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[1.12.X] Tantares - Stockalike Soyuz and MIR [16.1][28.05.2024][Mars Expedition WIP]


Beale

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That looks great!
ooooooooooooooooooooooooooooooh

Thanks!

Scale model in orbit.

I was worried the TKS would be too big or unweilding, but actually it is quite nimble on RCS alone.

574e737983.jpg

Edited by Beale
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lovely lovely

---EDIT---

I notice that is says 'alnair' on the side. is there any chance that you'll include alternate textures with different words, like in the KSO mod?what's the worst that could happen?:P

Edited by ZodiaK
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I notice that is says 'alnair' on the side. is there any chance that you'll include alternate textures with different words, like in the KSO mod?what's the worst that could happen?:P

Perhaps, not sure what other words to use.

I can always distribute the PSDs

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Are you gonna add a decoupler module to the LES?

because it will make it easy to decouple it inflight.

And you do know that the LES system's base has a build in engine for orbital maneuvers.

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Beale, you mentioned before that middle section of Alnair will be cargo bay, but does that mean that there won't be any crew space in there at all, not even a tunnel to back part of the ship? It'd be a shame not to see such an original concept from TKS realized in Alnair.

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Are you gonna add a decoupler module to the LES?

because it will make it easy to decouple it inflight.

And you do know that the LES system's base has a build in engine for orbital maneuvers.

It already acts this way :) .

Small question.Can someone explain me how do i make the small antenna compatible with Remote Tech?Thanks.

Simply add this to one of the remote tech configs' date=' It isn't balanced perfectly:(

@PART[Tantares_Antenna_A]
{
!MODULE[ModuleDataTransmitter] {}

@MODULE[ModuleAnimateGeneric]
{
@allowManualControl = false
}

MODULE
{
name = ModuleRTAntenna
Mode0DishRange = 0
Mode1DishRange = 50000000
EnergyCost = 0.93
MaxQ = 6000
DishAngle = 0.06

DeployFxModules = 0

TRANSMITTER
{
PacketInterval = 0.3
PacketSize = 2
PacketResourceCost = 15.0
}
}

MODULE
{
name = ModuleSPUPassive
}
}

Beale, you mentioned before that middle section of Alnair will be cargo bay, but does that mean that there won't be any crew space in there at all, not even a tunnel to back part of the ship? It'd be a shame not to see such an original concept from TKS realized in Alnair.

Cargo bay might be too tricky, lighting issues can't be fixed, so yeah it may be a crew module (with KAS space).

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Cargo bay might be too tricky, lighting issues can't be fixed, so yeah it may be a crew module (with KAS space).

Oh, okay, sad to hear that you having a problem with your concept, yet I'm glad you're considering other ideas too. If after all you'll settle for crew module, would you consider doing a decorative hatch as part of the texture on the bottom of VA? Speaking of which, I was surprised that in real life that hatch would've been only 0.55m in diameter! Crazy stuff.

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