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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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38 minutes ago, RaiderMan said:

are those new thrusters I've seen you showing off included in this?

Sorry, unfortunately not.

 

Unrelated, I am working on somewhere to land the Fobos.... Phobos Hosbop

Zzoll9P.png

Edited by Beale
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2 minutes ago, TK-313 said:

@Beale, can I ask you how you achieved this? Because when I stage the fairing on my Salyut-7, it goes like this, and that's with solar panels moved inwards:

yAQPI5U.png?1

I am not sure to be honest, nothing special. Did you make the ejection force harder?

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9 hours ago, Beale said:

I am not sure to be honest, nothing special. Did you make the ejection force harder?

No, all as provided in the pack... And there seems to be a good clearance between the panels and the fairing:

jE8hgD5.jpg?1

UPD: Huh. So the ejection force was the issue. As soon as I set it to 50 instead of the stock 100, the solar panels more or less stopped falling apart.

Edited by TK-313
fixed typo
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41 minutes ago, TK-313 said:

UPD: Huh. So the ejection force was the issue. As soon as I set it to 50 instead of the stock 100, the solar panels more or less stopped falling apatr.

Aha, I would suggest much higher! 
I should update the default values, 500 provides better clearance usually.

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Meanwhile, fairing time!

Fairing patch for the FGB/TKS pod now includes the Salyut/Mir upper section:

@PART[Alniyat_Crew_1]:NEEDS[TantaresLV]
{
MODULE
{
	name = ModuleProceduralFairing
	
	nSides = 48
	nArcs = 2
	nCollidersPerXSection = 9
	TextureURL = TantaresLV/Parts/LLV/fairings_diff
	
	panelGrouping = 3
	pivot = 0,-0.0625,0
	axis = 0,-1,0
	
	baseRadius = 1.25
	maxRadius = 3
	capRadius = 0.15
	snapThreshold = 0.1
	
	xSectionHeightMin = 0.3
	xSectionHeightMax = 3
	
	edgeSlide = 0.15
	edgeWarp = 0.02
	noseTip = 0.5
	
	UnitAreaMass = 0.012
	UnitAreaCost = 12
	
	stagingToggleEnabledEditor = True
	stagingToggleEnabledFlight = False
	stagingEnableText = Fairing Not Staged
	stagingDisableText = Fairing Staged

	useClamshell = True
}
}

@PART[Eridani_Crew_1]:NEEDS[TantaresLV]
{
MODULE
{
	name = ModuleProceduralFairing
	
	nSides = 48
	nArcs = 2
	nCollidersPerXSection = 9
	TextureURL = TantaresLV/Parts/LLV/fairings_diff
	
	panelGrouping = 3
	pivot = 0,-1.25,0
	axis = 0,1,0
	
	baseRadius = 1.25
	maxRadius = 3
	capRadius = 0.15
	snapThreshold = 0.1
	
	xSectionHeightMin = 0.3
	xSectionHeightMax = 3
	
	edgeSlide = 0.15
	edgeWarp = 0.02
	noseTip = 0.5
	
	UnitAreaMass = 0.012
	UnitAreaCost = 12
	
	stagingToggleEnabledEditor = True
	stagingToggleEnabledFlight = False
	stagingEnableText = Fairing Not Staged
	stagingDisableText = Fairing Staged

	useClamshell = True
}
}

jNwu6Cp.jpg

Edited by TK-313
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Is there any chance you will add airlocks to crewed parts that don't have them?

It might look like nothing, but actually it is a big problem. You see, if you take a rescue contract, it can spawn any part that has space for one or more kerbal. You obviously need to use EVA to transfer the said kerbal to your rescue craft... I guess you see the problem. The only way to fix it is to edit your save.

 

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14 minutes ago, biohazard15 said:

Is there any chance you will add airlocks to crewed parts that don't have them?

It might look like nothing, but actually it is a big problem. You see, if you take a rescue contract, it can spawn any part that has space for one or more kerbal. You obviously need to use EVA to transfer the said kerbal to your rescue craft... I guess you see the problem. The only way to fix it is to edit your save.

 

That a problem with the stock contract rescue mission. The game don't check the part to see if the module have a hatch. For that really not a Tantares problem.

Solution:

- Use the "Klaw" to grap the part in flight and return on home.

- Use the Mod  [1.3.1] KSP Rescue Pod Validator

 

 

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6 hours ago, biohazard15 said:

Is there any chance you will add airlocks to crewed parts that don't have them?

It might look like nothing, but actually it is a big problem. You see, if you take a rescue contract, it can spawn any part that has space for one or more kerbal. You obviously need to use EVA to transfer the said kerbal to your rescue craft... I guess you see the problem. The only way to fix it is to edit your save.

 

The way I see it, that is great - it's a legitimate problem you must use your wits and ideas to solve, cargo bays, the claw, KIS attach a docking port, KIS attach an airlock.

Don't you agree?
 

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3 hours ago, LawnDartLeo said:

I know..nuts question... KSP 1.1.3... the versions to use for this particluar release are Tantares 36.0 and Tantares LV 17.0?

I have my reasons, flawed as they are.

 

Every day we stray further from god

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3 hours ago, ksp CCCP 1.3.9 said:

Lunokhod-1 

Add-on Discussions : A general discussion place for talk of all add-ons, and the place to request them.

Post a picture of what you want for the game, is not a good choice. Be happy with the existing part of Tantares Mod. All this stuff need a enormous mount of work.

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8 hours ago, ksp CCCP 1.3.9 said:

Lunokhod-1 
 

There's a nice way to do that...

Lunokhod and other landers etc are mostly outside the scope of Tantares as is but @akron is actively developing Coatl with an excellent Venera Spacecraft/Lander that fits perfectly on Beale's Proton and he has even stated an intention to make Lunokhod down the line

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1 hour ago, TheRedTom said:

There's a nice way to do that...

Lunokhod and other landers etc are mostly outside the scope of Tantares as is but @akron is actively developing Coatl with an excellent Venera Spacecraft/Lander that fits perfectly on Beale's Proton and he has even stated an intention to make Lunokhod down the line

Thank you for the mention.

I'll be working on Lunokhod-related hardware fairly soon

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Speaking of more parts to come, I remember this list from the days of old...

On 05.04.2017 at 9:55 PM, Beale said:

What are we lacking? Well: (Marked bold are questionable items).

  • Priroda (Have the basic FGB body, but missing the big antenna, a lot of science parts).
  • Kvant-1 (Still missing the tug).
  • Docking Module (A full MIR module on it's own right, but bundled in with the Progress parts).
  • Progress itself.
  • FGB RCS parts (They're kind of cool).
  • FGB cargo-bay to keep @tjsnh happy :wink: (And myself to be honest).  
  • FGB Radiator
  • Mir-2 Truss.
  • Mir-2 Poisk / Pirs.
  • Mir-2 Micro-modules (Progress based).
  • Mir-2 Mega solar array.
  • Mir-2 Solar concentrator.
  • Shorter monopropellant tanks.

And I'm super curious about how questionable the questionable Mir-2 parts are these days. Especially the solar concentrators. Because, well, they are cool.

Edited by TK-313
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On 13/02/2018 at 8:17 PM, LawnDartLeo said:

I know..nuts question... KSP 1.1.3... the versions to use for this particluar release are Tantares 36.0 and Tantares LV 17.0?

I have my reasons, flawed as they are.

I will look to find out which version exactly, but first, why 1.1.3?

4 hours ago, TK-313 said:

Speaking of more parts to come, I remember this list from the days of old...

And I'm super curious about how questionable the questionable Mir-2 parts are these days. Especially the solar concentrators. Because, well, they are cool.

3 hours ago, CobaltWolf said:

Are the MIR-2 Progress modules supposed to be Progress M2 based, like the Enterprise module for ISS?

http://www.russianspaceweb.com/progress.html

http://www.russianspaceweb.com/iss_enterprise.html

There are a few MIR-2 modules I am familiar with, but maybe more.
Many thanks for the link.

OtZJjVX.png

 

Right now I really need to fix the TKS parts / Proton, etc.

 

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