hraban Posted November 13, 2015 Share Posted November 13, 2015 (edited) Hi Beale,- Hamal_control_D.cfg miss a ending }- Not only the Fuji also the changed _MIR_Node_B break savegames Edited November 13, 2015 by hraban Quote Link to comment Share on other sites More sharing options...
Beale Posted November 13, 2015 Author Share Posted November 13, 2015 Hi Beale,- Hamal_control_D.cfg miss a ending }- Not only the Fuji also the changed _MIR_Node_B break savegames1. Fixed2. Whoops, yes! Good catch, I will note this. Quote Link to comment Share on other sites More sharing options...
Redhornet919 Posted November 13, 2015 Share Posted November 13, 2015 Your might want to update the thread name... (it still says 29/9/2015) Quote Link to comment Share on other sites More sharing options...
Beale Posted November 13, 2015 Author Share Posted November 13, 2015 Your might want to update the thread name... (it still says 29/9/2015)Thanks!Done! Quote Link to comment Share on other sites More sharing options...
Redhornet919 Posted November 13, 2015 Share Posted November 13, 2015 Random Question.... its not really a problem if its intentionally temporary but are th fuji textures supposed to be blurry??? Quote Link to comment Share on other sites More sharing options...
Beale Posted November 13, 2015 Author Share Posted November 13, 2015 Random Question.... its not really a problem if its intentionally temporary but are th fuji textures supposed to be blurry???They're using a fallback texture. Don't worruy, will be fixed soon Quote Link to comment Share on other sites More sharing options...
tjsnh Posted November 14, 2015 Share Posted November 14, 2015 (edited) Since the 1.05 update, all of the tantares pack pods explode on re-entry (including a couple of the parachute parts), and sink in water/eveocean. Playing with the configs this morning, going to see if I can find the sweet-spot for thermals and buoyancy (which is a new attribute in the squad pod cfgs) and will post my findings. Once I have this figured out, the SSP and NASA career mods will have an updated release (hopefully today)Update 1 - Adding the following two lines to a pods config allows it to float (a bit high in the water, but it's a good "failsafe" until balanced values can be found) buoyancyUseSine = False buoyancy = 5Update 2 - Using the following, the Vostok capsule now survives re-entry (I had to make some similar max temp adjustements to the parachute) but doesn't slow down enough to deploy it's parachute before cratering on the ground - impacts at about 300m/s, with shallow and steep re-entry angles. @thermalMassModifier = 1.0 @MaxTemp = 4400 skinMaxTemp = 4400 skinInternalConductionMult = 0.625heatConductivity = 0.1 breakingForce = 400 breakingTorque = 200 @maximum_drag = 0.40 @minimum_drag = 0.35 buoyancyUseSine = False buoyancy = 5Update 3 -With the above modifications to the vostok pod, and the following to the vostok return chute: @maxTemp = 5000 skinMaxTemp = 5000 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default @MODULE[ModuleParachute] { @chuteMaxTemp = 2500 @semiDeployedDrag = 4 @deployAltitude = 1500 }The capsule is able to survive re-entry (BARELY! It still exploded on 1 out of 5 re-entry attempts), I've got about a 50/50 ratio of being able to slow down enough before impact to deploy the chute (now that the chute part no longer explodes in the upper atmosphere before deploying). I don't know enough about the finer points of KSP's physics engine to know what else to tweak to try and get the vostok to slow down more. I've increased, and decreased, the weight - no obvious difference. Tried giving the capsule some lift towards it's top-end , broke things badly. Anyone have any thoughts? Edited November 14, 2015 by tjsnh Quote Link to comment Share on other sites More sharing options...
Beale Posted November 14, 2015 Author Share Posted November 14, 2015 Since the 1.05 update, all of the tantares pack pods explode on re-entry (including a couple of the parachute parts), and sink in water/eveocean. Playing with the configs this morning, going to see if I can find the sweet-spot for thermals and buoyancy (which is a new attribute in the squad pod cfgs) and will post my findings. Once I have this figured out, the SSP and NASA career mods will have an updated release (hopefully today)Update 1 - Adding the following two lines to a pods config allows it to float (a bit high in the water, but it's a good "failsafe" until balanced values can be found) buoyancyUseSine = False buoyancy = 5Update 2 - Using the following, the Vostok capsule now survives re-entry (I had to make some similar max temp adjustements to the parachute) but doesn't slow down enough to deploy it's parachute before cratering on the ground - impacts at about 300m/s, with shallow and steep re-entry angles. @thermalMassModifier = 1.0 @MaxTemp = 4400 skinMaxTemp = 4400 skinInternalConductionMult = 0.625heatConductivity = 0.1 breakingForce = 400 breakingTorque = 200 @maximum_drag = 0.40 @minimum_drag = 0.35 buoyancyUseSine = False buoyancy = 5Update 3 -With the above modifications to the vostok pod, and the following to the vostok return chute: @maxTemp = 5000 skinMaxTemp = 5000 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default @MODULE[ModuleParachute] { @chuteMaxTemp = 2500 @semiDeployedDrag = 4 @deployAltitude = 1500 }The capsule is able to survive re-entry (BARELY! It still exploded on 1 out of 5 re-entry attempts), I've got about a 50/50 ratio of being able to slow down enough before impact to deploy the chute (now that the chute part no longer explodes in the upper atmosphere before deploying). I don't know enough about the finer points of KSP's physics engine to know what else to tweak to try and get the vostok to slow down more. I've increased, and decreased, the weight - no obvious difference. Tried giving the capsule some lift towards it's top-end , broke things badly. Anyone have any thoughts?Thank you for these!I am playing around as I can.Problem remains cannot slow down the Soyuz capsule sufficiently for a parachute landing. Small progress elsewhere, shrouds are now toggle-able, so Fuji heat-shield can have a fairing Quote Link to comment Share on other sites More sharing options...
tjsnh Posted November 14, 2015 Share Posted November 14, 2015 With the soyuz, I use the heatshield-decoupler rather than a regular decoupler - it's a small difference, but with a shallow re-entry angle it's been working out mostly ok. It's primarily the vostok, and VA, which don't fit a heatshield that are causing difficulty. Quote Link to comment Share on other sites More sharing options...
hraban Posted November 14, 2015 Share Posted November 14, 2015 The Soyuz capsule is to heavy and overloaded with an Ablator = 600. Set 200 for a more "normal" 1.25 part and the capsule will slow down fast enough. Quote Link to comment Share on other sites More sharing options...
Beale Posted November 14, 2015 Author Share Posted November 14, 2015 With the soyuz, I use the heatshield-decoupler rather than a regular decoupler - it's a small difference, but with a shallow re-entry angle it's been working out mostly ok. It's primarily the vostok, and VA, which don't fit a heatshield that are causing difficulty.Oh dear, I hope the update hasn't made integrated heat-shields problematic...The Soyuz capsule is to heavy and overloaded with an Ablator = 600. Set 200 for a more "normal" 1.25 part and the capsule will slow down fast enough.I'll try it Intuitively it seems strange that would cause the problem. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted November 14, 2015 Share Posted November 14, 2015 The Soyuz capsule is to heavy and overloaded with an Ablator = 600. Set 200 for a more "normal" 1.25 part and the capsule will slow down fast enough.Does ablator have weight the same way fuel does? Quote Link to comment Share on other sites More sharing options...
minepagan Posted November 14, 2015 Share Posted November 14, 2015 Does ablator have weight the same way fuel does?Yes it does. Quote Link to comment Share on other sites More sharing options...
Beale Posted November 14, 2015 Author Share Posted November 14, 2015 (edited) Does ablator have weight the same way fuel does?If it maintains the same shape, shouldn't make a difference with the weight, no?Hitting the surface at 400m/s is getting old fast! Edited November 14, 2015 by Beale Quote Link to comment Share on other sites More sharing options...
Pawelk198604 Posted November 15, 2015 Share Posted November 15, 2015 Where i can download craft files?I'm looking for Vostok,Woskihod and Soyuz, with launchers of course, or how to make them myself Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted November 15, 2015 Share Posted November 15, 2015 If it maintains the same shape, shouldn't make a difference with the weight, no?Hitting the surface at 400m/s is getting old fast!Yes but you make the player carry all that extra weight to orbit :3 Quote Link to comment Share on other sites More sharing options...
Beale Posted November 15, 2015 Author Share Posted November 15, 2015 Where i can download craft files?I'm looking for Vostok,Woskihod and Soyuz, with launchers of course, or how to make them myselfCheck the first page Yes but you make the player carry all that extra weight to orbit :3True!I think the problems have been solved... at least after a few tests, many thanks to tjsnh & hraban!New config for anyone that would like to try it out early.PART{name = Tantares_Crew_Amodule = Partauthor = TantaresMODEL{ model = Tantares/Parts/SOYUZ/Soyuz_Crew_A}scale = 1.0rescaleFactor = 1.0node_stack_bottom = 0.0, -0.491875, 0.0, 0.0, -1.0, 0.0, 1node_stack_top = 0.0, 0.491875, 0.0, 0.0, 1.0, 0.0, 0bulkheadProfiles = size1, size0CoPOffset = 0.0, 0.5, 0.0CoLOffset = 0.0, -0.35, 0.0CenterOfBuoyancy = 0.0, 0.5, 0.0CenterOfDisplacement = 0.0, -0.3, 0.0buoyancy = 1.5buoyancyUseSine = FalseTechRequired = flightControlentryCost = 3500cost = 1000category = Podssubcategory = 0title = T491A "Khleb" Crew Modulemanufacturer = Tantares Space Technologiesdescription = This capsule will, in a pinch, hold two Kerbals in relative (to the vacuum of space) comfort.attachRules = 1,0,1,1,0mass = 0.85dragModelType = defaultmaximum_drag = 0.20minimum_drag = 0.15angularDrag = 2crashTolerance = 20maxTemp = 3400skinMaxTemp = 3400heatConductivity = 0.1thermalMassModifier = 1.0heatConductivity = 0.1vesselType = ShipCrewCapacity = 2INTERNAL{ name = Tantares_Crew_A_Interior_Basic}MODULE{ name = ModuleCommand minimumCrew = 1}MODULE{ name = ModuleSAS}MODULE{ name = ModuleReactionWheel PitchTorque = 3 YawTorque = 3 RollTorque = 3 RESOURCE { name = ElectricCharge rate = 0.20 }}MODULE{ name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0}MODULE{ name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0}RESOURCE{ name = ElectricCharge amount = 100 maxAmount = 100}RESOURCE{ name = MonoPropellant amount = 30 maxAmount = 30}MODULE{ name = ModuleAnimateGeneric animationName = Tantares_Crew_A_Light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off}MODULE{ name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500}RESOURCE{ name = Ablator amount = 200 maxAmount = 200} MODULE{ name = FlagDecal textureQuadName = FlagTexture}}The Soyuz also has a new vacuum-orientated engine effect (The engine only produces any meaningful thrust in a vacuum anyway!) Quote Link to comment Share on other sites More sharing options...
tjsnh Posted November 15, 2015 Share Posted November 15, 2015 That new config works significantly better. Any hope to salvage the vostok pod? Quote Link to comment Share on other sites More sharing options...
Araym Posted November 15, 2015 Share Posted November 15, 2015 (edited) Check the first page True!I think the problems have been solved... at least after a few tests, many thanks to tjsnh & hraban!http://puu.sh/lmtie/3e025cb818.jpgNew config for anyone that would like to try it out early.PART{name = Tantares_Crew_Amodule = Partauthor = TantaresMODEL{ model = Tantares/Parts/SOYUZ/Soyuz_Crew_A}scale = 1.0rescaleFactor = 1.0node_stack_bottom = 0.0, -0.491875, 0.0, 0.0, -1.0, 0.0, 1node_stack_top = 0.0, 0.491875, 0.0, 0.0, 1.0, 0.0, 0bulkheadProfiles = size1, size0CoPOffset = 0.0, 0.5, 0.0CoLOffset = 0.0, -0.35, 0.0CenterOfBuoyancy = 0.0, 0.5, 0.0CenterOfDisplacement = 0.0, -0.3, 0.0buoyancy = 1.5buoyancyUseSine = FalseTechRequired = flightControlentryCost = 3500cost = 1000category = Podssubcategory = 0title = T491A "Khleb" Crew Modulemanufacturer = Tantares Space Technologiesdescription = This capsule will, in a pinch, hold two Kerbals in relative (to the vacuum of space) comfort.attachRules = 1,0,1,1,0mass = 0.85dragModelType = defaultmaximum_drag = 0.20minimum_drag = 0.15angularDrag = 2crashTolerance = 20maxTemp = 3400skinMaxTemp = 3400heatConductivity = 0.1thermalMassModifier = 1.0heatConductivity = 0.1vesselType = ShipCrewCapacity = 2INTERNAL{ name = Tantares_Crew_A_Interior_Basic}MODULE{ name = ModuleCommand minimumCrew = 1}MODULE{ name = ModuleSAS}MODULE{ name = ModuleReactionWheel PitchTorque = 3 YawTorque = 3 RollTorque = 3 RESOURCE { name = ElectricCharge rate = 0.20 }}MODULE{ name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0}MODULE{ name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0}RESOURCE{ name = ElectricCharge amount = 100 maxAmount = 100}RESOURCE{ name = MonoPropellant amount = 30 maxAmount = 30}MODULE{ name = ModuleAnimateGeneric animationName = Tantares_Crew_A_Light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off}MODULE{ name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500}RESOURCE{ name = Ablator amount = 200 maxAmount = 200} MODULE{ name = FlagDecal textureQuadName = FlagTexture}}The Soyuz also has a new vacuum-orientated engine effect (The engine only produces any meaningful thrust in a vacuum anyway!)http://puu.sh/lmtfP/90a80c3941.jpgBeale: you put a double "heatConductivity = 0.1" string in there...... and also, I think you could keep at an high value just the "skinMaxTemp" (the external one). "MaxTemp" is now related to "internal values" (like for ISRU, that works inside "hotter" than the outside capability to sustain heat damage)My only issue is if the Soyuz capsule can sustayn a Kerbin-Mun reentry.To avoid the unneded mass for LKO, you could add this:RESOURCE{ name = Ablator amount = 200 maxAmount = 600} It gives a double function: a low mass (by default) for LKO orbit, and a safe margin to be added manually, for Kerbin to Mun-Minmus orbit mission.Also, from my (previously done with tjsnh config) to the Vostok capsule, leads to this two config for capsule and parachute.(Very issue was the capsule lacking in drag, to slow down enough... the added drag helps a lot and now it's plenty safely):PART{name = Vostok_Crew_Amodule = Partauthor = TantaresMODEL{ model = Tantares/Parts/VOSTOK/Vostok_Crew_A}scale = 1rescaleFactor = 1node_stack_bottom = 0.0, -0.541875, 0.0, 0.0, -1.0, 0.0, 1node_stack_top = 0.0, 0.541875, 0.0, 0.0, 1.0, 0.0, 1bulkheadProfiles = size1TechRequired = startentryCost = 0cost = 525category = Podssubcategory = 0title = A541A Ballistic Capsulemanufacturer = Alnair Design Bureaudescription = Tested rigourously with 4-legged creatures, this capsule is now surely ready for 2-legged creatures.attachRules = 1,0,1,1,0mass = 0.7dragModelType = defaultmaximum_drag = 0.4minimum_drag = 0.35angularDrag = 2crashTolerance = 25MaxTemp = 1200skinMaxTemp = 4400thermalMassModifier = 1heatConductivity = 0.1bulkheadProfiles = size1, size0CoPOffset = 0.0, 0.5, 0.0CoLOffset = 0.0, -0.35, 0.0CenterOfBuoyancy = 0.0, 0.5, 0.0CenterOfDisplacement = 0.0, -0.3, 0.0buoyancy = 1.5buoyancyUseSine = FalsevesselType = ShipCrewCapacity = 1MODULE{ name = ModuleCommand minimumCrew = 1}RESOURCE{ name = ElectricCharge amount = 125 maxAmount = 125}MODULE{ name = ModuleSAS}MODULE{ name = ModuleReactionWheel PitchTorque = 2 YawTorque = 2 RollTorque = 2 RESOURCE { name = ElectricCharge rate = 0.1 }}MODULE{ name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0}MODULE{ name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0}RESOURCE{ name = MonoPropellant amount = 30 maxAmount = 30}MODULE{ name = ModuleAnimateGeneric animationName = Almach_Crew_A_Light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off} MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 200 maxAmount = 200 }}... my last test was with 300 ablator, using 141, with Mechjeb landing automated trajectory (to have a consistent profile every test) from an 120km circular orbit... I feel safe to low it at 200...Added buoyancy: it is stable, bottom down, a little less than half submerged, with enough room to a kerbal to go EVA in the water and board it back.Then the Vostok parachute:PART{name = Almach_Parachute_Amodule = Partauthor = TantaresMODEL{ model = Tantares/Parts/VOSTOK/Vostok_Parachute_A}scale = 1rescaleFactor = 1node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0node_stack_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0bulkheadProfiles = size0, srfsound_parachute_open = activatesound_parachute_single = deployTechRequired = startentryCost = 0cost = 420category = Utilitysubcategory = 0title = A070A Return Chutemanufacturer = Alnair Design Bureaudescription = In the event of an emergency, the handle can be used to manually release the parachute. Or at least that's what we think it does, nobody has every actually tried it.attachRules = 1,0,1,1,0mass = 0.07dragModelType = defaultmaximum_drag = 0.20minimum_drag = 0.15angularDrag = 2crashTolerance = 10maxTemp = 2500fuelCrossFeed = FalsebodyLiftMultiplier = 0stageOffset = -1MODULE{ name = ModuleParachute semiDeployedAnimation = Almach_Parachute_A_Semi fullyDeployedAnimation = Almach_Parachute_A_Full invertCanopy = false autoCutSpeed = 0.5 capName = Cap canopyName = Almach_Parachute_A_Canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 0.12 semiDeploymentSpeed = 0.5 chuteMaxTemp = 650} MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 0.67 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 25 }}... I just conformed it to Squad values from stock parachutes.It allow the Almach-Vostok pod to land safely at 8m/s Edited November 15, 2015 by Araym --- forgot to add vesselType = Ship to Vostok capsule... edited :P Quote Link to comment Share on other sites More sharing options...
Cuky Posted November 15, 2015 Share Posted November 15, 2015 are Launch Vehicles compatible with 1.0.5 or is there updated coming up for them? Quote Link to comment Share on other sites More sharing options...
Araym Posted November 15, 2015 Share Posted November 15, 2015 I was looking to launch vehicle too:Engines are lacking on some thermal definition too. Not game breaking (like pod's issue), but be aware that they tend to be hotter than stock... Quote Link to comment Share on other sites More sharing options...
Beale Posted November 15, 2015 Author Share Posted November 15, 2015 That new config works significantly better. Any hope to salvage the vostok pod?Beale: you put a double "heatConductivity = 0.1" string in there...... and also, I think you could keep at an high value just the "skinMaxTemp" (the external one). "MaxTemp" is now related to "internal values" (like for ISRU, that works inside "hotter" than the outside capability to sustain heat damage)also, from my (previously done with tjsnh config) to the Vostok capsule, leads to this two config for capsule and parachute.(Very issue was the capsule lacking in drag, to slow down enough... the added drag helps a lot and now it's plenty safely):... I just conformed it to Squad values from stock parachutes.It allow the Almach-Vostok pod to land safely at 8m/sGreat many thanks! I will try this out too.Also made modifications to the Gemini and VA capsules to re-enter successfully.are Launch Vehicles compatible with 1.0.5 or is there updated coming up for them?The launch vehicles should still be fine, more or less I think 1.0.5 introduced some aerodynamic bugs with fairings (?) but, that's out of my hands.I was looking to launch vehicle too:Engines are lacking on some thermal definition too. Not game breaking (like pod's issue), but be aware that they tend to be hotter than stock...Oh, this has been mentioned before! (but, the needed changes got lost).What needs changing? Quote Link to comment Share on other sites More sharing options...
Araym Posted November 15, 2015 Share Posted November 15, 2015 (edited) Oh, this has been mentioned before! (but, the needed changes got lost).What needs changing?For liquid fuel/oxidizer and monoprop engines: heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating.and (not very game breaking) just inside the engine module:MODULE{ name = ModuleEnginesFX.... // omitted lines for FXs// // Possible EngineType values: // Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp EngineType = LiquidFuelPROPELLANT//....... Omitted fuels values, ISP curves etc etc//}and, obviously, for monoprop engine, the line changed to:EngineType = MonoPropFor Solids (from sepatrons to boosters/LES): heatConductivity = 0.06 // 1/2 default skinInternalConductionMult = 4.0 emissiveConstant = 0.5 ... and then the appropriated solid engine type... Ions/xenon pure electric engines seems to not have any thermal value (they lack in heat production), but just the electric engine type...... Hybrid Liquid fuel/electric (like some of your Castor ones) should be considered like "liquid fueled" if producing heat, or like electric if not (it depends on your engine config)For nuclear Engines heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better radiatorMax = 0.35 //Default = 0.25 but nuke engines are meant to run hot... and again then the appropriate "EngineType" (probably to let KSP to know the different thermal production profile)(For references, just take a look on Squad engines cfg: they are totally the same, despite from Thrust or ISP, for each category of engine types. You have just to copy the missing lines to your cfg) Edited November 15, 2015 by Araym Quote Link to comment Share on other sites More sharing options...
Araym Posted November 15, 2015 Share Posted November 15, 2015 PART{name = Tantares_Crew_Amodule = Partauthor = TantaresMODEL{ model = Tantares/Parts/SOYUZ/Soyuz_Crew_A}scale = 1.0rescaleFactor = 1.0node_stack_bottom = 0.0, -0.491875, 0.0, 0.0, -1.0, 0.0, 1node_stack_top = 0.0, 0.491875, 0.0, 0.0, 1.0, 0.0, 0bulkheadProfiles = size1, size0CoPOffset = 0.0, 0.5, 0.0CoLOffset = 0.0, -0.35, 0.0CenterOfBuoyancy = 0.0, 0.5, 0.0CenterOfDisplacement = 0.0, -0.3, 0.0buoyancy = 1.5buoyancyUseSine = FalseTechRequired = flightControlentryCost = 3500cost = 1000category = Podssubcategory = 0title = T491A "Khleb" Crew Modulemanufacturer = Tantares Space Technologiesdescription = This capsule will, in a pinch, hold two Kerbals in relative (to the vacuum of space) comfort.attachRules = 1,0,1,1,0mass = 0.85dragModelType = defaultmaximum_drag = 0.20minimum_drag = 0.15angularDrag = 2crashTolerance = 20maxTemp = 3400skinMaxTemp = 3400heatConductivity = 0.1thermalMassModifier = 1.0heatConductivity = 0.1vesselType = ShipCrewCapacity = 2INTERNAL{ name = Tantares_Crew_A_Interior_Basic}MODULE{ name = ModuleCommand minimumCrew = 1}MODULE{ name = ModuleSAS}MODULE{ name = ModuleReactionWheel PitchTorque = 3 YawTorque = 3 RollTorque = 3 RESOURCE { name = ElectricCharge rate = 0.20 }}MODULE{ name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0}MODULE{ name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0}RESOURCE{ name = ElectricCharge amount = 100 maxAmount = 100}RESOURCE{ name = MonoPropellant amount = 30 maxAmount = 30}MODULE{ name = ModuleAnimateGeneric animationName = Tantares_Crew_A_Light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off}MODULE{ name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500}RESOURCE{ name = Ablator amount = 200 maxAmount = 200} MODULE{ name = FlagDecal textureQuadName = FlagTexture}}Soyuz tested with the exactly cfg, with just "maxTemp = 1200" changed (like I said, it's the "internal part temperature"... the external one now is "skinMaxTemp", left at 3400)From a Mechjeb driven reentry, 120km circular orbit, to VAB, hit internal temp 370° and external 1700°... probably 3400 for the skin temp is "overkill" (but you could leave it looking for mun-minmus orbit reentry )I'm gonna just now shoot a capsule to a free-return trajectory to the mun... Quote Link to comment Share on other sites More sharing options...
Araym Posted November 15, 2015 Share Posted November 15, 2015 Soyuz capsule tested, as I said, to a fast Mun-fly by, with "maxTemp = 1200", "skinMaxTemp = 3400" (and a "safety" of Ablator still set to 600):plotted a direct reentry from Mun-orbit AP altitude, with a PE at 28Km altititude inside Kerbin atmosphere.Decoupled propulsion stage just when I hit the atmosphere (to let all the ride in the air only with the soyuz capsule), with a surface velocity more than 3100 m/s: reach less than 300° on internal temperature on max peak, 1800/1900° on external temp, spent less than 70/80 ablator points (on 600). Definitely safe on all projected scenarios, probably even from Minmus orbit with 200 ablator point in a LK -like configuration Now I'm playing to tweak on my own the other pods (I got the hang of it, because I have some other old mods upgraded for myself, to use them in my Comics... and I NEED the Tantares one the most ) Quote Link to comment Share on other sites More sharing options...
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