Calvin_Maclure Posted February 11, 2017 Share Posted February 11, 2017 Real quick question but if I'm still using the Tantares version for KSP 1.1.2, how craft breaking is updating to the latest version going to be? And is that for all KSP 1.1.2 Tantares compatible parts? Cheers! Quote Link to comment Share on other sites More sharing options...
Beale Posted February 11, 2017 Author Share Posted February 11, 2017 1 hour ago, Calvin_Maclure said: Real quick question but if I'm still using the Tantares version for KSP 1.1.2, how craft breaking is updating to the latest version going to be? And is that for all KSP 1.1.2 Tantares compatible parts? Cheers! It will unfortunately be completely craft breaking. Therefore the old-versions will remain there forever. Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted February 11, 2017 Share Posted February 11, 2017 1 hour ago, Beale said: It will unfortunately be completely craft breaking. Therefore the old-versions will remain there forever. Cool beans. I thought I had read that somewhere. So... I suppose I'll have to install both the latest and old one and then swap the old parts with the new. Thanks for the answer (and the mod )! Quote Link to comment Share on other sites More sharing options...
Beale Posted February 11, 2017 Author Share Posted February 11, 2017 (edited) 2 hours ago, Calvin_Maclure said: Cool beans. I thought I had read that somewhere. So... I suppose I'll have to install both the latest and old one and then swap the old parts with the new. Yeah... It is kind of painful. Unfortunately, but it is possible. An idea maybe is the vents on the back will allow you to vent Monopropellant and Fuel - for the price of some small thrust / rotation (I think maybe 0.1kn 5-10 ISP ). Edited February 11, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
Beale Posted February 12, 2017 Author Share Posted February 12, 2017 Grab on GitHub Fixed light emissives. Mounting plate. Rendezvous with Eridani test article, disposal of silly, disgusting, abhorrent, waste of tax-payer money antenna, and return home. Quote Link to comment Share on other sites More sharing options...
Joeybafoey Posted February 12, 2017 Share Posted February 12, 2017 3 hours ago, Beale said: Grab on GitHub Fixed light emissives. Mounting plate. Rendezvous with Eridani test article, disposal of silly, disgusting, abhorrent, waste of tax-payer money antenna, and return home. Where did the orbital module go???? Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 12, 2017 Share Posted February 12, 2017 1 minute ago, Joeybafoey said: Where did the orbital module go???? It's jettisoned before the deorbit burn. Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted February 12, 2017 Share Posted February 12, 2017 15 hours ago, Beale said: Yeah... It is kind of painful. Unfortunately, but it is possible. lol, yeah... will changing the names of the parts in the old version by adding ''_old'' break anything? It'll make it easier to swap the old with the new! Quote Link to comment Share on other sites More sharing options...
Beale Posted February 12, 2017 Author Share Posted February 12, 2017 15 minutes ago, Calvin_Maclure said: lol, yeah... will changing the names of the parts in the old version by adding ''_old'' break anything? It'll make it easier to swap the old with the new! The old versions actually have a different naming scheme, so they can sit side-by-side without issue. Quote Link to comment Share on other sites More sharing options...
MalevolentNinja Posted February 12, 2017 Share Posted February 12, 2017 I have never before tried this mod, am I missing something? Are there alternate textures available? The ones included in the release are a bit too... plain Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted February 12, 2017 Share Posted February 12, 2017 6 hours ago, Beale said: The old versions actually have a different naming scheme, so they can sit side-by-side without issue. Cool. Would the 1.1.2 version work at all in 1.2.2 you think?? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) 58 minutes ago, MalevolentNinja said: I have never before tried this mod, am I missing something? Are there alternate textures available? The ones included in the release are a bit too... plain I can give you the source files and you can make your own. 33 minutes ago, Calvin_Maclure said: Cool. Would the 1.1.2 version work at all in 1.2.2 you think?? The old version is already 1.2 compatible. Edited February 12, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted February 12, 2017 Share Posted February 12, 2017 (edited) 21 minutes ago, Beale said: The new parts look great! do you plan to make a variation of the solar panels that fold inward?(like those on the soyuz,otherwise they create a huge bulge on the Proton fairing) also , is there a chance for the big antenna from Zvezda/MIR core module? Edited February 12, 2017 by NeoFatalis Quote Link to comment Share on other sites More sharing options...
Beale Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) 2 hours ago, NeoFatalis said: The new parts look great! do you plan to make a variation of the solar panels that fold inward?(like those on the soyuz,otherwise they create a huge bulge on the Proton fairing) also , is there a chance for the big antenna from Zvezda/MIR core module? Thanks! Not sure about the Solar panels yet, they don't actually cause a bulge at all in my experience? I like the antenna, a few requests have come in, we shall see Edited February 12, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
Beale Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) Mid-section on GitHub now. This new space station is a lot heavier than the previous model... Recommend N11 with some kind of booster stage. Edited February 12, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
Moiety Posted February 13, 2017 Share Posted February 13, 2017 (edited) On 2/12/2017 at 4:39 AM, VenomousRequiem said: It's jettisoned before the deorbit burn. Wouldn’t it make more sense to jettison after the de-orbit burn? Or are there just tons and tons of orbital modules orbiting the Earth? On 2/4/2017 at 4:04 PM, Beale said: You're Danish eh Moiety? Thanks! Not originally no. And thank you so much for putting Tantares on GitHub! Hope the transition went off without a hitch. I’ll check this out once I get KSP working on my new PC. It worked for about 5 minutes but now it just crashes every time I load it. After playing with 50 fps on Windows, I can’t really go back to the 20 fps I got on my MBP. Need to fix this . Edited February 13, 2017 by Moiety Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 13, 2017 Share Posted February 13, 2017 50 minutes ago, Moiety said: Wouldn’t it make more sense to jettison after the de-orbit burn? Or are there just tons and tons of orbital modules orbiting the Earth? Well eventually their orbits will decay and they'll fall back down. It'd only take a few months. But more importantly, they have weight, and IRL the Soyuz fully loaded with fuel, 3 astronauts, and whatever else they need to take with them to the ground only has about 300M/s ∆V(I can't do it in 1/10th scale with less than 500M/s ) so jettisoning the orbital module will give you more ∆V for a more accurate deorbit. Quote Link to comment Share on other sites More sharing options...
Moiety Posted February 13, 2017 Share Posted February 13, 2017 1 minute ago, VenomousRequiem said: Well eventually their orbits will decay and they'll fall back down. It'd only take a few months. But more importantly, they have weight, and IRL the Soyuz fully loaded with fuel, 3 astronauts, and whatever else they need to take with them to the ground only has about 300M/s ∆V(I can't do it in 1/10th scale with less than 500M/s ) so jettisoning the orbital module will give you more ∆V for a more accurate deorbit. Yeah that makes sense, never forget about orbital decay! Which is easy to do since it’s not in KSP. At what altitude are you de-orbiting? 150-250 M/s Δv should be more than enough from say a 250 KM orbit. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 13, 2017 Share Posted February 13, 2017 2 minutes ago, Moiety said: Yeah that makes sense, never forget about orbital decay! Which is easy to do since it’s not in KSP. At what altitude are you de-orbiting? 150-250 M/s Δv should be more than enough from say a 250 KM orbit. Probably about 250K. 300M/s would probably be fine I just said that to make my point sound more... Across. Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted February 13, 2017 Share Posted February 13, 2017 there is a problem with docking ports. i know its because of the diffirent names but is there a way to get both old docking ports, solar panels and rcs in new pack? (or have both old and new SOYUZ folder installed at the same time) Quote Link to comment Share on other sites More sharing options...
Beale Posted February 13, 2017 Author Share Posted February 13, 2017 49 minutes ago, notJebKerman said: there is a problem with docking ports. i know its because of the diffirent names but is there a way to get both old docking ports, solar panels and rcs in new pack? (or have both old and new SOYUZ folder installed at the same time) I don't understand? Youshould be able to have both installed at the same time. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 13, 2017 Share Posted February 13, 2017 5 hours ago, VenomousRequiem said: Probably about 250K. 300M/s would probably be fine I just said that to make my point sound more... Across. There's a reason most stations are in very low orbit... 19 hours ago, Beale said: Mid-section on GitHub now. This new space station is a lot heavier than the previous model... Recommend N11 with some kind of booster stage. Wait what? All the DOS and FGB modules were lifted onboard Protons. Why the heck would KSP, with its small size, require an N1 variant to lift it into orbit? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 13, 2017 Author Share Posted February 13, 2017 (edited) 6 minutes ago, CobaltWolf said: Wait what? All the DOS and FGB modules were lifted onboard Protons. Why the heck would KSP, with its small size, require an N1 variant to lift it into orbit? N11, not N1! (my god, you don't even know obscure soviet rockets from the top of your head?) The new Proton will be capable no problem of launching new heavier station parts, but I haven't made it yet. Edited February 13, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 13, 2017 Share Posted February 13, 2017 4 minutes ago, Beale said: N11, not N1! (my god, you don't even know obscure soviet rockets from the top of your head?) The new Proton will be capable no problem of launching new heavier station parts, but I haven't made it yet. D-didn't you just remake Proton over the summer? Good god man, there has to be a limit! Quote Link to comment Share on other sites More sharing options...
Beale Posted February 13, 2017 Author Share Posted February 13, 2017 2 minutes ago, CobaltWolf said: D-didn't you just remake Proton over the summer? Good god man, there has to be a limit! Yeah, there is not much at all needed to be done, just minor model tweaks and maybe a scrub of the texture. Quote Link to comment Share on other sites More sharing options...
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