passinglurker Posted April 1, 2016 Share Posted April 1, 2016 On soyuz crew size: this all started with me just asking if the soyuz really needed its own built in hatch anymore! since it is now possible to use the lack of a door as a balance against holding 2 kerbals in a compact space. This then went off the rails when captainradish wanted the orbital module to seat 2 and then people who don't know how to back read just saw the words "soyuz" and "seats" and jumped to conclusions That's my story and I'm sticking to it Quote Link to comment Share on other sites More sharing options...
captainradish Posted April 1, 2016 Share Posted April 1, 2016 2 minutes ago, passinglurker said: On soyuz crew size: this all started with me just asking if the soyuz really needed its own built in hatch anymore! since it is now possible to use the lack of a door as a balance against holding 2 kerbals in a compact space. This then went off the rails when captainradish wanted the orbital module to seat 2 and then people who don't know how to back read just saw the words "soyuz" and "seats" and jumped to conclusions That's my story and I'm sticking to it It's all your fault. Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2016 Author Share Posted April 1, 2016 20 minutes ago, passinglurker said: On soyuz crew size: this all started with me just asking if the soyuz really needed its own built in hatch anymore! Not really practical at the moment, the hatch could be placed at the top, but it is currently hidden by the parachute. It would be trivial to make an alternate model without a hatch for those who really want it, but I have not seen much of any demand. On the tags again, the real names are included as well as the in-game names. Example, in-game name for the Fregat is "Taurus", but that is not so well known. You can simply search "fregat" to find it. Quote Link to comment Share on other sites More sharing options...
hraban Posted April 1, 2016 Share Posted April 1, 2016 Hello Beale, on my KhiNa Pod i use the upper docking node as hatch well with a radial parachute. Dockingports do not block the hatch, so it's practicable. Quote Link to comment Share on other sites More sharing options...
FlyMeToTheMinmus Posted April 1, 2016 Share Posted April 1, 2016 Would you consider doing a return capsule in the style of the stardust return capsule? I've always found that shape to be really interesting, its similar to the ones they use for Mars entry Quote Link to comment Share on other sites More sharing options...
Third_OfFive Posted April 1, 2016 Share Posted April 1, 2016 The TDP-M0-350 docking ports don't seem to be working for me. They won't connect, even when I align them almost perfectly. Is anyone else experiencing this problem, or is it just me? (and yes, I did makes sure to have the docking probe extended) Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2016 Author Share Posted April 1, 2016 (edited) 36 minutes ago, hraban said: Hello Beale, on my KhiNa Pod i use the upper docking node as hatch well with a radial parachute. Dockingports do not block the hatch, so it's practicable. Interesting! I will take a look. 20 minutes ago, FlyMeToTheMinmus said: Would you consider doing a return capsule in the style of the stardust return capsule? I've always found that shape to be really interesting, its similar to the ones they use for Mars entry Maybe... You can already build something similar using the Curiosity heat shield. 4 minutes ago, Third_OfFive said: The TDP-M0-350 docking ports don't seem to be working for me. They won't connect, even when I align them almost perfectly. Is anyone else experiencing this problem, or is it just me? (and yes, I did makes sure to have the docking probe extended) I think you have to retract it to dock! Tried that? The Knight engine shroud now works as expected! You cannot hide the frame structure. Edited April 1, 2016 by Beale Quote Link to comment Share on other sites More sharing options...
Third_OfFive Posted April 1, 2016 Share Posted April 1, 2016 9 minutes ago, Beale said: I think you have to retract it to dock! Tried that? Yep. Tried that. Tried it extended, tried it retracted, even tried it extended and then retracted. Nothing. Quote Link to comment Share on other sites More sharing options...
captainradish Posted April 1, 2016 Share Posted April 1, 2016 2 minutes ago, Third_OfFive said: Yep. Tried that. Tried it extended, tried it retracted, even tried it extended and then retracted. Nothing. 1.1 seems to be messing with some basic things. I'm wondering if docking ports are in the same boat as antennas. I couldn't get any antennas from Tantares to work properly. Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2016 Author Share Posted April 1, 2016 (edited) 6 minutes ago, Third_OfFive said: Yep. Tried that. Tried it extended, tried it retracted, even tried it extended and then retracted. Nothing. Oh, that is strange. Silly question, but you are using a male and female port? Do you have a more well lit picture of those two craft? Give me just a moment to test. Edited April 1, 2016 by Beale Quote Link to comment Share on other sites More sharing options...
davidy12 Posted April 1, 2016 Share Posted April 1, 2016 2 hours ago, Beale said: I'm not sure how the topic of seating has come up again, but I think the cutaway IVA view is a good example of why it is how it is and how it is not going to ever change. LK looks pretty cool too, good example of why it is currently too big also! Holy S*%T. I never realized it was so small until you pointed it out. My apologies Beale for the amount of times I asked you to make a three man Soyuz. Quote Link to comment Share on other sites More sharing options...
Third_OfFive Posted April 1, 2016 Share Posted April 1, 2016 (edited) 6 minutes ago, captainradish said: 1.1 seems to be messing with some basic things. I'm wondering if docking ports are in the same boat as antennas. I couldn't get any antennas from Tantares to work properly. Actually, I'm still in 1.0.5. I'm going to wait until 1.1 is officially released before I use it. 6 minutes ago, Beale said: Oh, that is strange. Silly question, but you are using a male and female port? Do you have a more well lit picture of those two craft? Give me just a moment to test. Edited April 1, 2016 by Third_OfFive Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2016 Author Share Posted April 1, 2016 (edited) 11 minutes ago, captainradish said: 1.1 seems to be messing with some basic things. I'm wondering if docking ports are in the same boat as antennas. I couldn't get any antennas from Tantares to work properly. What issues are you having? Everything seems to be fine over here. 5 minutes ago, Third_OfFive said: Actually, I'm still in 1.0.5. I'm going to wait until 1.1 is officially released before I use it. Everything looks correct there, very strange! Is there magnetic force when you get nearby? Any other mods you are using? I just tested this and no problems (In 1.1) Edited April 1, 2016 by Beale Quote Link to comment Share on other sites More sharing options...
captainradish Posted April 1, 2016 Share Posted April 1, 2016 Just now, Beale said: What issues are you having? Everything seems to be fine over here. Everything looks correct there, very strange! Is there magnetic force when you get nearby? Any other mods you are using? I just tested this and no problems (In 1.1) I have had, on occasion, docking ports that simply refuse to cooperate. Usually I was getting the docking port sizes mixed up. Quote Link to comment Share on other sites More sharing options...
Third_OfFive Posted April 1, 2016 Share Posted April 1, 2016 1 minute ago, Beale said: Everything looks correct there, very strange! Is there magnetic force when you get nearby? Any other mods you are using? I just tested this and no problems (In 1.1) 1. No 2. In addition to Tantares and TantaresLV, I am also using KIS, KAS, trajectories, C10 aerospace, and infernal robotics. Quote Link to comment Share on other sites More sharing options...
hraban Posted April 1, 2016 Share Posted April 1, 2016 Hi Beale, unfortunately the hatch on the top of the KhiNa Pod will not work in prerelease of KSP 1.1. the Docking port blocks the hatch. Only in 1.0.5 that will work well. So i hope the code of KSP 1.1 release will be corrected. I will make a ticket. Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2016 Author Share Posted April 1, 2016 (edited) 17 minutes ago, Third_OfFive said: 1. No 2. In addition to Tantares and TantaresLV, I am also using KIS, KAS, trajectories, C10 aerospace, and infernal robotics. The no magnetic force suggests the ports are finding each other incompatible, which is the wrong behaviour. Your mod list is really quite harmless, so I don't think those are causing problems. Can you send me the contents of the files: _Soyuz_DockingMechanism_Y _Soyuz_DockingMechanism_Z They are found in KerbalSpaceProgram/GameData/Tantares/Soyuz 8 minutes ago, hraban said: Hi Beale, unfortunately the hatch on the top of the KhiNa Pod will not work in prerelease of KSP 1.1. the Docking port blocks the hatch. Only in 1.0.5 that will work well. So i hope the code of KSP 1.1 release will be corrected. I will make a ticket. That is unfortunate! There could be a workaround with an animation maybe? (I.E. "extend hatch" and move the collider) Black Cygnus Just to check everything is still working... It even makes orbit! Sadly you have to burn through most of the Cygnus' fuel supplies. The Cygnus is totally empty here too. In a nutshell, it's not useful. God speed @curtquarquesso with the Cygnus revamp Edited April 1, 2016 by Beale Quote Link to comment Share on other sites More sharing options...
hraban Posted April 1, 2016 Share Posted April 1, 2016 1 minute ago, Beale said: That is unfortunate! There could be a workaround with an animation maybe? (I.E. "extend hatch" and move the collider) Good idea, i will test it tomorrow, it's to late today. Quote Link to comment Share on other sites More sharing options...
Third_OfFive Posted April 1, 2016 Share Posted April 1, 2016 11 minutes ago, Beale said: The no magnetic force suggests the ports are finding each other incompatible, which is the wrong behaviour. Your mod list is really quite harmless, so I don't think those are causing problems. Can you send me the contents of the files: _Soyuz_DockingMechanism_Y _Soyuz_DockingMechanism_Z They are found in KerbalSpaceProgram/GameData/Tantares/Soyuz That is unfortunate! There could be a workaround with an animation maybe? (I.E. "extend hatch" and move the collider) Spoiler _Soyuz_DockingMechanism_Y.cfg PART { name = Tantares_DockingMechanism_Y module = Part author = Tantares MODEL { model = Tantares/Parts/SOYUZ/Soyuz_DockingMechanism_Y } scale = 1.0 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.16375, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.07625, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size0 TechRequired = advConstruction entryCost = 1500 cost = 210 category = Utility subcategory = 0 title = TDD-M0-350 “Imbuto” Docking Drogue manufacturer = Tantares Space Technologies description = Built to withstand even the sloppiest of pilots. Go on, stick it with the pointy end! attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = False MODULE { name = ModuleDockingNode referenceAttachNode = top gendered = true genderFemale = true nodeType = size1 } } Spoiler _Soyuz_DockingMechanism_Z.cfg PART { name = Tantares_DockingMechanism_Z module = Part author = Tantares MODEL { model = Tantares/Parts/SOYUZ/Soyuz_DockingMechanism_Z } scale = 1.0 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.16375, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.07625, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size0 TechRequired = advConstruction entryCost = 1500 cost = 210 category = Utility subcategory = 0 title = TDP-M0-350 “Ficcare” Docking Probe manufacturer = Tantares Space Technologies description = Stick ‘em with the pointy end! This docking probe is capable of soft-docking with it’s drogue counterpart. Extend the probe prior to docking. Once satisfied with your relative spacecraft to spacecraft rotational alignment, retract the probe to bring yourself in for a hard-dock. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = False MODULE { name = ModuleDockingNode referenceAttachNode = top animCaptureOff = false gendered = true genderFemale = true nodeType = size1 } MODULE { name = ModuleAnimateGeneric animationName = ProbeExtend isOneShot = false startEventGUIName = Extend Probe endEventGUIName = Retract Probe actionGUIName = Toggle Docking Probe } } Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2016 Author Share Posted April 1, 2016 On 22/03/2016 at 0:38 AM, Andem said: @Beale 6 minutes ago, Third_OfFive said: Reveal hidden contents _Soyuz_DockingMechanism_Y.cfg PART { name = Tantares_DockingMechanism_Y module = Part author = Tantares MODEL { model = Tantares/Parts/SOYUZ/Soyuz_DockingMechanism_Y } scale = 1.0 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.16375, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.07625, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size0 TechRequired = advConstruction entryCost = 1500 cost = 210 category = Utility subcategory = 0 title = TDD-M0-350 “Imbuto” Docking Drogue manufacturer = Tantares Space Technologies description = Built to withstand even the sloppiest of pilots. Go on, stick it with the pointy end! attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = False MODULE { name = ModuleDockingNode referenceAttachNode = top gendered = true genderFemale = true nodeType = size1 } } Reveal hidden contents _Soyuz_DockingMechanism_Z.cfg PART { name = Tantares_DockingMechanism_Z module = Part author = Tantares MODEL { model = Tantares/Parts/SOYUZ/Soyuz_DockingMechanism_Z } scale = 1.0 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.16375, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.07625, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size0 TechRequired = advConstruction entryCost = 1500 cost = 210 category = Utility subcategory = 0 title = TDP-M0-350 “Ficcare” Docking Probe manufacturer = Tantares Space Technologies description = Stick ‘em with the pointy end! This docking probe is capable of soft-docking with it’s drogue counterpart. Extend the probe prior to docking. Once satisfied with your relative spacecraft to spacecraft rotational alignment, retract the probe to bring yourself in for a hard-dock. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = False MODULE { name = ModuleDockingNode referenceAttachNode = top animCaptureOff = false gendered = true genderFemale = true nodeType = size1 } MODULE { name = ModuleAnimateGeneric animationName = ProbeExtend isOneShot = false startEventGUIName = Extend Probe endEventGUIName = Retract Probe actionGUIName = Toggle Docking Probe } } On 30/03/2016 at 1:24 PM, trooperMNG said: @BealeBeale Inability to delete quotes on mobile... Sorry guys. @Third_OfFive change dockingMechanism_z "gender female" to equal "false". Sorry, this is a bug long fixed, I just need to upload a new version on Tantares Quote Link to comment Share on other sites More sharing options...
Jeb-head-mug kerman Posted April 2, 2016 Share Posted April 2, 2016 Amazing! now that bobcat soviet pack is no longer available this is a alternative. Quote Link to comment Share on other sites More sharing options...
Third_OfFive Posted April 2, 2016 Share Posted April 2, 2016 4 minutes ago, Jeb-head-mug kerman said: Amazing! now that bobcat soviet pack is no longer available this is a alternative. This one is better imo Quote Link to comment Share on other sites More sharing options...
curtquarquesso Posted April 2, 2016 Share Posted April 2, 2016 (edited) 4 hours ago, captainradish said: Again: gameplay vs realism. I'd like to see one that has an impact velocity higher than terminal velocity. I'd like to use this thing to return science to Kerbin without any parachutes. As it is, I have to use a drogue chute, which isn't a particularly big deal, but I like the egg shape. It's currently kind-of pointless to use like IRL as it has no real built-in functionality (that I am aware of). 4 hours ago, captainradish said: This is true. It also has a built-in science container, an SAS, a reaction wheel, and it can survive reentry without any additional shielding. It's almost purpose-built to return science to Kerbin. I think a Phobos Grunt return capsule would fill that niche. The Luna probe isn't meant for return. I don't think it even has ablator. The Luna probe wasn't made to be an impactor, or survive anything extreme. It would would decouple a few meters above the ground, and was intended to land land at a speed no greater than 6m/s (14mph) I think the Luna 9 probe needs to have a simple experiment on it, and the Phobos Grunt sample return capsule needs to be a science container only. I think for the sake of not being totally OP, they shouldn't have reaction wheels. The whole point of the Luna probe's petals is to right the probe on the surface. It makes gameplay more interesting. Crazy OP reaction wheels have seriously spoiled the KSP player base. 2 hours ago, Third_OfFive said: Yep. Tried that. Tried it extended, tried it retracted, even tried it extended and then retracted. Nothing. 2 hours ago, Third_OfFive said: Actually, I'm still in 1.0.5. I'm going to wait until 1.1 is officially released before I use it. 2 hours ago, Beale said: God speed @curtquarquesso with the Cygnus revamp Soyuz Docking Probes: When I went through the thread, and was racking my brain for what could be wrong, and what 1.1 could have broke. There's nothing remotely hacky about the Unity setup, just basic collider exploitation, so 1.1 shouldn't effect anything. Glad to find out it's a silly error, and not something big. Also, nudge, nudge, complete docking port revamp development roadmap, nudge, nudge... Cygnus: I love Black Cygnus! Clever! Most of the major components for the revamp are basically done, but I need a roadmap of what you want in order to finalize things. We need to decide on how the Antares revamp will be done, what the tolerance is for the off-size associated with Cygnus is, and how PBR stuff will be handled. In general, Tantares needs some dev road-mapping. We have a lot of half-finished revamps... Edited April 2, 2016 by curtquarquesso Quote Link to comment Share on other sites More sharing options...
hraban Posted April 2, 2016 Share Posted April 2, 2016 Hi Beale, now the Docking Port work with the Hatch on the top node of my KhiNa pod under prerelease of KSP 1.1. According to your suggestion I have an animation added which pushes and shrinks the Collider aside. In the menu, the switch can be seen. Quote Link to comment Share on other sites More sharing options...
InsaneDruid Posted April 2, 2016 Share Posted April 2, 2016 15 hours ago, Beale said: LK looks pretty cool too, good example of why it is currently too big also! Btw, why is the LK a two kerb pod anyway? Quote Link to comment Share on other sites More sharing options...
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