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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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Erhm, a small correction, it's not Vostok derived from spy satellites, it's the satellites who used Vostok platform.

Ah I see... oh well like I said I'm not one for realism anyway

Alternately to making the almach heavier and more capable one could also simply nerf everything to suit the weight.

@PART[Almach_Crew_A]
{

@crashTolerance = 7

@RESOURCE[MonoPropellant]
{
@amount = 5
@maxAmount = 5
}

@MODULE[ModuleReactionWheel]
{
@RESOURCE[ElectricCharge]
{
@rate = 0.3
}
}


@RESOURCE[ElectricCharge]
{
@amount = 10
@maxAmount = 10
}
}

Edited by passinglurker
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I'd love that! Excited about the new ATV too, I like your solution for the rear docking port.

Thanks!

I'm really happy people have 'encouraged' me not to abandon the idea, it's come about quite nice IMO.

Hi there Beale! Long time forum lurker just wanting to thank you for your mod. The one must have mod for any of my modded game files.

A tip of the hat to you sir!

A nice first post!

Very nice to hear, thanks :)

Erhm, a small correction, it's not Vostok derived from spy satellites, it's the satellites who used Vostok platform.

Yup, it was the key in getting approval from the Kremlin for the manned Vostok, the fact that it could be re-purposed as a spy satellite Zenit system, IIRC.

(Although I'm sure you know this already, I just like to regurgitate information)

Ah I see... oh well like I said I'm not one for realism anyway

Alternately to making the almach heavier and more capable one could also simply nerf everything to suit the weight.

@PART[Almach_Crew_A]
{

@crashTolerance = 7

@RESOURCE[MonoPropellant]
{
@amount = 5
@maxAmount = 5
}

@MODULE[ModuleReactionWheel]
{
@RESOURCE[ElectricCharge]
{
@rate = 0.3
}
}


@RESOURCE[ElectricCharge]
{
@amount = 10
@maxAmount = 10
}
}

I somewhat agree with some of these changes.

I'm a little wary of crash tolerances lower than 10 for manned capsules, That seems the kind of velocity -/+ that can be picked up purely through a glitchy landing.

The reaction wheel, could take a bit more juice, I agree :)

Edited by Beale
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I somewhat agree with some of these changes.

I'm a little wary of crash tolerances lower than 10 for manned capsules, That seems the kind of velocity -/+ that can be picked up purely through a glitchy landing.

The reaction wheel, could take a bit more juice, I agree :)

the thing is its lighter than the landercan which has a crash tollerance of 8 I'm not sure what sort of other non-crippling nerf you can take out on this pod to give you that sort of weight saving. whats the crash tolerance of kerbals? yuri style ejecting might become a thing

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Is there actually any way to cheapen parts as they get used more and more?

DangIt? I think has something like this.

the thing is its lighter than the landercan which has a crash tollerance of 8 I'm not sure what sort of other non-crippling nerf you can take out on this pod to give you that sort of weight saving. whats the crash tolerance of kerbals? yuri style ejecting might become a thing

A fair point, though usually the lander can is used with legs to touch down.

Looking at the stats, I fell a little dumb, I had no idea the Vostok capsule was as light as 0.45 T

Erm, maybe that should be higher to account for the stats it has. :sealed:

Crash tolerance is reduced to 15.

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DangIt? I think has something like this.

I think Dimovski meant like the more you launch craft containing certain parts, those parts get cheaper to launch in the future, representing building on hardware heritage. Which is a awesome idea that should totes be stock. (And speaking of DangIt!, the more you launch certain parts, the more the MTBF should increase! Reliability!)

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DangIt? I think has something like this.

A fair point, though usually the lander can is used with legs to touch down.

Looking at the stats, I fell a little dumb, I had no idea the Vostok capsule was as light as 0.45 T

Erm, maybe that should be higher to account for the stats it has. :sealed:

Crash tolerance is reduced to 15.

The Spud from HGR has some fairly balanced stats perhaps a cue could be taken from it?

PART
{


// --- general parameters ---
name = Spud
module = Part
author = Orion

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -0.76, 0.0, 0.0, 1.0, 0.0, 0
node_stack_top = 0.0, 0.55, 0.0, 0.0, 1.0, 0.0, 0
node_stack_bottom2 = 0.0, -0.54, 0.0, 0.0, 1.0, 0.0, 0

// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 800
category = Pods
subcategory = 0
title = HGR 5PUD-N1k "Spud" Command Pod
manufacturer = HGR
description = Combining the reentry capabilities of a capsule and the lightwieght construction of a lander, the 5PUD is a capable hybrid pod. While it does not excell at either role its versatility has carved a niche in fledgling space programs. The stayputnik was a major inspiration for the design.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.7
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 3400

CoMOffset = 0, -0.2, 0

vesselType = Ship

// --- internal setup ---
CrewCapacity = 1

INTERNAL
{
name = spud
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}
RESOURCE
{
name = ElectricCharge
amount = 50
maxAmount = 50
}
MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 4
YawTorque = 4
RollTorque = 4

RESOURCE
{
name = ElectricCharge
rate = 0.24
}
}

MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 1.3
}

RESOURCE
{
name = MonoPropellant
amount = 15
maxAmount = 15
}
MODULE
{
name = ModuleJettison
jettisonName = Shroud
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.5
jettisonForce = 15
jettisonDirection = 0 0 1

}

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I think Dimovski meant like the more you launch craft containing certain parts, those parts get cheaper to launch in the future, representing building on hardware heritage. Which is a awesome idea that should totes be stock. (And speaking of DangIt!, the more you launch certain parts, the more the MTBF should increase! Reliability!)

Exactly what I meant!

The possibilities would be endless... There'd be a point in not changing every single rocket engine for a marginally better one, finnaly! Someone should really implement such a plug-in.

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The Spud from HGR has some fairly balanced stats perhaps a cue could be taken from it?

PART
{


// --- general parameters ---
name = Spud
module = Part
author = Orion

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -0.76, 0.0, 0.0, 1.0, 0.0, 0
node_stack_top = 0.0, 0.55, 0.0, 0.0, 1.0, 0.0, 0
node_stack_bottom2 = 0.0, -0.54, 0.0, 0.0, 1.0, 0.0, 0

// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 800
category = Pods
subcategory = 0
title = HGR 5PUD-N1k "Spud" Command Pod
manufacturer = HGR
description = Combining the reentry capabilities of a capsule and the lightwieght construction of a lander, the 5PUD is a capable hybrid pod. While it does not excell at either role its versatility has carved a niche in fledgling space programs. The stayputnik was a major inspiration for the design.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.7
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 3400

CoMOffset = 0, -0.2, 0

vesselType = Ship

// --- internal setup ---
CrewCapacity = 1

INTERNAL
{
name = spud
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}
RESOURCE
{
name = ElectricCharge
amount = 50
maxAmount = 50
}
MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 4
YawTorque = 4
RollTorque = 4

RESOURCE
{
name = ElectricCharge
rate = 0.24
}
}

MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 1.3
}

RESOURCE
{
name = MonoPropellant
amount = 15
maxAmount = 15
}
MODULE
{
name = ModuleJettison
jettisonName = Shroud
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.5
jettisonForce = 15
jettisonDirection = 0 0 1

}

Interesting there.

I don't want to steal the numbers, but I think OrionKermin is right here in these stats.

I'll have to see if the basic TLV (With only small Vostok upper stage) is still capable of

delivering Vostok to orbit with increased weight.

ATV is lookin rad

Thanks! :)

Exactly what I meant!

The possibilities would be endless... There'd be a point in not changing every single rocket engine for a marginally better one, finnaly! Someone should really implement such a plug-in.

Ah, I get you.

Yes, I am suprised this isn't a thing yet.

Tutorial Series

So, this is the beginning of the little tutorial series.

People can get a better idea if this is something they would like (The style of writing).

LINK

img_018.png?_subject_uid=346328960&w=AAACa-EJr4e89SJNXzJTKpJhYutfp_1XYRMe3lvI4mZg-A

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Tutorial Series

So, this is the beginning of the little tutorial series.

People can get a better idea if this is something they would like (The style of writing).

LINK

https://dl-web.dropbox.com/get/Tutorial/img_018.png?_subject_uid=346328960&w=AAACa-EJr4e89SJNXzJTKpJhYutfp_1XYRMe3lvI4mZg-A

Nice tutorial, without any previous modelling experience l still found it very easy to follow. I may have to try it myself sometime!

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Nice tutorial, without any previous modelling experience l still found it very easy to follow. I may have to try it myself sometime!

Very glad you like it!

It's been updated with the nozzle section, for any interested.

Need to write the section on UV-unwrapping now.

This is quite fun. :)

Edited by Beale
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Could you please please make gemini capsule? (with opening wings @ reentery if can!)

I think it already was on FASA or HGR? Yeah, It would be nice to have a huge universal mega pack (one day Tantares will have everything in it and will overwhelm and conquer stock game! MWA-HA-HA! *more evil laughter*), but it has it's own style, and I'm not sure Gemini will fit in it.

Also, Beale, can we have the TKS 1.875m adapters to have fuel crossfeed by default?

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I think it already was on FASA or HGR? Yeah, It would be nice to have a huge universal mega pack (one day Tantares will have everything in it and will overwhelm and conquer stock game! MWA-HA-HA! *more evil laughter*), but it has it's own style, and I'm not sure Gemini will fit in it.

Also, Beale, can we have the TKS 1.875m adapters to have fuel crossfeed by default?

Pff, he will make his own game at one point... with ... and blackjack errr, I meant, SRBs and nuclear reactors. Yeah, you didn't hear anything before that.

*Jumps into the forest before the mods see him*

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Could you please please make gemini capsule? (with opening wings @ reentery if can!)

Niemand303 has it right, I would recommend HGR or FASA for that.

Myself, I do not think a Gemini is something I will do.

Also, Beale, can we have the TKS 1.875m adapters to have fuel crossfeed by default?

Sure :)

Great tutorial. Pretty easy and straightforward. However, I'd like to note one thing: There are people out there that only have one or two mouse buttons, (including me) so you should update the tutorial to include that.

Thanks for the feedback :)

I'll add an aside for users with mice like yourself.

Realistically, you will need a middle mouse button to work effectively

but, the middle mouse button can be rebound to a button on the keyboard if you wish.

Pff, he will make his own game at one point...

Funny you should say, I am! :wink:

Although, it is purely for my dissertation.

7306a60239.png

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Ok, so I made my first launch of my new career save:

http://i.imgur.com/HgWsxCu.png

History made! But, later, I moved Jeb to the Orbital Module, and when I did the deorbit burn 2 orbits later from launch, I forgot to move Jeb back. This is my (failed) rescue attempt:

http://i.imgur.com/TNjmjtR.png

R.I.P. Jebediah Kerman (?-12/21/2014)

Cool mission!

Poor Jeb :(

May I request realchutes support? I quite like RealChutes, but the Tantares parachutes do not support it.

It absolutely should have RealChutes support.

Are you using the latest version?

Part 2 of the modding tutorial is up!

Learn how to UV-Unwrap the engine model made in part 1, ready for texturing!

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