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tjsnh

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Posts posted by tjsnh

  1. 22 hours ago, Beale said:

    Naaah not gonna do sputnik 2, not really onboard with that given the history.

    Might do Object D or whatever, but there are also better probes incoming I think, stay tuned :wink: 

    Object D is kindof a PITA to make well using a nosecone part, would be a great addition.

    Doubly-so if it actually had those little panel doors on the side so you could hide a couple of "stock" science experiments (thermometer, barometer, those ones) inside. ;-)

  2. I've created a few updated contracts that work with this pack to add the new anomalies from 1.12 in, until/unless such time as the pack is officially updated.
    If you find any bugs in these, let me know - I just did a quick cheatthrough and they seem to work ok. The altitudes of the waypoints may need tweaking, direct message me any feedback/fixes.

    https://www.dropbox.com/s/m54h23ooqugfsk0/UpdatedAnomolies.zip?dl=0

    Just put the .cfg files in your GameData/ContractPacks/AnomalySurveyor directory. The contracts on Kerbin require you to reach space, and the ones beyond Kerbin require you to have orbited the respective body before becoming available. The contract rewards are modest/simple, mostly just pointing the way to the new goodies rather than giving some huge artificial funds/science boost.

     

  3. 2 hours ago, MashAndBangers said:

    VA capsule stuff

    FWIW, I've never had any issues with the Tantares VA capsule surviving re-entry. My standard re-entry profile of getting aps to about 30km works like a charm. At peak heat, the parachutes get a bit close to toasty but the capsule is still fine.

    (Not for nothing - this re-entry profile seems to be a "sweet spot" and works safely for just about every capsule/heatshield from every modpack I've tried, as well as the stock parts)

    gcjjsXy.png

  4. 11 minutes ago, DJ Reonic said:

    The N1 haas been completely redone. Any craft you have with the N1 would have to be rebuilt.

    Looks like the parts moved too and/or have new names. I wasn't able to find them at first ... one of the side effects of the incredible growth of Tantares :-)

    Also - HOLY SMOKES the new Venera parts are frickin amazing! I give @Beale the highest of fives!!

  5. So, I tried out the latest built off github (downloaded 8/2/2020 about mid-day). TantaresLV only.

    Current version of KSP 1.10.1.2939
    Only other mods are kspengineer-redux and modulemanager

    Some feedback :

    A few parts show up as untextured solid black, for example the fregat and blok-d tanks.

    The fairings seem to be working. Woot! I haven't tried nested layers of fairings or anything more advanced yet, just did a quick check to see if it let me build them.

    I dont know if you are using any new SFX, but the engine sounds on the NK engines of the N1 are amazing with the big clusters going off.

    The N-1 stack needs ... significant .. additional struts inside the inster-stage fairings, and outside of them as well. Just doing auto-strut results in either a quick collapse or VERY severe wobble. This screenshot shows the type of collapse I'm talking about, all parts are autostrut'ed to root-part. The 4th pane shows the extra internal struts I had to do to fix the problem (engines removed for visibility)
    8P2kihj.png

     

    My advice to all : Struts, more struts, then even MORE struts. :)

  6. On 2/10/2020 at 1:03 PM, Beale said:

    Tantares 21.0

    Well, here we are, (god-willing) the last ever Tantares update.

    @beale , I must say - thank you. Its bittersweet to know that there won't be regular updates, BUT - the silver lining is, I can now start a fresh career save and not feel pressured to "hurry" and get stuff done before new parts come out and I get the urge to start over. :-) You've contributed an enormous amount to this community, I hope you realize how much we all appreciate your hard work and dedication. I give you the highest of fives, good sir.

  7. In regards to the question of the Soyuz SM using LFO or Mono, just a thought.

    Consider the intended purpose of the part/engine. This is a service module for a small orbital craft, used for providing electrical power (with panels), maneuvering capability, and a retroburn. LFO engines are generally used in booster stages or when higher raw-thrust is needed (a landing thruster, for example). Having the Soyuz service module engine and RCS both use Mono has always felt right to me.

  8. 41 minutes ago, Beale said:

    Hold fire on this just yet, the parts have not been balanced (literally) yet. When finished the COM will be directly on the RCS mounting point.

     


    Thank you. This has long been a (very minor) gripe of mine with the SM, and I've always disabled its RCS ports in favor of using "regular" stand alone RCS parts placed accordingly in x4 symmetry. Looking forward to trying out the new parts in the next release :-)

  9. 20 hours ago, Beale said:

    I really need to know what you guys are doing on launch, could you take a video? Flying straight up and doing a sharper 45 turn at 10km up? a.k.a. KSPs old aerodynamic system.
    Not to be grumpy, but this problem always goes quiet when I start digging into how people are flying, vs. what they are flying :D

     

     

    I generally ascend vertically until reaching 300m/s (roughly, sometimes a little more or less) then start to slowly bank over to a 45degree inclined climb.

    Usually about 20 degrees into the bank, I get a "flip" where the R-7 stack does a somersault. After it does its flip, its usually recoverable, but without my weight fixes (or a seriously over-heavy payload) its unavoidable for me. I've tried with fins, without fins, different types of fairings, no fairing, banking slowly, banking quickly, etc etc. The CG ends up being just too low. The only fixes I've found are to reduce the weight of the strap-on boosters down to almost nothing (which makes the rocket even more OP with stock physics/planet) or to make the bulge tanks heavier (which has the added benefit of a mild nerf to the booster) - both of which shift the CG up a bit.

    Important note - when the flip happens, it doesn't tumble out of control ... it usually just does ONE uncontrollable flip , then reorients itself with some mild WASD inputs. This is before side-booster separation. My guess is that its due to the CG shifting relative to the length of the rocket as stage 1 burns fuel and that KSP's physics and/or aerodynamic model just handles that transition oddly for these parts.

  10. 13 hours ago, Fredde104 said:

    I need some help... no matter what i do, my soyuz always turns around mid-air and is impossible to launch without failure... what am i doing  wrong?? it has nothing to do with my other mods, as i have this issue even when only tantares is installed.. i have tried both mechjeb, gravity turn, and doing a manual gravity turn but it still keeps turning around when i reach about 200-300 m/s

    craft file: https://drive.google.com/open?id=1Puq3j6QbhCT6mo6usSz0vI-TMu7HuDB1

    I had/have the same problem for .. a long time. I've only been able to reliably solve the issue by editing the parts config files and dramatically increasing the weight of the upper "bulge" tanks to shift the center of gravity way up.

  11. 53 minutes ago, Fredde104 said:

    Im having game crash issues when buildning with the provided parts from this mod. Ive checked and double-checked the versions, and everything should be fine. It has worked for about two months since my last edit to Gamedata... 

    For your info, im using KSP 1.6.1 with tantares 16.0

    I sure hope its memory issues, but in case not, heres my output_log.

    Based on the log you linked, I don't think its Tantares.

    The error is being called by a windows file, not even a KSP file. Unity is crashing once it tries to access a windows system file, the most likely causes of that are memory issues (low ram? low video card ram?) or corrupted files, but if it was corrupted files you'd probably be having other problems.

    Try removing every parts mod EXCEPT Tantares, and see what happens.

    If it loads - then you're simply running out of memory.

  12. 37 minutes ago, TK-313 said:

    I'm sorry, but you're very wrong in naming that cylindrical part a pre-Vostok ship. The image you quote in the other topic shows a life support pod for two dogs that was installed in the place of the ejection seat on the Vostok unmanned prototypes (which actually were designated Ship-Satellite/Korabl-Sputnik as well as Sputnik-4, 5-1, 5, 6, 7-1, 9 and 10, to be exact. The "-1" numbers were used for failed missions to reserve the "clear" designation for successful ones. Weird, I know). All in all, this is very much a Vostok thing.

    Now, it might be implemented as an ejectable science bay coupled with an overgrown Vostok-shaped heatshield, but I'm not sure if it will be in @Beale's scope these days, now that KSP 2 is at our doorstep.

    You can just use modulemanager to add in probe core functionality, and science storage, to the desired part.
    I haven't updated it in .. too long .. but in my "Soviet Space Program" career total-conversion mod, the Vostok parts were usable unmanned using this method (and there were several 'contract' missions to launch them unmanned before manned)

     

  13. On 11/2/2019 at 12:14 PM, Beale said:

    Downward facing ski.

    Turns out this is actually required for the real LK-700 design.. But I will still keep the up folding version, you can choose what you want.

    7Z9LY7E.png

     


    Having both a fold-down, and fold-up, included in the next release would be incredible! This is going to fill an enormous missing-gap in the inventory of landing legs.

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