Beale

[1.7.X] Tantares - Stockalike Soyuz and MIR [18.0][14/07/2019]

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Custom Tantares.DLL to change control orientation of a part? Who knooows.....

Glad you liked it! :cool:

But... The .dll will break your stockalikeness rule! And, of course, it will be hard to update with every new version.

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Glad you liked it! :cool:

But... The .dll will break your stockalikeness rule! And, of course, it will be hard to update with every new version.

Yes, I doubt I would do that, really.

I think the current-workaround (With RPM and docking ports) Is all that can be done. I don't want to break people's saves.

Edited by Beale

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The ATV is moving towards 'completion' and being in the game.

Any thoughts on the amount of Shiny? :)

44b486ac4b.jpg

e323a9371b.jpg

50af0e833a.jpg

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Well, crunch time is over. Thankfully.

Perhaps I can get back to modding, now.

http://puu.sh/dAVkd/afc70cd7bc.jpg

Lookin' tight, Beale! Bomoo seal of approval.

The ATV is moving towards 'completion' and being in the game.

Any thoughts on the amount of Shiny? :)

http://puu.sh/dB8eD/44b486ac4b.jpg

http://puu.sh/dB8lt/e323a9371b.jpg

http://puu.sh/dB8mZ/50af0e833a.jpg

Hmm, maybe a little less Shiny on the main trunk and fuel section, and a tiny bit more on the engine cluster part? If you ask me. But it's often hard to tell when it's not in-game. Either way good work, dude. Are you intending for this to be an alternative main trunk for your unmanned ATV, or a replacement?

Edited by Bomoo

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Lookin' tight, Beale! Bomoo seal of approval.

Hmm, maybe a little less Shiny on the main trunk and fuel section, and a tiny bit more on the engine cluster part? If you ask me. But it's often hard to tell when it's not in-game. Either way good work, dude. Are you intending for this to be an alternative main trunk for your unmanned ATV, or a replacement?

In-game, perhaps more clear of style :)

This is a replacement, still un-manned, it just has windows now (and can support stoaways).

5770ec641c.jpg

f267e05aa7.jpg

2c5816ce7e.jpg

e02668fabd.jpg

Edited by Beale

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Looks excellent! I agree with Bomoo. Maybe a little of that trunk area shininess on the engine cluster. Is the engine getting any balance changes? I know it's always felt fairly weak, whether or not it's by design.

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Looks excellent! I agree with Bomoo. Maybe a little of that trunk area shininess on the engine cluster. Is the engine getting any balance changes? I know it's always felt fairly weak, whether or not it's by design.

Okay, somewhat downplayed the specularity! :)

Engine stats are unchanged, I feel 50KN is right, but if people have suggestions, I am all ears.

2a835392e4.jpg

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Okay, somewhat downplayed the specularity! :)

Engine stats are unchanged, I feel 50KN is right, but if people have suggestions, I am all ears.

http://puu.sh/dBheM/2a835392e4.jpg

Looks great! And I like that without the front docking adapter it fits 1.25m ports.

As an aside, until I downloaded your mod I had never realized how huge the ATV was, or perhaps how tiny the Cygnus is...

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Okay, somewhat downplayed the specularity! :)

Engine stats are unchanged, I feel 50KN is right, but if people have suggestions, I am all ears.

http://puu.sh/dBheM/2a835392e4.jpg

I think the engines are fine; this isn't a high performance spaceship anyways.

Looks great!

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Where is the rear docking port on the ATV engines, like in the older version? Or is this a new vehicle?

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Where is the rear docking port on the ATV engines, like in the older version? Or is this a new vehicle?

Beale said a few pages back that he was dropping it to streamline the model a bit, and since it didn't seem like many people used it anyway. *shrug*

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May I kindly request a Libra RCS unit which has the same "plate" size on each end? Currently I have to use a half scale one for an advanced Vostok version... and it looks rather ugly with a kontakt-probe on top, and an oversized tavio LES on top of the kontakt docking system.

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Can ATV fit in MK3 cargo bays? It's a little wider than 2.5m, but it would be cool to use the cargo bit as MPLM! (It's based on the same hardware)

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Can ATV fit in MK3 cargo bays? It's a little wider than 2.5m, but it would be cool to use the cargo bit as MPLM! (It's based on the same hardware)

You can try it out with existing one, it is basically the same size as the future overhaul, as I can understand. :)

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Beale said a few pages back that he was dropping it to streamline the model a bit, and since it didn't seem like many people used it anyway. *shrug*

That sucks. I liked it a lot. I'll be keeping the old model then.

On a completely different note: Adaptive Docking Node now has support for gendered docking ports. I whipped up a quick MM config that activates it. Already did a test with a TST female and male docking node. Female-male works, female-female doesn't. Here's the code. I release it in the public domain, so do with it what you wish:

@PART[Tantares_Port_A]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = male
}
}

@PART[Tantares_Port_B]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = female
}
}

@PART[Vega_Port_A]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = male
}
}

@PART[Agena_Port_A]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = male
}
}

Edited by CaptRobau

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As an aside, until I downloaded your mod I had never realized how huge the ATV was, or perhaps how tiny the Cygnus is...

IRL the Cygnus is almost as big as the ATV! :)

I basically have shrunk it to have a tiny supply vehicle to compliment medium (Progress) and large (ATV).

I think the engines are fine; this isn't a high performance spaceship anyways.

Looks great!

Thanks!

I think, maybe the engine ISP is a bit measly. It goes no higher than 290 IIRC.

Where is the rear docking port on the ATV engines, like in the older version? Or is this a new vehicle?

Yes, as other have said, I scrapped it for a few reasons:

  • Old design prevented the engine having a fairing.
  • It's arguable, but the previous engine could be considered ugly, if the rear port wasn't used.
  • Newer ATV is 'sort of' trying to be closer to the real one (Okay, the windows are a liberty), the docking tunnel was never utilised on the real ATV, though there was space for it with toroidal fuel tank.

Previous versions are now readily available from kerbal stuff :) , I would rename the part and folder Capella_Engine_CaptRobau for example, to keep it alongside the newer model.

Awesome ATV! Can't wait to have it on my space station! :)

Testing that MovieTime mod in 0.90 with Alexey Kerbonov:

http://cs14111.vk.me/c625131/v625131511/f450/2RtDLvnuMLI.jpg

Thanks!

Awesome mod from the look of it, I must try.

Can ATV fit in MK3 cargo bays? It's a little wider than 2.5m, but it would be cool to use the cargo bit as MPLM! (It's based on the same hardware)

Maaybe... Don't take my word for it.

ATV is 2.75M, for exact size :)

On a completely different note: Adaptive Docking Node now has support for gendered docking ports. I whipped up a quick MM config that activates it. Already did a test with a TST female and male docking node. Female-male works, female-female doesn't. Here's the code. I release it in the public domain, so do with it what you wish:

@PART[Tantares_Port_A]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = male
}
}

@PART[Tantares_Port_B]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = female
}
}

@PART[Vega_Port_A]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = male
}
}

@PART[Agena_Port_A]:NEEDS[AdaptiveDockingNode]:AFTER[AdaptiveDockingNode]
{
@MODULE[ModuleAdaptiveDockingNode]
{
Gender = male
}
}

That is interesting! I think I will include this, if people want docking ports that follow actual rules! :)

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Per my earlier post about cost tweaks, just undertook a big project and re-evaluated costs and entryCost for almost every part in this mod and LV mod. Found that almost all the parts are WAY under priced to the point that it completely throws off balance (eg. the Proton LV is less than half the cost of a stock LV with similar dV). Some parts are also weirdly balanced, with stock, like the decouplers which are either wildly better or wildly worse. Also, every part had the same entryCost and cost. entryCost now matters, and in stock is usually 2-5x the actual cost.

Good news is, I worked all day to redo everything so that it is similar to stock and IMHO well balanced with it. For example, some components that are inferior have a much lower entryCost and cost. I tweaked the weight of the LV pack decouplers to balance with stock, and I also moved around 1 or two parts in the tech tree because I found them to make for better gamplay at a different tech node. eg. the engine/generator/LFO tank peice is in general rocketry (with a rather spendy purchase cost). This allows it to be used for early mun or minmus missions when the player hasn't yet researched solar panels! It played well when I tested it out in my new game on hard.

Anyways, here is the whole huge cfg. I'd be honored if it was implemented in some way! :)



@PART[Almach_Engine_A]
{


@entryCost= 600
}


@PART[Almach_Mono_A]
{
@entryCost= 400
@cost= 100
}


@PART[Almach_Decoupler_A]
{


@entryCost= 400
@cost= 100
}


@PART[Tantares_Separator_A]
{


@entryCost= 600
@cost= 300
}




@PART[Alnair_Separator_A]
{
@TechRequired = generalRocketry
@entryCost= 600
@cost= 250
}


@PART[Almach_RCS_A]
{
@TechRequired = stability
@mass= .05
@entryCost= 1000
@cost= 400
}


@PART[Pollux_Engine_A]
{


@entryCost= 1200
@cost= 600
}


@PART[Tantares_Engine_A]
{


@entryCost= 4050
@cost= 1350
}


@PART[Tantares_Parachute_A]
{


@entryCost= 2800
@cost= 700
}


@PART[Vega_Engine_A]
{


@entryCost= 4800
@cost= 1200
}


@PART[Alnair_Engine_A]
{
@TechRequired = generalRocketry
@entryCost= 2500
@cost= 1100
}


@PART[Alnair_Engine_B]
{


@entryCost= 4800
@cost= 700
}


@PART[Tantares_Crew_A]
{


@entryCost= 3500
@cost= 1000
}


@PART[Tantares_Orbital_A]
{


@entryCost= 1000
@cost= 400
}


@PART[Pollux_Control_A]
{
@TechRequired = advFlightControl
@entryCost= 2800
@cost= 500
}




@PART[Tantares_Engine_B]
{
@TechRequired = advRocketry
@entryCost= 12000
@cost= 2350
}


@PART[Tantares_RCS_A]
{


@entryCost= 4500
@cost= 600
}


@PART[Vega_Mono_A]
{
@entryCost= 3000
@cost= 115
}


@PART[Agena_RCS_A]
{
@entryCost= 3000
@cost= 215
}


@PART[Pollux_RCS_A]
{
@entryCost= 3600
@cost= 500
}


@PART[Agena_Control_A]
{
@entryCost= 3600
}


@PART[Agena_Solar_A]
{
@entryCost= 1300
@cost= 150
}


@PART[Pollux_Solar_A]
{
@entryCost= 1300
@cost= 150
}


@PART[Capella_Engine_A]
{
@entryCost= 1600
@cost= 600
}




@PART[Libra_Crew_A]
{
@entryCost= 3000

}


@PART[Libra_Engine_A]
{
@entryCost= 4200
@cost= 1200
}


@PART[Libra_Structure_A]
{
@entryCost= 1100

}


@PART[Libra_RCS_A]
{
@entryCost= 2000
@cost= 400
}


@PART[Vega_Node_B]
{
@entryCost= 3000
@cost= 450
}


@PART[Vega_Port_A]
{
@entryCost= 1500
@cost= 150
}


@PART[Tantares_Port_A]
{
@entryCost= 1500
@cost= 150
}


@PART[Tantares_Port_B]
{
@entryCost= 1500
@cost= 150
}


@PART[Agena_Port_A]
{
@entryCost= 1000
@cost= 100
}




@PART[Alnair_Mono_A]
{
@entryCost= 2400
@cost= 800
}


@PART[Alnair_Crew_A]
{
@entryCost= 5200
}


@PART[Alnair_Parachute_A]
{
@entryCost= 2400
@cost= 700
}


@PART[Alnair_Orbital_B]
{
@entryCost= 3500
}


@PART[Vega_Structure_A]
{
@entryCost= 1000
@cost= 100
}


@PART[Vega_Structure_B]
{
@entryCost= 1000
@cost= 100
}


@PART[Alnair_Cargo_A]
{
@entryCost= 8800
}


@PART[Capella_Control_A]
{
@entryCost= 10200
}


@PART[Capella_Mono_A]
{
@entryCost = 11000
@cost = 1300
}


@PART[Capella_Structure_A]
{
@entryCost= 1000
@cost= 150
}


@PART[Castor_Engine_A]
{
@entryCost= 18000
}




@PART[Castor_Extractor_A]
{
@entryCost= 20000
}


@PART[Vega_Crew_D]
{


@entrycost= 7000
@cost= 2000
}


@PART[Alnair_Orbital_C]
{


@entrycost= 12400
@cost= 4000
}


@PART[Tantares_Orbital_B]
{
@entrycost= 4500
@cost= 1000
}


@PART[Alnair_Orbital_A]
{
@entrycost= 9000
@cost= 1500
}



@PART[Vega_Crew_A]
{
@entrycost= 6500
@cost= 2000
}




@PART[Vega_Crew_B]
{
@entrycost= 6500
@cost= 2000
}


@PART[Vega_Crew_C]
{
@entrycost= 7000
@cost= 2000
}

And the LV tweaks:



@PART[TLV_Engine_A]
{


@entrycost= 4000
@cost= 1000
}


@PART[TLV_Engine_B]
{


@entrycost= 5000
@cost= 1200
}


@PART[TLV_LFO_A]
{


@entrycost= 9600
@cost= 3200
}


@PART[TLV_LFO_B]
{


@entrycost= 7200
@cost= 2400
}


@PART[TLV_LFO_C]
{


@entrycost= 5760
@cost= 1920
}


@PART[TLV_LFO_D]
{


@entrycost= 4800
@cost= 1600
}


@PART[TLV_Decoupler_A]
{
@TechRequired = generalConstruction
@entryCost= 1500
@cost= 500
}


@PART[TLV_Decoupler_B]
{
@mass= .5
@TechRequired = generalConstruction
@entryCost= 4200
@cost= 800
}


@PART[ALV_Engine_A]
{


@entrycost= 115000
@cost= 45000
}


@PART[ALV_LFO_A]
{


@entryCost = 24200
@cost = 12800
}


@PART[ALV_LFO_B]
{


@entryCost = 8200
@cost = 3200
}




@PART[ALV_Engine_B]
{


@entrycost= 13500
@cost= 4500
}




@PART[ALV_Engine_C]
{


@entrycost= 10500
@cost= 3500
}


@PART[TLV_Decoupler_A]
{
@TechRequired = generalConstruction
@entryCost= 1500
@cost= 500
}


@PART[TLV_Decoupler_B]
{
@mass= .5
@TechRequired = generalConstruction
@entryCost= 4200
@cost= 800
}

Edited by Businfu

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Yes, as other have said, I scrapped it for a few reasons:

  • Old design prevented the engine having a fairing.
  • It's arguable, but the previous engine could be considered ugly, if the rear port wasn't used.
  • Newer ATV is 'sort of' trying to be closer to the real one (Okay, the windows are a liberty), the docking tunnel was never utilised on the real ATV, though there was space for it with toroidal fuel tank.

Pretty much all of those problems can be solved by making it like the stock shielded or inline docking ports instead. Since the docking point is not tied to a bottom node you can have a fairing and deployable hatch covers of some sort can hide the perceived ugliness. Plus some people might want to recreate the MSS concept...

Cargo_Ascent_and_Return_Vehicle_docked_to_the_ISS.jpg

of course if that was the case we'd need a lab version...

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Just to throw it out there, can anyone (or does anyone want to) figure out how to make Tantares work with AntennaRange? It's a really great little mod that adds basic antenna range and relay. Personally I like it because it's sort of a simplified stockalike version of RemoteTech.

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IRL the Cygnus is almost as big as the ATV! :)

I basically have shrunk it to have a tiny supply vehicle to compliment medium (Progress) and large (ATV).

Actually, your models aren't far off! The current Cygnus is 3.66m long (EDIT: Another place Wikipedia is saying 5m...), and the ATV is 10.3m. (At least, according to wikipedia...)

And Progress is 7 something meters, so... you're perfect!

Some interesting photos to give a sense of interior scale:

cygnus_loading1.jpg

Crew_in_ATV_with_Jules_Verne_manuscript.jpg

Edited by Kitworks

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I have been on a hiatus from KSP for a little while and just recently got back into playing. I just want to post a great big thank you for building a Vostok and it's accompanying rocket! I also think it's awesome you're willing to listen to the forums and use my ideas (the Vostok itself and *apparently* integrating with station science. Before I felt the need to use HGR (for the spherical capsule), Bobcat's rockets (for the Soyuz), and Tantares (because it was awesome). Now, I only have to download Tantares!

The other two mods were good, but annoyed me for various reasons. Bobcat was getting old and hadn't been updated, besides being somewhat proprietary. HGR had its own obnoxious scale (1.65 meters or something) and seriously OP rockets.

So, again, thanks for all your hard work! Mod makers don't get enough praise, I think.

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Just to throw it out there, can anyone (or does anyone want to) figure out how to make Tantares work with AntennaRange? It's a really great little mod that adds basic antenna range and relay. Personally I like it because it's sort of a simplified stockalike version of RemoteTech.

I'm not a pro at modding but I just did a similar thing with InterstellarIS and a whole cost overhaul a few posts back. Antenna range is next on my list. I'll be sure to post anything I can get done:D

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I just downloaded the new ProceduralFairings. I see it has added "optional manual fairing shape controls." I'm gonna check that out as soon as I get my KSP to work right again after another update. I'll go see if the Tavio craft fairings I made could use some reshaping from this update.

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