passinglurker Posted May 19, 2015 Share Posted May 19, 2015 I finally saw the new soyuz, and while I like the stripe I'm not so hot about the horizontal rung on the door. It clashes with the orbital module and it just doesn't seem the same without the old cyclops eye window as part of the door but personally I'd rather keep the vertical rungs and side windows and having all three windows as a compromise seems ridiculous. Quote Link to comment Share on other sites More sharing options...
T'Flok Posted May 19, 2015 Share Posted May 19, 2015 What!? Another revamp for the soyuz capsule? Eh why not, I like the change. Goes indeed well with the rest of the station parts which I have been using in my latest creation. Quote Link to comment Share on other sites More sharing options...
Harry Rhodan Posted May 19, 2015 Share Posted May 19, 2015 It is fairly overpowered at the moment, though I should check the heating issue, thanks for pointing that out! Quote Link to comment Share on other sites More sharing options...
Wuwuk Posted May 19, 2015 Share Posted May 19, 2015 http://i.imgur.com/iZsCP4N.jpgTantares Craft File Repository v2.0!Click my signature, and get taken to the post with the download and details! It took forever, but it's up. There's still a lot missing. I'm somewhat of a completionist, so the next release will have more stuff I was unable to finish.Every craft needed a full description, pictures for posting, a flight test after every revision, staging and abort tests, and a stupid amount of internal scrutiny. It takes a lot of time needless to say. Plus, whenever Beale revamps or adds a part, it's back to the drawing board sometimes. Heh. For that reason, I have strangely conflicted feelings on the Soyuz revamp coming up. It'll be awesome, but darn-it if I won't have to revamp all the Soyuz/Progress .crafts at some point. Notable omissions is the TKS Cargo variant due to the node bug, the "Khleb Exploration Vehicle" now that the TST Command Pod adopted the name, and some incomplete ISS modules I was not satisfied with. New additions include Tiangong-1 for the Shenzhou to service, the Mir Docking Module and it's protege Rassvet, and a surprise for any Fallout players here. (No commie ghosts painting Lenin faces on the Mun, ok?)The biggest thing by far is the widespread use of 0.9375m as a standard docking port size. It's a really nice scaling ratio against 1.25m and 1.875m. I've always wondered how Kerbals could squeeze through 0.625m ports anyways... It'll give a good feel for how that size can be incorporated into designs. PLEASE remember the dependency. The TweakScale config is crucial. If you don't have it, nothing will look right. Remove the Tantares TweakScale config from /GameData/TweakScale/patches, and put the one you download anywhere in the /GameData/Tantares/ folder. It's all part of my evil plan to get more testers for the config. Bwaahahahahaa!Now, go click the link in the signature!Updated Showcase Album of v2.0http://imgur.com/a/p7GXmGood work! Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted May 19, 2015 Share Posted May 19, 2015 Proton seems to have a bug.http://i.imgur.com/RojBWby.jpgI was attempting to launch a docking target for rendezvous practice, but the first stage decided to do this to me. the right click UI shows that the engine is off, however the staging diagram shows that the engine is indeed active. The FX are showing, although it is hard to see on this photo. Also, the second stage decoupler appears to be overheating.http://i.imgur.com/BUyQK9c.jpgThe second stage, however, can lift the payload by itself at sea level, while being activated the same way as Stage 1 (pressing space).Seriously, have you even touched the Proton since 1.0 hit?Well, I discovered the source of the problem with the Proton, and it was not a bug, but an error in my staging diagram. I had the second stage fire when the first stage should have fired. After correcting this error, it flew decently enough, although the payload was inserted into the wrong orbit due to loss of control for a short period during the Stage 2 burn. Pictures this afternoon.Heh. I bet I look like an ass now. Please don't hurt me. Quote Link to comment Share on other sites More sharing options...
Harry Rhodan Posted May 19, 2015 Share Posted May 19, 2015 I had the second stage fire when the first stage should have fired.Extreme hot staging. Quote Link to comment Share on other sites More sharing options...
Revenant503 Posted May 19, 2015 Share Posted May 19, 2015 Reminds me of the countless times I've had the launch clamps detaching somewhere after stage two decoupled Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted May 19, 2015 Share Posted May 19, 2015 Hi All,I'm having a problem with the Tantares T-OMS engine. When I go to add it to a build the construction nodes disappear.This is a heavily modded install. (If you need to know what I have installed, it'd be easier to ask what I don't have installed.)Could someone help me out, please? Quote Link to comment Share on other sites More sharing options...
curtquarquesso Posted May 19, 2015 Share Posted May 19, 2015 (edited) Hi All,I'm having a problem with the Tantares T-OMS engine. When I go to add it to a build the construction nodes disappear.This is a heavily modded install. (If you need to know what I have installed, it'd be easier to ask what I don't have installed.)Could someone help me out, please?I tried to replicate and couldn't find any unusual behavior. A mod list would help for sure. What happens when you toggle part clipping and node orientation in the debug menu? Do you get any similar behavior from any similar parts like the Farshot for example?@Beale, I'm honestly not too crazy about the stripe as a default feature. It's nice that it matches the Salyut though. I'm thinking it should be another alternate texture reminiscent of some of the early textures you were doing waaaaay back when. Something along the lines of the Soyuz-T color scheme. Not the colors, but just the layout of the stripes and whatnot. Also, I'm going to try my hand at modeling the receiving and transmitting antennas from the IGLA system. I think it'd be a good beginner project. When you did the LK low gain antennas, how many vertices was conical mesh? I'm unsure of how many sides I should be using for something that small. I think I'll try the receiving antenna first. (The rounded yellow dome shaped one pictured with above.) Edited May 19, 2015 by curtquarquesso Quote Link to comment Share on other sites More sharing options...
Beale Posted May 19, 2015 Author Share Posted May 19, 2015 I finally saw the new soyuz, and while I like the stripe I'm not so hot about the horizontal rung on the door. It clashes with the orbital module and it just doesn't seem the same without the old cyclops eye window as part of the door but personally I'd rather keep the vertical rungs and side windows and having all three windows as a compromise seems ridiculous.Hmm, that is a good though - but, the orbital module is re-modeled that way too.We will see what is best Hi All,I'm having a problem with the Tantares T-OMS engine. When I go to add it to a build the construction nodes disappear.This is a heavily modded install. (If you need to know what I have installed, it'd be easier to ask what I don't have installed.)Could someone help me out, please?Screenshot of GameData?@Beale, I'm honestly not too crazy about the stripe as a default feature. It's nice that it matches the Salyut though. I'm thinking it should be another alternate texture reminiscent of some of the early textures you were doing waaaaay back when. Something along the lines of the Soyuz-T color scheme. Not the colors, but just the layout of the stripes and whatnot. http://www.astronautix.com/graphics/s/soyuz32.jpgAlso, I'm going to try my hand at modeling the receiving and transmitting antennas from the IGLA system. I think it'd be a good beginner project. When you did the LK low gain antennas, how many vertices was conical mesh? I'm unsure of how many sides I should be using for something that small. I think I'll try the receiving antenna first. (The rounded yellow dome shaped one pictured with above.)Nice throwback to page... 3? Wow that is a long while Perhaps I will reconsider, though best to wait until the entire Soyuz is re-made to have better overall picture.Modelling thing:I used 16-sided for that small thing - but you can probably use 12 and keep a reasonable good looking mesh.It's not a straight cone either, this is very import to avoid tightening artifacts!I was planning the side-light which would have a blinking animation (looping animation module yay!) Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted May 19, 2015 Share Posted May 19, 2015 I would love to see a Soyuz docking light. It will be very useful Quote Link to comment Share on other sites More sharing options...
curtquarquesso Posted May 19, 2015 Share Posted May 19, 2015 (edited) Nice throwback to page... 3? Wow that is a long while Perhaps I will reconsider, though best to wait until the entire Soyuz is re-made to have better overall picture.Modelling thing:I used 16-sided for that small thing - but you can probably use 12 and keep a reasonable good looking mesh.It's not a straight cone either, this is very import to avoid tightening artifacts!http://puu.sh/hToTM/64186aac5f.jpgI was planning the side-light which would have a blinking animation (looping animation module yay!)http://puu.sh/hToPC/7461c4acb3.png1. New OM looks great. Is that wider top face to support the 0.9375m docking port? Will there be some sort of adapter to make it support 0.625? I'm sure you have it figured out. 2. I settled on 16, but you're right. I could probably go down to 12. Even if you are planning the part, I'm still gonna model this part as a personal challenge. Here is basically what I have at the moment. Javascript is disabled. View full album Next step is to cut holes in forks, and round the corners to make a hinged base. It's probably WAY too complicated to be practical, but, it's a fun exercise.Only took me a few minutes. Could you define "tightening artifacts" for me? Basically, I started out with a cylinder, and used extrude and scale on the top face until I got a pleasing curve. Not precise, but it works. In case you haven't already seen it, which I'm almost sure you have, here's a link to info on how all the docking antennas talk to each other, and what they do. The one I'm working on, is functions essentially a radar dome I believe. Though, that's not very useful in KSP as far as I know. I think a soft yellow glowing blinking light would be more functional for players, and it'd look awesome. Edited May 19, 2015 by curtquarquesso Quote Link to comment Share on other sites More sharing options...
Beale Posted May 19, 2015 Author Share Posted May 19, 2015 (edited) I would love to see a Soyuz docking light. It will be very usefulSoyuz TMA light could be good too, god knows how often I dock in the dark 1. New OM looks great. Is that wider top face to support the 0.9375m docking port? Will there be some sort of adapter to make it support 0.625? I'm sure you have it figured out. 2. I settled on 16, but you're right. I could probably go down to 12. Even if you are planning the part, I'm still gonna model this part as a personal challenge. Here is basically what I have at the moment. http://imgur.com/a/Gpil5 Next step is to cut holes in forks, and round the corners to make a hinged base. It's probably WAY too complicated to be practical, but, it's a fun exercise.Only took me a few minutes. Could you define "tightening artifacts" for me? Basically, I started out with a cylinder, and used extrude and scale on the top face until I got a pleasing curve. Not precise, but it works. In case you haven't already seen it, which I'm almost sure you have, here's a link to info on how all the docking antennas talk to each other, and what they do. The one I'm working on, is functions essentially a radar dome I believe. Though, that's not very useful in KSP as far as I know. I think a soft yellow glowing blinking light would be more functional for players, and it'd look awesome.Many thanks Okay - This is the 0.9375 OM, there will be no adapter, instead the separate OM with 0.625m top, the old one basically, but with a new texture.The model looks nice, good luck (but I can't help with Blender).I'd be careful to avoid boolean operations when you mention "cutting".For making a few holes they are fine, but don't go crazy with them Tightening Artifacts (Probably not correct name).This, is a smooth face, but because there is such a wide variance between the diameter of the bottom and top, the edges are "tightening" and causing it to look like hard edges. Edited May 19, 2015 by Beale Quote Link to comment Share on other sites More sharing options...
Beale Posted May 19, 2015 Author Share Posted May 19, 2015 (edited) Here we go again...Revamped pressurised assembly. Edited May 19, 2015 by Beale Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted May 19, 2015 Share Posted May 19, 2015 (edited) I tried to replicate and couldn't find any unusual behavior. A mod list would help for sure. What happens when you toggle part clipping and node orientation in the debug menu? Do you get any similar behavior from any similar parts like the Farshot for example?Okay so I figured a way to get a list of mods from CKAN; here they are:AchievementsActiveTextureManagementActiveTextureManagement-x86-AggressiveActsEWAdaptiveDockingNodeAdjustableLandingGearAerodynamicModelAeroGUIAGExtAGroupOnStageAIESAerospace-UnofficialAlternateResourcePanelAmbientLightAdjustmentAmpYearPowerManagerAstronomersPack-PlanetShineAtmosphericSoundEnhancementAutoActionAutoAsparagusAviationLightsBaconLabsBahamutoDynamicsPartsPackBDAnimationModulesBetterBuoyancyBetterTimeWarpBlacklegIndustriesBoxSatBoxSat-prototypesBULBCactEye2CapComChattererChopShopCollisionFXColorCodedCansCommunityResourcePackCommunityTechTreeContractConfiguratorContractConfigurator-AnomalySurveyorContractConfigurator-GrandToursContractConfigurator-KerbinSpaceStationContractConfigurator-RemoteTechContractConfigurator-ScanSatLiteContractConfigurator-TourismContractRewardModifierContractsWindowPlusCrewManifestCriticalTemperatureGaugeCrossFeedEnablerCrowdSourcedScienceCustomAsteroidsCustomAsteroids-PopsCustomAsteroids-Pops-Stock-InnerCustomAsteroids-Pops-Stock-OuterDangItDavonTCsystemsModDeadlyReentryDistantObjectDistantObject-configDistantObject-defaultDiverseKerbalHeadsDMagicOrbitalScienceDockingPortAlignmentIndicatorDynamicDeflectionEditorExtensionsEnvironmentalVisualEnhancementsEnvironmentalVisualEnhancements-ConfigEnvironmentalVisualEnhancements-LREVAManagerFairingWithMassFARFASAFerramAerospaceResearchFilterExtensionsFinalFrontierFirespitterFirespitterCoreFlagRotateFMRSForScienceContinuedFuelTanksPlusFuseboxGlassPanesandEnclosuresGoodspeedGraphotronHaystackContinuedHooliganLabsAirshipsHotRocketsHullcamVDSHyperEditImageViewerImprovedChaseCameraIntakeBuildAidJSIPartUtilitiesK2CommandPodKabinKrazinessKarboniteKarbonitePlusKASKDEXKeepFitKerbalAlarmClockKerbalConstructionTimeKerbalEngineerReduxKerbalFlightDataKerbalJointReinforcementKerbalKonstructsKerbalMechanicsKerboKatzSmallUtilitiesKerboKatzUtilitiesKerbonovKISKlockheedMartian-GimbalkOSKronalVesselViewerKSCSwitcherKSP-AVCKSPXKWRocketryLandingHeightMechJeb2MechJebForAllMenuStabilizerMiniAirbrakesMissionController2MKSModularFlightIntegratorModularFuelTankExpansionModularRocketSystemsLITEModuleAnimateEmissiveModuleManagerModuleRCSFXMoonRocketfromTinTinMOVAPNavballDockingIndicatorNavBallTextureExportNearFutureSolarnotesNovaPunchOblivionAerospaceOkramSAOKSOMSKSpaceProductsOrbitalSurveyPlusPAPIPluginContinuedPartMapperPersistentRotationPFTexturesPilotAssistantPlanetShinePlanetShine-ConfigPorkjetHabitatsPortableScienceContainerPPTexturesPreciseNodeProceduralFairingsProceduralFairings-Textures-KSLOProceduralFairings-Textures-KWProceduralFairings-Textures-TJCCAProceduralPartsProceduralParts-Textures-SaturnNovaProceduralParts-Textures-SCCKSCSProton-BobcatProtractorRadialEngineMountsPPIRandSCapsuledyneRasterPropMonitorRasterPropMonitor-CoreRCSBuildAidRCSLandAidRCSSoundsRealChuteReflectionPluginRemoteTechRocketdyneF-1SafeChuteSAVESCANsatScienceAlertSelectRootSemiSaturatableRWSeriousKerbalBusinessService-Compartments-6SSETI-CommunityTechTreeSETI-ContractsSETI-GreenhouseShipManifestSimpleOrbitCalculatorSmartStageSmokeScreenSoundingRocketsSovietEnginesSpaceFacotry-Vostok-unofficialSpacetuxSASpaceY-LiftersStageRecoveryStockBugFixModulesStockPluginsStockRTsurfacelightsTacFuelBalancerTACLSTACLS-ConfigTACLS-Config-StockTACLSMiningTALSphericalToroidalPackTantaresTantaresLVTarsierSpaceTechnologyWithGalaxiesTCShipInfoTelemachusTextureReplacerThermalMonitorThermometerThrottleControlledAvionicsToadicusToolsToolbarTransferWindowPlannerTurboNisuReloadedTweakableEverythingTweakScaleTWR1UKSUniversalStorageUSI-FTTUSI-KarboniteUSI-KarbonitePlusUSI-LSUSI-SRVUSI-ToolsUSI-UKSUSIToolsVenStockRevampVesselViewVNG-ParachuteVNG-Parachute-EVALoadingVNG-PluginVOIDWaypointManagerWiderContractsAppxScienceZeroPointInlineFairingsThere is also a problem with the emissive; so, maybe that can help too.Here's the sequence ( http://imgur.com/a/IQOhT#0) showing it happen:Javascript is disabled. View full album Edited May 19, 2015 by TranceaddicT Quote Link to comment Share on other sites More sharing options...
Beale Posted May 19, 2015 Author Share Posted May 19, 2015 Okay so I figured a way to get a list of mods from CKAN; here they are:AchievementsActiveTextureManagementActiveTextureManagement-x86-AggressiveActsEWAdaptiveDockingNodeAdjustableLandingGearAerodynamicModelAeroGUIAGExtAGroupOnStageAIESAerospace-UnofficialAlternateResourcePanelAmbientLightAdjustmentAmpYearPowerManagerAstronomersPack-PlanetShineAtmosphericSoundEnhancementAutoActionAutoAsparagusAviationLightsBaconLabsBahamutoDynamicsPartsPackBDAnimationModulesBetterBuoyancyBetterTimeWarpBlacklegIndustriesBoxSatBoxSat-prototypesBULBCactEye2CapComChattererChopShopCollisionFXColorCodedCansCommunityResourcePackCommunityTechTreeContractConfiguratorContractConfigurator-AnomalySurveyorContractConfigurator-GrandToursContractConfigurator-KerbinSpaceStationContractConfigurator-RemoteTechContractConfigurator-ScanSatLiteContractConfigurator-TourismContractRewardModifierContractsWindowPlusCrewManifestCriticalTemperatureGaugeCrossFeedEnablerCrowdSourcedScienceCustomAsteroidsCustomAsteroids-PopsCustomAsteroids-Pops-Stock-InnerCustomAsteroids-Pops-Stock-OuterDangItDavonTCsystemsModDeadlyReentryDistantObjectDistantObject-configDistantObject-defaultDiverseKerbalHeadsDMagicOrbitalScienceDockingPortAlignmentIndicatorDynamicDeflectionEditorExtensionsEnvironmentalVisualEnhancementsEnvironmentalVisualEnhancements-ConfigEnvironmentalVisualEnhancements-LREVAManagerFairingWithMassFARFASAFerramAerospaceResearchFilterExtensionsFinalFrontierFirespitterFirespitterCoreFlagRotateFMRSForScienceContinuedFuelTanksPlusFuseboxGlassPanesandEnclosuresGoodspeedGraphotronHaystackContinuedHooliganLabsAirshipsHotRocketsHullcamVDSHyperEditImageViewerImprovedChaseCameraIntakeBuildAidJSIPartUtilitiesK2CommandPodKabinKrazinessKarboniteKarbonitePlusKASKDEXKeepFitKerbalAlarmClockKerbalConstructionTimeKerbalEngineerReduxKerbalFlightDataKerbalJointReinforcementKerbalKonstructsKerbalMechanicsKerboKatzSmallUtilitiesKerboKatzUtilitiesKerbonovKISKlockheedMartian-GimbalkOSKronalVesselViewerKSCSwitcherKSP-AVCKSPXKWRocketryLandingHeightMechJeb2MechJebForAllMenuStabilizerMiniAirbrakesMissionController2MKSModularFlightIntegratorModularFuelTankExpansionModularRocketSystemsLITEModuleAnimateEmissiveModuleManagerModuleRCSFXMoonRocketfromTinTinMOVAPNavballDockingIndicatorNavBallTextureExportNearFutureSolarnotesNovaPunchOblivionAerospaceOkramSAOKSOMSKSpaceProductsOrbitalSurveyPlusPAPIPluginContinuedPartMapperPersistentRotationPFTexturesPilotAssistantPlanetShinePlanetShine-ConfigPorkjetHabitatsPortableScienceContainerPPTexturesPreciseNodeProceduralFairingsProceduralFairings-Textures-KSLOProceduralFairings-Textures-KWProceduralFairings-Textures-TJCCAProceduralPartsProceduralParts-Textures-SaturnNovaProceduralParts-Textures-SCCKSCSProton-BobcatProtractorRadialEngineMountsPPIRandSCapsuledyneRasterPropMonitorRasterPropMonitor-CoreRCSBuildAidRCSLandAidRCSSoundsRealChuteReflectionPluginRemoteTechRocketdyneF-1SafeChuteSAVESCANsatScienceAlertSelectRootSemiSaturatableRWSeriousKerbalBusinessService-Compartments-6SSETI-CommunityTechTreeSETI-ContractsSETI-GreenhouseShipManifestSimpleOrbitCalculatorSmartStageSmokeScreenSoundingRocketsSovietEnginesSpaceFacotry-Vostok-unofficialSpacetuxSASpaceY-LiftersStageRecoveryStockBugFixModulesStockPluginsStockRTsurfacelightsTacFuelBalancerTACLSTACLS-ConfigTACLS-Config-StockTACLSMiningTALSphericalToroidalPackTantaresTantaresLVTarsierSpaceTechnologyWithGalaxiesTCShipInfoTelemachusTextureReplacerThermalMonitorThermometerThrottleControlledAvionicsToadicusToolsToolbarTransferWindowPlannerTurboNisuReloadedTweakableEverythingTweakScaleTWR1UKSUniversalStorageUSI-FTTUSI-KarboniteUSI-KarbonitePlusUSI-LSUSI-SRVUSI-ToolsUSI-UKSUSIToolsVenStockRevampVesselViewVNG-ParachuteVNG-Parachute-EVALoadingVNG-PluginVOIDWaypointManagerWiderContractsAppxScienceZeroPointInlineFairingsThere is also a problem with the emissive; so, maybe that can help too.Here's the sequence ( http://imgur.com/a/IQOhT#0) showing it happen:http://imgur.com/a/IQOhT#0In the nicest possible way:That is a ridiculous amount of mods, and I doubt all of them are updated to 1.0.2, there is no way in hell I'd ever be able to diagnose what in particular is causing this issue here, but I can say confidently it's not Tantares. Quote Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted May 19, 2015 Share Posted May 19, 2015 Congrats on the little one Beale, and once again, thank you for maintaining one of my favorite mods out there. Keep up the good work. Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted May 19, 2015 Share Posted May 19, 2015 There's a baby Beale on the way?!Congratulations! Quote Link to comment Share on other sites More sharing options...
Beale Posted May 19, 2015 Author Share Posted May 19, 2015 Congrats on the little one Beale, and once again, thank you for maintaining one of my favorite mods out there. Keep up the good work.There's a baby Beale on the way?!Congratulations!Many thanks for the kind words, to the both of you, I'm very happy (Or will be in about two months) Eh also - It seems 1.0.3 is just around the corner, so perhaps expect some drama with balancing soon. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted May 20, 2015 Share Posted May 20, 2015 Congrats on the little one!Just noticed one small thing - Farshot engine doesn't have a fuel cell functionality anymore. Is this intended? Quote Link to comment Share on other sites More sharing options...
schoff123 Posted May 20, 2015 Share Posted May 20, 2015 http://i.imgur.com/iZsCP4N.jpgTantares Craft File Repository v2.0!Click my signature, and get taken to the post with the download and details! It took forever, but it's up. There's still a lot missing. I'm somewhat of a completionist, so the next release will have more stuff I was unable to finish.Every craft needed a full description, pictures for posting, a flight test after every revision, staging and abort tests, and a stupid amount of internal scrutiny. It takes a lot of time needless to say. Plus, whenever Beale revamps or adds a part, it's back to the drawing board sometimes. Heh. For that reason, I have strangely conflicted feelings on the Soyuz revamp coming up. It'll be awesome, but darn-it if I won't have to revamp all the Soyuz/Progress .crafts at some point. Notable omissions is the TKS Cargo variant due to the node bug, the "Khleb Exploration Vehicle" now that the TST Command Pod adopted the name, and some incomplete ISS modules I was not satisfied with. New additions include Tiangong-1 for the Shenzhou to service, the Mir Docking Module and it's protege Rassvet, and a surprise for any Fallout players here. (No commie ghosts painting Lenin faces on the Mun, ok?)The biggest thing by far is the widespread use of 0.9375m as a standard docking port size. It's a really nice scaling ratio against 1.25m and 1.875m. I've always wondered how Kerbals could squeeze through 0.625m ports anyways... It'll give a good feel for how that size can be incorporated into designs. PLEASE remember the dependency. The TweakScale config is crucial. If you don't have it, nothing will look right. Remove the Tantares TweakScale config from /GameData/TweakScale/patches, and put the one you download anywhere in the /GameData/Tantares/ folder. It's all part of my evil plan to get more testers for the config. Bwaahahahahaa!Now, go click the link in the signature!Updated Showcase Album of v2.0http://imgur.com/a/p7GXmAwesome work!!! I really love these crafts, i could never get them quite right (or i'm lazy, probably more likely). As a huge Fallout fan, I will always use your Virgo lander for now on. Plus, could i get a file for that flag? Many thanks! Quote Link to comment Share on other sites More sharing options...
curtquarquesso Posted May 20, 2015 Share Posted May 20, 2015 Awesome work!!! I really love these crafts, i could never get them quite right (or i'm lazy, probably more likely). As a huge Fallout fan, I will always use your Virgo lander for now on. Plus, could i get a file for that flag? Many thanks!Bam: http://imgur.com/a/zc6O9 Courtesy of /r/KSPFlags. It was just a quick fun idea I had, I didn't put a ton of time into accuracy. I really should have booted up Fallout and walked around the display for the lander and gotten better pictures of the details. I just used a few images from Google for reference. I think what would make the recreation better would be AIES Aerospace landing legs. They're more truss-ey and wider, and look more like the ones on the actual lander. Did all the scaling work out alright? The more feedback, the better the next release will be! Quote Link to comment Share on other sites More sharing options...
Gristle Posted May 20, 2015 Share Posted May 20, 2015 Congrats on the little one!Just noticed one small thing - Farshot engine doesn't have a fuel cell functionality anymore. Is this intended?I asked this a bit earlier and the answer was - yes its intentional. I just added the generator back in myself. Here is ModuleManager config to do it for you:@PART[Tantares_Engine_B]{ MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.0020625 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.5 DumpExcess = false } }} Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted May 20, 2015 Share Posted May 20, 2015 In the nicest possible way:That is a ridiculous amount of mods, and I doubt all of them are updated to 1.0.2, there is no way in hell I'd ever be able to diagnose what in particular is causing this issue here, but I can say confidently it's not Tantares.In the nicest possible way, they are ALL up-to-date with 1.0.2.I use CKAN to install my mods, just like I did with yours. Quote Link to comment Share on other sites More sharing options...
CrisK Posted May 20, 2015 Share Posted May 20, 2015 In the nicest possible way, they are ALL up-to-date with 1.0.2.I use CKAN to install my mods, just like I did with yours.1. That really is a ridiculous number of mods.2. CKAN is not always reliable. I recommend that you install mods manually.3. Tantares is a parts mod. It does not alter any stock KSP behavior. Quote Link to comment Share on other sites More sharing options...
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