kopapaka Posted February 2, 2017 Share Posted February 2, 2017 Quote Link to comment Share on other sites More sharing options...
Moiety Posted February 2, 2017 Share Posted February 2, 2017 15 hours ago, Beale said: Fins! When are you getting to the Danes . Looks good anyway :). Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted February 3, 2017 Share Posted February 3, 2017 (edited) @Beale Are you planning anything new for the LES? Might I suggest a two-piece version that would replace the need for those little octo-girders on top of the Soyuz? Part #1: Basically the "new" Hippo LES Part #2: A piece that acts as the "end" of the fairing, but also a spacer between the docking port and the LES. The shape could be something simple like a bolt-type shape. This way we could jettison the LES, and still have a cap on the fairing for aerodynamic and aesthetic purposes. Edited February 3, 2017 by DJ Reonic Quote Link to comment Share on other sites More sharing options...
Beale Posted February 4, 2017 Author Share Posted February 4, 2017 On 02/02/2017 at 0:40 AM, kopapaka said: Nice build! And payload. On 02/02/2017 at 2:06 PM, Moiety said: When are you getting to the Danes . Looks good anyway :). You're Danish eh Moiety? Thanks! On 03/02/2017 at 2:27 PM, DJ Reonic said: @Beale Are you planning anything new for the LES? Might I suggest a two-piece version that would replace the need for those little octo-girders on top of the Soyuz? Part #1: Basically the "new" Hippo LES Part #2: A piece that acts as the "end" of the fairing, but also a spacer between the docking port and the LES. The shape could be something simple like a bolt-type shape. This way we could jettison the LES, and still have a cap on the fairing for aerodynamic and aesthetic purposes. Excellent idea! I will do this. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted February 4, 2017 Share Posted February 4, 2017 4 hours ago, Beale said: Excellent idea! I will do this. I've always thought the soyuz LES would be more practical if the bottom of it was a cylinder about the size of an "oscar b" tank, with a docking port on the bottom to match the "probe" most soyuz missions get topped with. Just my 2cents. Quote Link to comment Share on other sites More sharing options...
Beale Posted February 5, 2017 Author Share Posted February 5, 2017 (edited) 22 hours ago, tjsnh said: I've always thought the soyuz LES would be more practical if the bottom of it was a cylinder about the size of an "oscar b" tank, with a docking port on the bottom to match the "probe" most soyuz missions get topped with. Just my 2cents. It needs some thought, I will have to re-visit the LESes at a later date. Tantares 1.0 and TantaresLV 2.0 GitHub Release Tantares Initial release of Soyuz and LK TantaresLV Release of Soyuz Rocket. Being on GitHub, feel free to branch and fork the project as you please! This version of Tantares is not compatible with crafts made in previous versions. Either use the old-version alongside this new version or backup your saves! TantaresLV compatible with versions 1.0 and beyond. Edited February 5, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
KerbalKore Posted February 5, 2017 Share Posted February 5, 2017 Are the old files on github still? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 5, 2017 Author Share Posted February 5, 2017 3 minutes ago, Bill the Kerbal said: Are the old files on github still? Spacedock, see links on first page. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 5, 2017 Share Posted February 5, 2017 (edited) On 01/02/2017 at 10:23 PM, Beale said: The temperature as is because I have no idea melting points and materials, if you have suggestions I will implement. Given the stockalike nature of the mod, my suggestion is basically just that, so sorry if this seems like something you already know and work towards. Here are the standards for different crewed stock parts with internals: 1000-1200 / 2000 Mk1, Cupola, Lander Cans 1100-1400 / 2200-2400 Capsules 1200 / 2500 Mk2 1500 / 2700 Mk3 Fairings are 2600, heatshields go up to 3300, while 3900 is the absolute max in any part configs that I've found (liquid engines have 2000 // = 3600, and SRBs have 2200 // = 3900, I don't know the significance of the number after //= ). So, since it's a high temp capsule with integrated ablator, I'd suggest setting it to 1500/3300 unless it produces issues (the capsule is spherical, but it does have higher drag than normal; I don't know what to expect from it over various reentry trajectories but presumably it's meant to be highly resistant). You've done something similar with the Fuji/Polaris capsule already — that has 1200/3600 (which imo is a bit high for a lightweight capsule in terms of gameplay balance; I'd give it no more than 2500). If you want to be more realistic with the melting points, 4200 is about the limit for refractory ceramics and cermets (ie. hafnium and tantalum carbides) though values ranging from 2200 to 3200 are more typical afaik. 3600 (graphite) to 3900 (pyrolytic) is the range for carbons and is close to the stock value (3300 implies a safe zone, I suppose), though you could see down to 2300 for RCC (Shuttle wing material, so stock spaceplanes aren't far off). Tungsten & alloys are quite similar (3200-3600). Steels melt at around 1500 but suffer plastic deformation at much lower temps, around 900-1100 iirc. Edited February 5, 2017 by Guest Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted February 6, 2017 Share Posted February 6, 2017 @String Witch the //= #### are a record of old max temps. Those numbers don't affect anything in the game (actually anything after // won't affect the game). Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 6, 2017 Share Posted February 6, 2017 I am a little lost... please forgive me if this is due to not paying attention, but... well its just that in all posts there is alwasy a mention to "old versions" of tantares... when I click the 'tantares' button it directs me to what is described as an initial version ... and in space dock the mod is claimed to be 1.1.3... so my question is: a) is tantares uptated to be 1.2.2 compatible? or b) old version still works all the same; and c) if not, where can i be sure I am downloading the current version? Quote Link to comment Share on other sites More sharing options...
minepagan Posted February 6, 2017 Share Posted February 6, 2017 10 minutes ago, Daniel Prates said: I am a little lost... please forgive me if this is due to not paying attention, but... well its just that in all posts there is alwasy a mention to "old versions" of tantares... when I click the 'tantares' button it directs me to what is described as an initial version ... and in space dock the mod is claimed to be 1.1.3... so my question is: a) is tantares uptated to be 1.2.2 compatible? or b) old version still works all the same; and c) if not, where can i be sure I am downloading the current version? The old versions are on Spacedock, which is what you found. The new (1.2.x) versions are on Github. Quote Link to comment Share on other sites More sharing options...
Beale Posted February 6, 2017 Author Share Posted February 6, 2017 19 hours ago, String Witch said: Given the stockalike nature of the mod, my suggestion is basically just that, so sorry if this seems like something you already know and work towards. Here are the standards for different crewed stock parts with internals: 1000-1200 / 2000 Mk1, Cupola, Lander Cans 1100-1400 / 2200-2400 Capsules 1200 / 2500 Mk2 1500 / 2700 Mk3 Fairings are 2600, heatshields go up to 3300, while 3900 is the absolute max in any part configs that I've found (liquid engines have 2000 // = 3600, and SRBs have 2200 // = 3900, I don't know the significance of the number after //= ). So, since it's a high temp capsule with integrated ablator, I'd suggest setting it to 1500/3300 unless it produces issues (the capsule is spherical, but it does have higher drag than normal; I don't know what to expect from it over various reentry trajectories but presumably it's meant to be highly resistant). You've done something similar with the Fuji/Polaris capsule already — that has 1200/3600 (which imo is a bit high for a lightweight capsule in terms of gameplay balance; I'd give it no more than 2500). If you want to be more realistic with the melting points, 4200 is about the limit for refractory ceramics and cermets (ie. hafnium and tantalum carbides) though values ranging from 2200 to 3200 are more typical afaik. 3600 (graphite) to 3900 (pyrolytic) is the range for carbons and is close to the stock value (3300 implies a safe zone, I suppose), though you could see down to 2300 for RCC (Shuttle wing material, so stock spaceplanes aren't far off). Tungsten & alloys are quite similar (3200-3600). Steels melt at around 1500 but suffer plastic deformation at much lower temps, around 900-1100 iirc. Really nice! Thanks man! 43 minutes ago, Daniel Prates said: I am a little lost... please forgive me if this is due to not paying attention, but... well its just that in all posts there is alwasy a mention to "old versions" of tantares... when I click the 'tantares' button it directs me to what is described as an initial version ... and in space dock the mod is claimed to be 1.1.3... so my question is: a) is tantares uptated to be 1.2.2 compatible? or b) old version still works all the same; and c) if not, where can i be sure I am downloading the current version? Sorry, latest spacedock version is 1.2 compatible. Github is where all future version go. Quote Link to comment Share on other sites More sharing options...
Kaput Posted February 6, 2017 Share Posted February 6, 2017 No sun tracking solar panels for the new Tantares? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 6, 2017 Author Share Posted February 6, 2017 35 minutes ago, Kaput said: No sun tracking solar panels for the new Tantares? I figured too many variants already (7K-OK style + TMA style) x (Cylinder hugging + Flat retracting). Adding rotating variants to all of those would be a bit overwhelming. HOWEVER! The parts are set up correctly to sun-track, it is just disabled - Go into the solar panel configs and change: sunTracking = False to sunTracking = True Quote Link to comment Share on other sites More sharing options...
Beale Posted February 6, 2017 Author Share Posted February 6, 2017 (edited) In some secluded rendezvous... Edited February 6, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 7, 2017 Share Posted February 7, 2017 7 hours ago, minepagan said: The old versions are on Spacedock, which is what you found. The new (1.2.x) versions are on Github. Got it! Thanks! Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 7, 2017 Share Posted February 7, 2017 17 hours ago, Beale said: Really nice! Thanks man! Sorry, latest spacedock version is 1.2 compatible. Github is where all future version go. The github version has only soyuz and LK, right? Older versions had parts for vostok, stations etc. Or did I screw something up? Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted February 7, 2017 Share Posted February 7, 2017 14 hours ago, Beale said: In some secluded rendezvous... THESE ARE AWESOME!!! Are they going to be separate parts, or one part with an FSTextureSwitch or similar module? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 7, 2017 Author Share Posted February 7, 2017 (edited) 8 hours ago, Daniel Prates said: The github version has only soyuz and LK, right? Older versions had parts for vostok, stations etc. Or did I screw something up? That's right, you may want to continue using old versions for more parts, but keep in mind they will not be compatible. 7 hours ago, DJ Reonic said: THESE ARE AWESOME!!! Are they going to be separate parts, or one part with an FSTextureSwitch or similar module? I'm planning a Salyut 6 / 7 / MIR core (Longer, red stripes) and a Salyut 1 / 2 / 3 / 4 core (Shorter, grey). As we discovered the last time around, none of the Salyut drawings agree with each other... so it will not be perfectly sized, but good enough. It's an opportunity to find a new name! The Salyut's have been Vega for all versions, but what's the Tantares name for MIR? Edited February 7, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 7, 2017 Share Posted February 7, 2017 5 minutes ago, Beale said: That's right, you may want to continue using old versions for more parts, but keep in mind they will not be compatible. Well in any case what I did was to downoad the folder and install it manually, which I do not recommend. Doing the CKAN installation reveals many more parts. Now that I can fully appreciate how tantares looks today, many kudos to the developer! It looks increasingly better each time. Quote Link to comment Share on other sites More sharing options...
akron Posted February 8, 2017 Share Posted February 8, 2017 What's next on the launcher side? Any chance of Proton coming soon? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 8, 2017 Share Posted February 8, 2017 18 hours ago, Beale said: It's an opportunity to find a new name! The Salyut's have been Vega for all versions, but what's the Tantares name for MIR? How about Paz? Short, simple, and means the same thing. Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted February 8, 2017 Share Posted February 8, 2017 3 minutes ago, Jack Wolfe said: How about Paz? Short, simple, and means the same thing. Yeah , I like that name , it also means pure/precious in hebrew Quote Link to comment Share on other sites More sharing options...
hraban Posted February 8, 2017 Share Posted February 8, 2017 (edited) add 2 to every letter in ANSI standard code so you become OKT add 6 to every letter in ANSI standard code so you become SOX it's like HAL from 2001: a space odyssey ... subtract 1 on every letter so you become IBM Edited February 8, 2017 by hraban Quote Link to comment Share on other sites More sharing options...
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