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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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Is there a beta download I can use to test it? Perhaps I can do something with the CFG file.

Tygoo has helped you find it! Any help is greatly appreciated!

The fact that it's all one part is going to make it VERY difficult to configure properly.

Yeah, I guess this is true. If the problem proves too difficult, some separate Elevon parts will not be too difficult. :)

Oh, one thing I noticed, the new antennae for the LK aren't configured for RemoteTech, which is a shame. I'd assume the L-LG1 should me an omni-antenna with a range of 500km like your other standard antennae, and the L-HG1 should be directional with a range of about 50Mm, going by the description?

EDIT: Ok, after looking in the extras: remote tech config, it seems like they ARE configured, which is very odd, as in game KSP was displaying their stock stats. I'm very confused now.

There was a syntax error kindly pointed out. Remove the extra "}" from the last remote tech patch before the LK stuff :)

I'll upload a fixed version tomorrow (half midnight here).

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Well I had some trouble getting used to stock aero again. (My rockets kept flipping over, oh yeah, fairings don't work in stock!!!) I moved the CoM from .45 to .15 which is still ahead of the CoL and I have had some success. I even landed it without parachutes.

Now I figure it has too much drag and maybe not enough lift but I am still working. It occurs to me though is there some standard set of parts I should be putting on this thing instead of plain by itself? Under what conditions does it need to be stable?

____________ UPDATE __________________

With just the plain capsule by itself I have been flying and landing this thing with no trouble with the following changes. I am not sure what kind of parts you envision this thing having on it during landing so I am not sure the changes are satisfactory.


CoMOffset = 0.0,0.15,0.0

dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.05
angularDrag = 1
crashTolerance = 45
maxTemp = 3400

vesselType = Ship

dragCoeff = 0.3

____________ UPDATE __________________

Trying to make it fly with torque disabled now.

Edited by Leszek
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Nut7oEnl.png

Starting to feel very Soviet - 4 launch failures so far, requiring strut spamming the N1 decouplers to prevent breakups...

Wb4t8TSl.png

On the pad

L6l2gddl.png

Recovery after a failure - Seems to suffer from "The Sheppard Effect" (IE it's sinking - well not sinking but it floats pretty darn low...)

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You fast person!

Great little mission!

Sadly cannot rep on mobile.

You found launch/entry okay? :)

Yeah, it flew great! It was a very simple set-up, but I had no control issues at all. It looks a little silly in the water, because the COM is so far forward, but that's not a big deal.

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@tg626, How did you get those FX on the FASA towers?

I made custom configs for Coolrockets. I've made them for the FASA umbilical tower, the stock launch clamp, and several of the TantaresLV engines, as well as the ice shedding for the TLV and ALV tanks.




// Nozzle
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

debug=false

width = 2.8
height = 16
xOffset = 0
yOffset = -0.5
zOffset = 0
numP = 80
speedX = 0
speedY = -0.3
speedZ = 0
size = 1.5
}

// Exhaust
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine2
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

debug=true

width = 1
height = 16
xOffset = 0
yOffset = -0.5
zOffset = 0
numP = 30
speedX = 0
speedY = -0.3
speedZ = 0
size = 1.5
}
}


@PART[ALV_Engine_A]
{
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, -7, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = gimbalTransform

debug = false
width = 0.2
height = 14
xOffset = 1.4
yOffset = 0
zOffset = 0.8
numP = 25
speedX = 0
speedY = -0.2
speedZ = 0
size = 1.5
random = 0.1
}
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, -7, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = gimbalTransform

debug = false
width = 0.2
height = 14
xOffset = -1.4
yOffset = 0
zOffset = 0.8
numP = 25
speedX = 0
speedY = -0.2
speedZ = 0
size = 1.5
random = 0.1
}
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, -7, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = gimbalTransform

debug = false
width = 0.2
height = 14
xOffset = 1.4
yOffset = 0
zOffset = -0.8
numP = 25
speedX = 0
speedY = -0.2
speedZ = 0
size = 1.5
random = 0.1
}
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, -7, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = gimbalTransform

debug = false
width = 0.2
height = 14
xOffset = -1.4
yOffset = 0
zOffset = -0.8
numP = 25
speedX = 0
speedY = -0.2
speedZ = 0
size = 1.5
random = 0.1
}
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, -7, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = gimbalTransform

debug = false
width = 0.2
height = 14
xOffset = 0
yOffset = 0
zOffset = -1.6
numP = 25
speedX = 0
speedY = -0.2
speedZ = 0
size = 1.5
random = 0.1
}
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, -7, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = gimbalTransform

debug = false
width = 0.2
height = 14
xOffset = 0
yOffset = 0
zOffset = 1.6
numP = 25
speedX = 0
speedY = -0.2
speedZ = 0
size = 1.5
random = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce1
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 1.3
height = 2
xOffset = 0
yOffset = 0.8
zOffset = 0
numP = 25
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce2
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 1.3
height = 2
xOffset = 0
yOffset = 0.8
zOffset = 0
numP = 40
speedX = 0
speedY = -5
speedZ = 0
size = 0.2
rndVelocity = 0.1
}
}


@PART[TLV_Engine_A]
{


// Nozzle
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

width = 0
height = 16
xOffset = 0
yOffset = -0.5
zOffset = 0
numP = 30
speedX = 0
speedY = -0.3
speedZ = 0
size = 1.5
}

// Exhaust
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine2
checkBottomNode = true

width = 0
height = 2
xOffset = -0.5
yOffset = -0.4
zOffset = 0
numP = 15
speedX = -0.2
speedY = -0.6
speedZ = 0
size = 0.4
}
}


@PART[TLV_Engine_B]
{


// Nozzle
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

width = 0
height = 16
xOffset = 0
yOffset = -0.5
zOffset = 0
numP = 30
speedX = 0
speedY = -0.3
speedZ = 0
size = 1.5
}

// Exhaust
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine2
checkBottomNode = true

width = 0
height = 2
xOffset = -0.5
yOffset = -0.4
zOffset = 0
numP = 15
speedX = -0.2
speedY = -0.6
speedZ = 0
size = 0.4
}
}


// Small radial
@PART[Almach_Engine_C]
{
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = true

model = CoolRockets/FX/cryo-1m/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

width = 0
height = 6
xOffset = 0
yOffset = -0.35
zOffset = 0
numP = 20
speedX = 0
speedY = -0.05
speedZ = 0
size = 0.1
}
}


@PART[TLV_LFO_A]
{
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce1
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 1.8
zOffset = 0
numP = 20
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce2
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 1.8
zOffset = 0
numP = 40
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
}


@PART[TLV_LFO_B]
{
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce1
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 0.5
zOffset = 0
numP = 30
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce2
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 0.5
zOffset = 0
numP = 30
speedX = 0
speedY = -5
speedZ = 0
size = 0.2
rndVelocity = 0.1
}
}


@PART[TLV_LFO_C]
{
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce1
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 0.5
zOffset = 0
numP = 30
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce2
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 0.5
zOffset = 0
numP = 30
speedX = 0
speedY = -5
speedZ = 0
size = 0.2
rndVelocity = 0.1
}
}


@PART[TLV_LFO_D]
{
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce1
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 0.9
zOffset = 0
numP = 30
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce2
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 0.6
height = 2
xOffset = 0
yOffset = 0.9
zOffset = 0
numP = 30
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
}


@PART[ALV_LFO_A]
{
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce1
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 1.3
height = 2
xOffset = 0
yOffset = 1.8
zOffset = 0
numP = 20
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce2
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 1.3
height = 2
xOffset = 0
yOffset = 1.8
zOffset = 0
numP = 40
speedX = 0
speedY = -5
speedZ = 0
size = 0.2
rndVelocity = 0.1
}
}


@PART[ALV_LFO_B]
{
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce1
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 1.3
height = 2
xOffset = 0
yOffset = 1.8
zOffset = 0
numP = 20
speedX = 0
speedY = -5
speedZ = 0
size = 0.5
rndVelocity = 0.1
}
MODULE
{
name = KM_PostLaunchEffect_SmkS
effectName = PreLaunchEffectIce2
debug = false

model = CoolRockets/FX/cryo-ice/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = thrustTransform

checkBottomNode = false
runningTime = 0.5
softDecrease = true
width = 1.3
height = 2
xOffset = 0
yOffset = 1.8
zOffset = 0
numP = 40
speedX = 0
speedY = -5
speedZ = 0
size = 0.2
rndVelocity = 0.1
}
}




@PART[launchClamp1]
{
MODULE
{
name = KM_PreLaunchEffect_SmkS
effectName = PreLaunchEffectEngine1
checkBottomNode = false

model = CoolRockets/FX/cryo-1m/model
position = 0.0, 1.5, 0.65
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = node_attach

width = 0
height = 9
xOffset = 0
yOffset = -0.35
zOffset = 0
numP = 20
speedX = 0
speedY = -0.05
speedZ = 0
size = 0.1
}
}


@PART[FASAUmbilicalTower]
{
MODULE
{
name = KM_PreLaunchEffect_SmkS // the name of the plugin. Don't change!
effectName = PreLaunchEffectEngine1 // the name of the particle system in the .mu. You can have several systems with same or different names.
checkBottomNode = false // deactivate if something is attached at the bottom node (for engines)


model = CoolRockets/FX/cryo-1m/model
position = 0.0, 0.0, 3.0
scale = 1.0, 1.0, 1.0
rotation = 0, 0, 0
parent = node_attach


debug = false // show or don't show the debug context menu in the VAB tweakables.

runningTime = 0 // stop x seconds after launch
width = 0 // width of the particle system
height = 9 // height or lifetime of the particles
xOffset = 0 // move the whole thing on the x,y, and z axes
yOffset = 2.8
zOffset = 1.8
numP = 40 // number of active particles in the system
speedX = 0 // direction of the particles
speedY = -0.20
speedZ = 0
size = 0.75 // sizeof the particles. It ranges from x/2 to x
rndVelocity = 0 // random movement in all directions
}
}
@PART[LLV_Engine_A]{

Edited by tg626
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I'll be honest, that station made my eyes widen - all I could do was stare at my monitor and say "Woah". You've done an amazing job with that station, built by multiple launches or hyper edited, It's still amazing. (I'll give you the benefit of the doubt and say multiple launches)

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Hi, I wanted to share my modest contribution to your topic Beale, I love your work, can't play anymore without tantares :) . Have a Salyut !

http://i.imgur.com/VujjbQo.png?1

http://i.imgur.com/LP3qVPf.png?1

http://i.imgur.com/0I3zBHo.png?1

What an awesome start on the forum! :)

Welcome, spacecookie, and thanks for sharing such a detailed piece of hardware! :)

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Hi guys, having a small problem with the t-cm and t-om devices. if they are crewed, the kerbals wont show up in the bottom left corner and so i cant go eva or iva. the almach capsule works. anybody with ideas? i searched it but found noone with similar problems.

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Hi, I wanted to share my modest contribution to your topic Beale, I love your work, can't play anymore without tantares :) . Have a Salyut !

http://i.imgur.com/VujjbQo.png?1

http://i.imgur.com/LP3qVPf.png?1

http://i.imgur.com/0I3zBHo.png?1

Oh geez... This puts my super accurate Salyut stations from the .craft pack to shame. That is gorgeous, and incredibly detailed. Currently, my .crafts are a balance of authenticity and reasonable part counts. Would you be interested in collaborating on a high-part count, higher authenticity .craft pack?

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Hi guys, having a small problem with the t-cm and t-om devices. if they are crewed, the kerbals wont show up in the bottom left corner and so i cant go eva or iva. the almach capsule works. anybody with ideas? i searched it but found noone with similar problems.

You have to click on the hatch.

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Oh geez... This puts my super accurate Salyut stations from the .craft pack to shame. That is gorgeous, and incredibly detailed. Currently, my .crafts are a balance of authenticity and reasonable part counts. Would you be interested in collaborating on a high-part count, higher authenticity .craft pack?

That sounds great ! :) I may help you to build stuff like mir station parts or other crafts from the soviet era.

I didn't expect so positive feedbacks , what a community thank you very much ! :D

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