SA license. BY means any rereleases and derivative work must credit you; SA means share-alike: any of those must retain the same "give credit to original author, allow derivative works" stipulations.If you further don't want people to make money from your work, you can add "non-commerical" (the CC-BY-NC-SA license).Hey, a great thanks for this, very helpful. From reading this I think I'll stick with the current licence .why is there no monoprop in the service stageI'd prefer it, but there is a current bug with the game for parts with more than two resources. There are some fixes, but I don't want to add dependencies for using this mod. Edited June 8, 2014 by Beale Quote Link to post Share on other sites
biohazard15 854 Posted May 31, 2014 Share Posted May 31, 2014 I'd prefer it, ma c'e a current bug with the game for parts with more than two resources. There are some fixes, but I don't want to add dependencies for using this mod.If you mean "exploding" icons in SPH\VAB, look at fix from NovaPunch (2.5m lander tank and service modules). Basically, you need to add a dummy RCS thruster. Quote Link to post Share on other sites
NathanKell 5,830 Posted May 31, 2014 Share Posted May 31, 2014 The issue is that any part with>2 RESOURCEs0 MODULEswill have that bug. The solution is to add a dummy module (I prefer ModuleSAS), or use ModuleFixer (which adds a real dummy [does NOTHING] module). Quote Link to post Share on other sites
Beale 19,414 Posted June 1, 2014 Author Share Posted June 1, 2014 The issue is that any part with>2 RESOURCEs0 MODULEswill have that bug. The solution is to add a dummy module (I prefer ModuleSAS), or use ModuleFixer (which adds a real dummy [does NOTHING] module).I see!This has fixed it, thanks! Quote Link to post Share on other sites
thunderstar 5 Posted June 2, 2014 Share Posted June 2, 2014 great parts, it really makes some nice station parts, the only problem i have is that i feel the torque too strong on the ship, i have to disable it so it doesn't spin around. aside from that its a wonderful mod Quote Link to post Share on other sites
Pockrtplanesairways 8 Posted June 4, 2014 Share Posted June 4, 2014 (edited) Ohhh, love this mod. Is the antenna based off of the Igla system? And does it serve a purpose? Also, the Polaris should seat 6 like the Fuji would have. Edited June 5, 2014 by Pockrtplanesairways Quote Link to post Share on other sites
Beale 19,414 Posted June 8, 2014 Author Share Posted June 8, 2014 (edited) The new version is up! I have totally re-done all the models and textures. Including a few more "stock" texture elements I think they're looking the real deal now.Balancing might still be off, I think they should both still be capable of their intended use.As always, feedback is very helpful, especially for balance (which I'm terrible at)!Thanks for all the support!I think next I'll work on some alternate colour schemes. Edited June 8, 2014 by Beale Quote Link to post Share on other sites
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