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Tapejara

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Everything posted by Tapejara

  1. I made a very pointy rocket for a Munar flyby in career mode. The 'Pierrot Hat' passing the Mun.
  2. Thanks! Flying past Minmus, with Kerbin and the Mun in frame. They're all smiles now, but they don't know that I used too much fuel landing. Someone will have to get out and push to get back home.
  3. I've just been getting back into KSP with Tantares. Apparently image sharing isn't working for me, but here's a link to the first screenshots from my Mun base. https://imgur.com/a/4u6iLVM
  4. I realise my mistake now. I had all the elevons in place but I didn't set them to 'extended'. As soon as I did that Hermes pulled out of the dive and flew beautifully. I see. Whoops Thanks for the great mod, I shall be using it all the time now I know how it works!
  5. I'm having trouble bringing any of the shuttle/lifting body craft back to Kerbin. They are all stalling or pitching nose down uncontrollably as I get into the lower atmosphere, and I can't figure out why. Are they balanced for stock planet scale and aerodynamics?
  6. I'm having a similar issue. Is your parachute showing correct drag figures in the VAB? The mod I'm trying to resurrect shows drag values of 0 in the VAB. I believe the values in the parachute module are no longer used to determine drag, instead KSP uses the model of the parachute to calculate aerodynamic drag. The parachute I'm working with wasn't set up for this so the animations work but it never generates any drag. I'm afraid I have no idea how to solve it, I'm out of my depth. Also please correct me if I'm talking nonsense, I am not an experienced modder!
  7. Awesome! As soon as the next version is out I'll start an (almost) Tantares-only career game.
  8. The new R7/Soyuz parts are looking dapper with those orange accents! Oh, and they seem to work just fine too, minus the abovementioned texture issue.
  9. Looks good. Do you plan on making this stock-alike, or with a more realistic style?
  10. I'm working on MM patches for AIES at the moment, I can release them sometime this week once I'm satisfied they work properly. Carmics has apparently not been on this forum for over six months so I doubt an update will becoming out soon, if at all.
  11. Thinking about playing KSP again after quite a while away. Let's see what Beale has been up to since I've been gone... *Downloads Tantares 1.0.5* Great stuff!
  12. I'd like to see this too and have badgered Beale about it in the past. There was an experimental LK release that worked like the real thing, but as tg626 said the separation was erratic. My own limited attempts at making a two-stage version of the LK worked but they aren't historically accurate at all.
  13. Was the parts count the only problem with your original design? Perhaps a triangular station would help with that while still being useful and, most importantly, looking cool I can take my turn on Cycle 2 later in the week, say from Wednesday onwards. Might pay a visit to whatever sort of station you come up with, as well as adding a module or two to Chronus station.
  14. I like the look of the new Almach. Since you're working on it is there any way you could squeeze a Zenit satellite out of the same texture?
  15. Nothing to stop people only using one of the seats or editing the config file if they insist on historical accuracy. From that sort of roleplaying perspective though, I like the idea of landing lone Kerbals at first and then two at a time on later missions, once the concept has been proven. EDIT: Yeah, without a scientist/engineer aboard for the ride the LK will quickly be made redundant by Alnair or Spektr.
  16. Looks nice! Are you using the stock mk2 textures or just matching the style?
  17. If? I think you meant to say 'when' The new legs look much sturdier and practical, good job. And I do very much like the flag.
  18. That would be very useful, I like having an upper stage that can deorbit itself or park in orbit once the job's done. What sort of size would a Tantares PPTS likely be? 2.5m?
  19. Cool, the stock vernor engines are one of the few things that survive in my Squad/Parts folder. Seems their days may yet be numbered Well I guessed from the LK being named for Korolev, but I had to Google it to be sure. Guess I'll have to do some reading on the LEM
  20. Tasty greebles. Can't help thinking the heavily stockalike style doesn't match Blok-D or TLV very well. Maybe that's just me though.
  21. True, it's a matter of acceleration rather than efficiency. As long as someone has the patience to make the burn(s) to Duna it'll be fine The nukes were put on one at a time, just using a Mainsail SSTO and a tiny upper stage. I figured that would be faster than trying to dock all three with one launch, though it took a few failed attempts to get my launch windows timed right for rendezvous.
  22. Ok, I'm done with my turn. It's all yours Musil So here's what I did: 1. Launched a space station core into a polar orbit: My imagination failed at the last minute so I named it "Polar Station". Whoever docks with the station first can rename it. 2. Added LV-N engines to the Duna Conqueror, put into orbit previously by Thunderous Echo. Three engines is unlikely to be enough for so much mass, but reducing the amount of fuel would be more efficient than adding engines. That concludes my turn on Cycle 1 of the Kerbal Multiplayer Collaboration! P.S. Sorry the screenshots are a bit naff, blame Intel integrated graphics...
  23. Ok, I have the save file and have renamed the Current User file. My turn now! So, I am... the second user/player, on Cycle 1? Is that correct?
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