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Zorg

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Everything posted by Zorg

  1. Yes... that was totally my intention. It wasn't like I completely missed the existence of the medium sized tank
  2. Looks useful, I'll check it out! There is a work in progress TAC Life support pull request from someone on GitHub. You could grab that. https://github.com/LambdaSix/Tantares/blob/9bc8c690e70635b2e5d51b7df203467f70ba001f/GameData/Tantares/Patches/TacLS/Supplies.cfg
  3. @BealeThe only small issue I had is that there is no engine shroud for the single RD-0122 engine adapter when used as the upper stage. Would be great if you could add a shroud in the future. For now the Squad 5m engine plate mounted above it is a good solution to provide an interstage shroud although I think its exclusive to Making History. I might also give a procedural fairings interstage a go, the texture might go nicer with the craft. I also built Energia M with a Blok D upper stage inside the fiaring. Built both a version with a 3.75m stock type fairing and this one pictured here with a procedural fairing of 4.something meters which is closer to the real thing in proportions. Edit: Come to think of it, a craft that only uses stock and tantares parts should probably have a 5m fairing instead of 3.75m. Anyway glad to hear there are even more Energia parts coming http://www.russianspaceweb.com/energia_m.html
  4. My attempt at an Energia Vulkan: Booster separation is a little explody although the core is OK. need to tweak. Nice! Was thinking of doing this for myself when I saw this. This config seems ok at stock scale too with the Energia+Buran. although the boosters can now carry the whole thing into orbit before separation. I should be able to increase payload mass now though as a result. Overall delta V is reduced due to the lower density of LH2 in the core unless I stretch the centre core (which isnt needed really). I might need to tweak the craft a bit to account for new CoM balance too but I think I might stick with this config. Anyway thanks for making this!
  5. Hmm, the pitch only trick didn't help directly but helped me diagnose the problem. Switching the boosters to pitch only caused the shuttle to yaw off course at launch. Can't figure out why... engines are balanced, COM isnt off centre in the yaw axis... checked all aero control surfaces. Anyway I rebuilt the craft from scratch and it seems fine now! Its still a bit finicky as one might expect from a shuttle but it gets to within 1 degree of intended inclination without any lateral/yaw corrections during ascent. I still added the Saturn reaction wheel to the final craft although its decently controllable without it.
  6. Have at it man! (help yourself to these or any of the others I've posted in this thread)
  7. Hi @Pak, thank you for this fantastic mod (and for the craft file!!). I just got into shuttles with the Tantares Energia using a slightly modified version of your craft file. I've had some decent success and I finished building my MIR station using your Buran. However I do still find myself fighting with the craft on ascent and was wondering if you have any tips for this particular craft in addition to the ascent profile instructions in the first post. My main issue is getting the inclination right at launch. I have the shuttle oriented on the pad so I don't have to roll but even just controlling with the throttle I'm usually 4-5 degrees off course. Any attempt to make lateral corrections cause the craft to roll out of control so what I end up doing is staying the course and after the boosters are dropped and the centre core engines gimbal is enabled, I try to make a correction (still end up about 1 degree off) during the final part of the ascent from 50km and above. This still induces some roll (and sometimes wild swings) and I've ended up finishing my ascent sideways, it worked but wasn't very dignified... Any roll corrections while the engines are running causes wild swings. I've actually added a tweak scaled Saturn SIVB reaction wheel from BluedogDB to the centre core to increase control authority but my ascent still isn't as trouble free as I would like. Anyway any tips you might have on flying this beast is much appreciated!
  8. Finally finished my MIR station. Energia+Buran carrying Priroda The Priroda module is covered in science instruments from various mods. A tweakscaled SAR radar from Probes Plus is used to recreate the IRL Travers SAR dish. This docking attempt did not got well. Forgot to swap out the standard Clampotron with a Jr. (the extensible airlock only interfaces with clampotron jr.) *facepalm* Completed MIR in all its glory. Soyuz and Progress docked at either end to complete the look. And a fixed Buran too One final angle. If you look closely you can see a CADS docking port perpendicular to the extensible airlock to allow BluedogDB Apollo craft to dock (after retracting the obstructing solar panel). MIR has always been my favourite looking station so thanks once again to Beale for this awesome mod!
  9. @CobaltWolf, I didn't realise this was your mod as I installed via CKAN (until I saw the KIS containers that matched the descent module). Just want to say fantastic work!
  10. I've had the issue occasionally (noticed on engine fairings) in a few different parts (none of them Tantares so far). I have 90+ mods so havent been able to narrow it down but I doubt its related to Tantares as I noticed it with Near Future parts in a 1.4.2 save before I even installed Tantares. Same issue with some BluedogDB parts yesterday in a 1.4.3 save. Perhaps we should ask around in the general support forums. Edit: Looks like a stock bug thats been around for a while... unless yours is a separate issue. Sounds like the same thing though. https://forum.kerbalspaceprogram.com/index.php?/topic/173262-was-this-engine-shroud-bug-ever-fixed/
  11. Haha well I only managed to get a single probe/relay to Sarnus in OPM in my previous save before starting over in a new science mode game recently. I too will need to thoroughly explore the outer planets first Still Valentine is a nice challenge to aim for. Also you can always add it to an existing save without issues when you feel ready.
  12. What could have been? I had started on my MIR using Proton launchers but I think I'll finish it using Energia+Buran Delivering Kristall module Testing out the extensible airlock/docking port from Making History. Replaced the docking adapter module in the old craft file with the extensible one to enable it to fit inside the Buran payload bay. Doing a bit of research, I found out that IRL the Kristall module was designed with the intention of docking with Buran. After Buran was cancelled, it was later adapted to dock with the American Shuttle. Buran from Cormorant Aeronology of course.
  13. Extra Solar adds a red dwarf called Valentine which orbits Kerbol. The star comes with its own little system of planets and moons. Its far out enough that it doesn't interfere with most other planet packs so you can use it with an otherwise stock system, with Outer Planets Mod or even Galileos pack which replaces the stock system entirely (I believe). Personally haven't made it out there in my game yet but had a quick look in a test save and the pack looks amazing! In the OP you mention Interplanetary, perhaps you mean Interstellar? Interstellar is a pretty complex mod that adds a huge number of parts along with complex gameplay mechanics to enable interstellar travel. It would be suitable for use with extrasolar but I personally didnt want to add all those additional gameplay layers. I will probably use roverdude's Alcubieerre warp drive mod to get my kerbals out there (Valentine is a LOT further out than even the outer planets in the OPM mod above). This mod adds an easy to use standalone warp drive although you may need nuclear reactors from something like Near Future Electrical to be able to power and recharge the warp drive easily.
  14. On second thought I think your patch would work as is. The fuel type is defined in the boiloff module after all and your patch is similar to how CryoTanks targets stock tanks which have LFO by default but switch over to LH2 with B9. If that patch doesnt work I would probably try to target the specific LH2 B9 tank types defined for Bluedog in B9TankTypes.cfg Again not so sure but try a couple of things and see if it works. Good luck!
  15. Sorry I don't actually know too much about the ins and outs of module manager to comment on that one, kinda new to all this. I'm mostly looking at existing code and simply trying various things to see if they work. Give it a try on a testing install and see what happens! I'd guess you might have to put a HAS condition for liquid hydrogen to prevent issues.
  16. Thanks! Thats helpful to know. I will add more supplies and hab time relative to the regular orbital modules then.
  17. Hey @Beale, just wanted to add one more thing; I started work on a USI life support patch for Tantares parts for myself but I can submit that as a pull request once I'm done as well. There is an existing open pull request for USI LS on github which blanket patches every crewed part with 75 supplies and 95% recycling. Meaning any fully crewed tantares part will have 138 days of mission endurance. My own proposal will try for a *somewhat* more realistic approach keeping in mind USI life support is more gamified than stuff like TAC life support. Put in simple terms I will do the following: Add maybe 2-4 months worth of supplies to selected space station parts without life support recycling. Salyut/Almaz will get longer endurance than real world I believe. Add an appropriate number of habitation months to every space station crew component. Almaz/Salyut type stations should get something like 12 months of hab time and a fully assembled MIR will have years worth (I dont use the hab functionality myself). No supplies at all in any descent modules just like real soyuz Small amount of supplies for the orbital soyuz modules Large amount of supplies in the Progress orbital module so you can use it for resupply Life support recycling only in the Acamar science modules. Docking a Kvant 1 type module with any station and running the Recycler will drastically extend endurance. Maybe a few days worth supplies in the lander I've been trying to work out how the various parts fit into the real world inspirations behind them. I looked at the craft files which I understand are quite old and out of date but I think I've sussed most things out. Couple of points: Alniyat_Crew_2_2 = A-B12 Crewed Block was used in the crafts for Mir (Kristall, Kvant II, Priroda, Spektre) AND the TKS. Since the TKS was used as a resupply craft I want to add more supplies to it and differentiate it from the MIR modules. As such I will be assuming Alniyat_Crew_2_1 = A-B10 Crewed Block to be used for the station parts above (it has windows and everything). Reasonable amount of supplies as per point 1 Un-windowed Alniyat_Crew_2_2 = A-B12 Crewed Block to be used for TKS. Quite a bit more supplies than the B10 blocks. On the other hand the FGB was a common component between the TKS and the MIR modules so I might keep them with the same amount of supplies... MIR will end up with a lot of food on the station. The only remaining question mark for me is where these two modules fit in. Where do they come from? Which real world craft or proposal do they belong to? I have the outline of my plan here but havent started working out the values yet. I would appreciate any input if anyone has any ideas on whats appropriate or if anything in the overall plan looks odd relative to their real life counterparts even if you don't use USI. Its holidays over here and I've got the whole next 4 days to get into this
  18. I also like the fact that boiloff exists but also like having the option to refrigerate using EC for interplanetary missions. For me the solution was to get procedural parts for when I really need a cooled tank since BD tanks don't support cooling. If you have cryo tanks, there is an included compatibility patch for procedural tanks which adds cryo tanks' LH2 tanks variations via B9 partswitch. Unfortunately the current config file does not include boiloff for procedural tanks so I added the following to the file CryoTanksProceduralFuelTanks.cfg (see spoiler). This will behave as an un-insulated tank so you will have to manually enable cooling in the menu and the EC cost for cooling will be the same as stock tanks. I just sent an Inon on the way to Duna carrying relays to prepare for the first expedition and I used a procedural tank to fit the Inon diameter. Its a good solution as you can easily resize procedural tanks to Bluedog's myriad part diameters. Basic Procedural Textures has some nice textures that will not clash with the Bluedog aesthetic, I would recommend getting that if going the PP route. The pic below though uses a texture based on Ven's stock revamp from KerbalHacks. (links to both below) Its not too bad but its still a bit sad my planned kerballed mission Duna, which will use the VFB module and the S-IVB upperstage will not look quite as pretty with a procedural tank and textures. Oh well. https://forum.kerbalspaceprogram.com/index.php?/topic/174103-14x-basic-procedural-textures/ https://forum.kerbalspaceprogram.com/index.php?/topic/134889-12x-kerbal-hacks-procedural-parts-textures-asphalt-tiles-unusual-parts-other-hacks/
  19. Hi @Beale, wanted to say I am really enjoying this mod, I've installed it alongside Bluedog Design and am having great fun running parallel rival space programs. I did run into a couple of issues with the realplume. I noticed that the 4 engine proton stage is missing the config entirely, I made my own and can submit a pull request if you wish. It basically applies the same effect as the 6 engine version. The other issue is that the N-1 first stage is too quiet! Realplume scales the volume with the size of the plume. Since the plume effect has been scaled down to 0.4x for the 30 Nk33 engines, the N-1 ends up whisper quiet (especially if you throttle down even a little) when it should rightly sound like apocalyptic. I put a volume adjustment that makes it MUCH louder. Again I can put forth a pull request.
  20. @AndrewDrawsPrettyPictures just wanted to say thank you for making this awesome mod! I haven't actually made it out to Valentine in my current playthrough just yet (and might not for a while yet) but I did a quick hyperedit to 1 or 2 planets in my test save to make sure the visuals were working (they look gorgeous!) and that scansat works (it does). Any tips for a newb on how to get out there? Interstellar looks like its more than just parts and comes with a whole raft of additional gameplay mechanics so I would prefer something simpler... the Orion looks interesting. Do you do a hohmann transfer or is an Expanse style Brachistochrone trajectory possible with Orion? @Gordon Dry I had the same cloud issue in 1.4.2 although fairly rarely usually when returning from a moon at high time warp to Kerbin. This was with both scaterrer and EVE/SVE installed but before I installed Extra Solar. Havent had it happen recently on 1.4.3 with the latest versions of EVE and Scatterer installed (with Extra Solar) but it may still be lurking. I suspect EVE issue?
  21. Fair point, we shouldn't let the poor Kerbals starve each time they need to make a surface expedition. I wasn't too familiar with the proposals that inspired the mission modules, I was working under the assumption the service module carries enough supplies (I also have universal storage to add extra packs into the storage bays of the service module). But taking into account the purpose of extended mission time, I will add some extra supplies into the two MMs in an update to the PR. Edit: I think it might make more sense to add lander supplies to the descent stage as it has already been established to have storage capabilities (for instance KIS storage). Would keep the ascent stage as light as possible by leaving excess supplies behind. It would be expected the ascent stage would rendezvous with the command module asap after lift off.
  22. hi @CobaltWolf, I've just submitted the PR for USI Life Support. The patch does the following Increases hab coverage benefits in Apollo Block 3 mission module to 3 crew although physical crew capacity of the module is 2 kerbals. I think Apollo missions should support at least 3 kerbals. A Kane MM when docked with a Kane capsule would have a lot of living space in total so I think its justified to increase the Hab coverage to 3. I am assuming they hot bunk Adds Hab module to Apollo Block IV mission module. See above. Adds supplies to Leo MSM service module as per existing item description. Adds EC to Skylab airlock. Not super essential in USI as there is always a grace period after you run out of EC but its still convenient so that you can still maintain command on the dark side of a low kerbin orbit without the recycler and lab eating up all your EC. Patches Skylab RAM adapter identical to Airlock with extra EC and supplies. Adds habitation and recycling to Skylab Orbital Workstation. Intended for 90 day mission duration for 6 crew. Adds supplies and recycling to Saturn Venus Flyby module Adds fertilizer and agroponics to flyby module for extended deep space exploration as per the USI paradigm for deep space exploration, saves a lot of weight over pure supplies. Assuming plenty of space for Hydroponic racks in the wet workshop I hope USI users will find the patch reasonably balanced! I don't actually use the Hab functionality in my game but I think the values are in line with existing parts.
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