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tjsnh

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Everything posted by tjsnh

  1. Did TantaresLV get an update for 1.04 as well? My 1.02-era R-7 style boosters feel a LOT more powerful lately.
  2. Update posted for the latest Tantares version, also made a few minor tweaks (such as the Proton engine cost) based on user feedback. Future updates will probably be within a day or so of Tantares or TantaresLV updates, or as-needed for balance tweaks/etc.
  3. Just going to throw a couple of random, but apropos, thoughts out onto the table: The vostok redux looks absolutely amazing. The existing vostok is really the only thing in the tantares pack that I didn't really like, and it was mostly due to the decoupler for the capsule. The prototype screenshots youve posted look incredible and I can't wait to try them out. The "big-g", is one of only three things I'm missing to release a "nasa total conversion" equivalent to my "soviet space program total conversion" mod. The other two are a two-bell 2.5m engine to use as a titan II , and the third is something to use as the "Langley" lunar lander, a light 1-man lander that was designed as a possible companion to a lunar gemini mission. If the big-g is released, a two-bell engine can be made without looking too horrible from stock parts or added to tantaresLV, and I can find a good way to make the langley out of the command-chair and have it fit in the tantares TKS 1.875m cargo bay (so far, it's been incredibly difficult), I'll be able to get that nasa total conversion released and have it ONLY depend on tantares/tantaresLV and omsk (for the redstone and early atlas) instead of needing to pull in fasa. I guess what I'm getting at is - a huge enormous "thank you" , as your incredible talent and work on this mod not only stands out in it's own right, but it enables others in the community to release related projects. Again - the highest of fives.
  4. I am sending you the highest of fives for that big-g ! Can't wait! (The only catch will be to make sure the part for gemini's parachute has enough ... parachute-ness ... to safely land the gemini with the extra attachment.)
  5. A door could be as simplistic as a visual texture-only rectangle just below the existing gemini door on the outside. (Similar to what you did with earlier versions of the soyuz orbital module that had the square hatches) The only reason I even suggest a door is to have a clickable "hatch" for in-flight crew transfers, a place for kerbals to spawn if sent EVA, and so on - KSP gameplay centric user interface needs. If there was some way to "link" the part to the gemini capsule - or to have it augment the gemini with extra seats when it was attached - this would be a non-issue, but sadly nothing like that is implemented in KSP yet. But even if it has no crew capacity, please for the love of yeast include that part you teased a few pages ago in the next release It would be perfect to use as a big-g (even without extra crew members) to add battery capacity, more monoprop, etc.
  6. In regards to the engine/decoupler for gemini - consider having a small, THIN, gemini-centric heatshield part with the built-in decoupler like your other heat shields have. It might simplify things a bit. Also, looking forward to the gemini being black. In regards to various Titan II comments - having a 2.5m dual-bell engine (that doesn't look like it's from an Atlas) would make things pretty easy, even using existing stock tanks or even the proton tanks. In regards to the "big-g" part you teased : That would be a highly welcomed addition! It would make a nice visually-appropriate 1.875-2.5m size adapter for the gemini. Consider adding a door onto it so it could be used to store an extra kerbal or three the way the IRL "big-g" was supposed to. It would just be BEGGING to be sent up with the stock science lab :
  7. Great, thanks folks. This will give me something to experiment with this evening and see if I can get a process down for doing these conversions (I have several thousand to do - my hope is to make a spreadsheet or code up a simple C app to do the math for me once I have a process sorted out that will give me at least semi-accurate conversions)
  8. Thank you! Great explanation. So for an orbit with Apo 600, peri 200, the SMA will be 1000000 ? There are a lot of values that could add up to an SMA of 1000000, how will the game determine the aps/peri from that? Or is that where LPE comes in? (and if so, anyone how to extrapolate it? I'm not scared of the math if needed) (LAN, MNA won't be important) Hyperedit gives the REF value for the bodies, so that's easy to extract.
  9. The data I have is all ASL as-presented in game/stock currently - but I could convert them to being from Kerbin's center of mass with basic arithmetic. I run into some confusion with the Semi-Major Axis. The explanations I've seen on how to calculate it all end up with circular orbits as they only measure one vector to the periaps, so I must be missing something. - - - Updated - - - Any other mods or add-ons that make this simpler?
  10. So I've got a project I'm working on and need some conversion assistance. Long story short - custom contracts to put things in specific orbits. In order to get the orbital profiles to show up in the big-picture "M" view I need to define them in the following format: (This is just some example data) SMA = 1449999.99996286 ECC = 1.07570816555399E-05 INC = 0 LPE = 270.690311604893 LAN = 1.93635924563296 MNA = 1.55872660382504 EPH = 31.3999999999994 REF = 1 Which, I believe, is how the save file stores them? What I have now for the orbits (which I have on paper) is more basic : Apo 200km Peri 640km Incl 13 Ecc 0.04 Most of the other values (like where over the body the periaps is, etc) are unimportant for my purposes. I've had a small amount of luck using hyperedit (as suggested by nightinggale), which can at least print these values out for me on the screen, but I haven't had a lot of luck figuring out how to plug simple aps/peri/inc/ecc info into hyperedit to throw something into that specific orbit THEN get the more verbose stats. I realize hyperedit might not have that capability. Anyone have any advice on the best way to do this sort of conversion?
  11. Ah neat, I've never touched hyperedit, sounds like it's time to try it out.
  12. Looking in the documentation here https://github.com/jrossignol/ContractConfigurator/wiki/Behaviours#orbitgenerator Is there anywhere that translates the orbit definition into a more human readable form? This looks like it's how orbits are stored in the save file (?) and I'm not quite sure what I'm looking at. For example, the SMA = 1449999.99996286 ECC = 1.07570816555399E-05 INC = 0 LPE = 270.690311604893 LAN = 1.93635924563296 MNA = 1.55872660382504 EPH = 31.3999999999994 REF = 1 I suspect SMA is semi-major axis, and ECC is eccentricity, and INC is inclination - but I'm not sure what the others are or how to convert an orbit from peri/aps/incl into that format. Any insight?
  13. Ok, I'll give that a shot - I didnt even think to do it that way.
  14. So, question. I'm playing with making contracts to enter specific orbits. For example: PARAMETER { name = Orbit1 type = Orbit targetBody = Kerbin minApA = 160000 maxApA = 165000 minPeA = 700000 maxPeA = 710000 minEccentricity = 0.05 maxEccentricity = 0.055 minInclination = 62 maxInclination = 68 title = Orbit1 disableOnStateChange = true } Is there anything I can do to get the orbital path to show up in the "M" zoomed out map view like it does for other "place a sat in X orbit" stock contracts? Or is that not implemented for custom ones?
  15. Anyone know of a mod that simply increases the quantity of contracts you can have at one time in career mode? (for example, doubles the max # for each "level" of building) I've been poking around for a bit and I can't find anything that does this. Any thoughts?
  16. I use the tiny light grey tantares monoprop engine (POL I think? Im not on my KSP comp and cant double check the name) as the mercury retro engine, and for the cap I usually just stick a tiny-radius battery on top between the capsule and chute. (assuming using the mk1 pod)
  17. Noted, I'll have a look and see if I can get it balanced out. Most of the part costs are unchanged from the "stock" Tantares costs, and it's absolutely worth a balance sweep.
  18. Minor update posted, fixed a couple of typos (one of which was causing the vostok chute to be unavailable).
  19. I've been thinking along those lines actually, might move the small battery further down. I already moved the first fuel cell down, might push it down further. - - - Updated - - - I noticed this just now, will be fixed in the first patch. - - - Updated - - - The tech tree is the stock KSP tree - but I've moved a few (just a few) of the stock parts around on it, and moved most of the Tantares/TantaresLV parts around to make a more clear/consistent progression. For example, on the rocketry side one of the techs gives you most of the Proton rocket parts - another gives you most of the N1 parts, etc etc, rather than having one tech give you 30 tanks and engines. On the science/pods side of the tree, I swapped around quite a bit. For example, getting the basic folding solar panels for the Soyuz (named Koyuz in the pack) is no longer 8 techs away from getting the Soyuz crew capsule. For renames most of the tanks are in SL-X-Y format. For example, the top stage of the soyuz booster is SL-4-C , the bottom stage of the N1 is SL-15-A , and so on with a few minor exceptions for booster systems that have more than one upper stage etc. The crewed systems are all renamed to be more kerbaly, Voskot , Koyuz, TKS is now Aurora, etc. The engines are mostly renamed to match their RD-XXX series counterparts. KD-108 , KD-33x8 Cluster, etc etc. Parts are also "manufactured by" the corresponding OKB where possible. I've studied the soviet space program quite a bit, long before KSP even, and when I've renamed something I've tried to give it a name that had some reference to the "real" system, even if a few are a little obscure. Keep any suggestions coming, this is a live project.
  20. So here's a serious question - trying to land something like these on Eve , how do you handle entry heating?
  21. It'll be updated over time as more goodies get added to Tantares, and probably balance adjustments once I get some feedback from folks. (What is balanced for one person, isn't always whats balanced for everyone else, etc etc.)
  22. Thanks for the reminder, Re: License. My Advanced Progression Contracts mod is complementary, and goes well with this "makeover" for career mode. The link is in my sig. Originally, APC included the Soviet OKBs as "agencies" and the contracts were given out by them, but I decided to release ACP to be more stock friendly, and included the agencies here. Eventually THIS mod pack will be expanded to include new and replacement artwork, I may do a patch against ACP to change the mission text and contracting agents, etc etc. It'll be expanded over time, and updated as new things are added to the Tantares parts packs.
  23. Uploaded a new Tantares-Dependent mod: Converts career-mode into a re-balanced Soviet Space Program. forum.kerbalspaceprogram.com/threads/125286-Soviet-Space-Program-career-mode-total-conversion I've been using this setup myself for career mode for a while now, figured others might enjoy the diversion to "the other side".
  24. Convert a NEW stock career-mode into the Soviet Space Program! Total Revamp to V1.3 - SAVE BREAKING UPDATE DOWNLOAD HERE Original Content is released under Creative Commons: CC BY-NC-SA 4.0 This mod uses several parts packs along with custom content to transform your stock career mode into the Soviet space program. Give the underdogs of the space-race a second chance! Some stock parts which don't "fit" well with the Soviet-theme are removed (the Mk1 Pod, mercury look-alike, for example) and almost all of the Tantares parts are renamed, re-arranged on the tech tree, or modified in some other way. Rockets tanks are grouped logically by their SL codename# for easy reference, and subassembly parts are included for the major launchers. VAB ships are also included for the major crew pods. Adds custom flags (including lettering of Soviet shuttle names) and agencies. Also, a placeholder IVA is added to crewed parts which currently lack one (the "hitchhiker storage" IVA is used as the placeholder) Requires: Tantares & Tantares LV , AB Launchers, Contract Configurator, Module Manager, Additional Progression Contracts , MonkeyBusiness Retro (you don't need it's dependencies) , FireSpitter DLL only Optional but suggested: Near Future Electrical (currently busted, but will start working as soon as it's update lands), EVA Parachutes (Vostok can be a bit tricky to land...), Kosmodrome and Kerbal Konstructs (dont use the KK bundled with Kosmodrome, use the main mod linked here), Kerbal Planetary Base Systems NOTE : If you are missing KPBS, and/or NFE, some of the nodes at the top of the tech tree will be empty. Not a problem, just realize that it isn't a bug if you see it. Optional and compatible: Anomaly Surveyor Contract Pack Depricated: Q Orbital Systems - patches still included, but parts are now duplicates. Incompatible: The vast majority of other parts packs. Sorry. The from-scratch tech tree will cause other parts packs to throw their parts in really weird places. Credits : This mod contains, with permission, parts developed by Beale, LinuxGuruGamer & Lack, Hraban, and SnowWhite, all under Creative Commons. A few were unfinished beta parts which I completed myself, others were forked. Also includes some icons from CommunityTechTree for the tech tree. This mod uses modulemanager patches to handle parts - it doesn't automatically delete or modify any of your existing files. What you get: A bunch of new parts. A brand new tech tree. Some boosters that use Hypergolic fuels instead of liquidfuel+oxidizer (some, not all) A generous amount of new contracts with semi-linear progression of goals and individual mission programs. Pruning parts out of the dependent mods that don't "fit" with the overall theme of the soviet space program. Heavy editing of parts in the dependent mods to fit in the modified progression tree, and for balance purposes. A bunch of craft files to use as templates - including a WORKING Buran/Energia stack which is VERY easy to fly. Installation Instructions: Unzip the contents of "gamedata" into your "gamedata" like most other mods. If you wish, copy the craft files from the ships and subassemblies folders into your save. Included example .craft files and subassemblies: MiG-9 Fargo MiG-21 Fishbed La-7 Tu-2 Tu-95 Sputnik Vostok Soyuz Soyuz+LK+N1 stack TKS Zarya Zenit PPTS/Federation Buran Gameplay Tips: The progression curve is intended to be SLOW. To be very clear - it is significantly more difficult to max the tech tree compared to stock KSP. You have to mine every last science point if you want to get ahead, especially leading up to the first Mun/Minmus landings. Use autostrut for the Buran shuttle and the larger laundhers. Just do it. Jet engines have had their fuel efficiency SERIOUSLY NERFED to compensate for the addition of more efficient prop engines. Start a new save with some extra funds, and upgrade your Launchpad and VAB (in that order) to level 2 right off the start. Sorry - the R-7/Sputnik launcher is heavy, and has a lot of parts due to the vernier engines and will exceed the part/weight limtis of the level-1 pad and VAB. The included Mig-9 aircraft (Fargo) .craft is very useful in the early game for completing contracts and rounding up science from nearby biomes. Try not to "get ahead" of the objectives you get contracts for. (Wait to do an orbital EVA until you get the contract for it in the Voskot program) Not required, but it makes the game more interesting. The tech tree is balanced so you should be able to do Soyuz , Proton , etc all in Tier-1. Tier-2 is for manned Mun landings and interplanetary probes, and Tier-3 should get your manned missions to the other planets. It's possible to "skip ahead" of course, but this is the logic behind placement of parts on the tech tree. Known Issues: A few of the included booster .craft are slightly overpowered, which is almost unavoidable in a KSP mod of this sort. The included Buran craft is very high in the tech tree. Sorry about that. Consider trying it out in a sandbox save just for starters. The 3 meter fairing base appears more than once on the tech tree - for the life of me, I can't figure out why.
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