RaiderMan Posted February 11, 2018 Share Posted February 11, 2018 are those new thrusters I've seen you showing off included in this? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 11, 2018 Author Share Posted February 11, 2018 (edited) 38 minutes ago, RaiderMan said: are those new thrusters I've seen you showing off included in this? Sorry, unfortunately not. Unrelated, I am working on somewhere to land the Fobos.... Phobos Hosbop Edited February 11, 2018 by Beale Quote Link to comment Share on other sites More sharing options...
TK-313 Posted February 12, 2018 Share Posted February 12, 2018 On 10.02.2018 at 1:52 AM, Beale said: The Proton materials were corrected so that it is white, and not... grey. @Beale, can I ask you how you achieved this? Because when I stage the fairing on my Salyut-7, it goes like this, and that's with solar panels moved inwards: Quote Link to comment Share on other sites More sharing options...
Beale Posted February 12, 2018 Author Share Posted February 12, 2018 2 minutes ago, TK-313 said: @Beale, can I ask you how you achieved this? Because when I stage the fairing on my Salyut-7, it goes like this, and that's with solar panels moved inwards: I am not sure to be honest, nothing special. Did you make the ejection force harder? Quote Link to comment Share on other sites More sharing options...
TK-313 Posted February 12, 2018 Share Posted February 12, 2018 (edited) 9 hours ago, Beale said: I am not sure to be honest, nothing special. Did you make the ejection force harder? No, all as provided in the pack... And there seems to be a good clearance between the panels and the fairing: UPD: Huh. So the ejection force was the issue. As soon as I set it to 50 instead of the stock 100, the solar panels more or less stopped falling apart. Edited February 12, 2018 by TK-313 fixed typo Quote Link to comment Share on other sites More sharing options...
Beale Posted February 12, 2018 Author Share Posted February 12, 2018 41 minutes ago, TK-313 said: UPD: Huh. So the ejection force was the issue. As soon as I set it to 50 instead of the stock 100, the solar panels more or less stopped falling apatr. Aha, I would suggest much higher! I should update the default values, 500 provides better clearance usually. Quote Link to comment Share on other sites More sharing options...
TK-313 Posted February 12, 2018 Share Posted February 12, 2018 (edited) Meanwhile, fairing time! Fairing patch for the FGB/TKS pod now includes the Salyut/Mir upper section: @PART[Alniyat_Crew_1]:NEEDS[TantaresLV] { MODULE { name = ModuleProceduralFairing nSides = 48 nArcs = 2 nCollidersPerXSection = 9 TextureURL = TantaresLV/Parts/LLV/fairings_diff panelGrouping = 3 pivot = 0,-0.0625,0 axis = 0,-1,0 baseRadius = 1.25 maxRadius = 3 capRadius = 0.15 snapThreshold = 0.1 xSectionHeightMin = 0.3 xSectionHeightMax = 3 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.012 UnitAreaCost = 12 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged useClamshell = True } } @PART[Eridani_Crew_1]:NEEDS[TantaresLV] { MODULE { name = ModuleProceduralFairing nSides = 48 nArcs = 2 nCollidersPerXSection = 9 TextureURL = TantaresLV/Parts/LLV/fairings_diff panelGrouping = 3 pivot = 0,-1.25,0 axis = 0,1,0 baseRadius = 1.25 maxRadius = 3 capRadius = 0.15 snapThreshold = 0.1 xSectionHeightMin = 0.3 xSectionHeightMax = 3 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.012 UnitAreaCost = 12 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged useClamshell = True } } Edited February 12, 2018 by TK-313 Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted February 12, 2018 Share Posted February 12, 2018 T r a n s m i t t i n g . . Quote Link to comment Share on other sites More sharing options...
ksp CCCP 1.3.9 Posted February 12, 2018 Share Posted February 12, 2018 ksp Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted February 12, 2018 Share Posted February 12, 2018 1 hour ago, ksp CCCP 1.3.9 said: ksp Post.101 Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted February 12, 2018 Share Posted February 12, 2018 has this been released on spacedock? Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted February 13, 2018 Share Posted February 13, 2018 Is there any chance you will add airlocks to crewed parts that don't have them? It might look like nothing, but actually it is a big problem. You see, if you take a rescue contract, it can spawn any part that has space for one or more kerbal. You obviously need to use EVA to transfer the said kerbal to your rescue craft... I guess you see the problem. The only way to fix it is to edit your save. Quote Link to comment Share on other sites More sharing options...
Well Posted February 13, 2018 Share Posted February 13, 2018 14 minutes ago, biohazard15 said: Is there any chance you will add airlocks to crewed parts that don't have them? It might look like nothing, but actually it is a big problem. You see, if you take a rescue contract, it can spawn any part that has space for one or more kerbal. You obviously need to use EVA to transfer the said kerbal to your rescue craft... I guess you see the problem. The only way to fix it is to edit your save. That a problem with the stock contract rescue mission. The game don't check the part to see if the module have a hatch. For that really not a Tantares problem. Solution: - Use the "Klaw" to grap the part in flight and return on home. - Use the Mod [1.3.1] KSP Rescue Pod Validator Quote Link to comment Share on other sites More sharing options...
Beale Posted February 13, 2018 Author Share Posted February 13, 2018 6 hours ago, biohazard15 said: Is there any chance you will add airlocks to crewed parts that don't have them? It might look like nothing, but actually it is a big problem. You see, if you take a rescue contract, it can spawn any part that has space for one or more kerbal. You obviously need to use EVA to transfer the said kerbal to your rescue craft... I guess you see the problem. The only way to fix it is to edit your save. The way I see it, that is great - it's a legitimate problem you must use your wits and ideas to solve, cargo bays, the claw, KIS attach a docking port, KIS attach an airlock. Don't you agree? Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted February 13, 2018 Share Posted February 13, 2018 I know..nuts question... KSP 1.1.3... the versions to use for this particluar release are Tantares 36.0 and Tantares LV 17.0? I have my reasons, flawed as they are. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 13, 2018 Share Posted February 13, 2018 47 minutes ago, LawnDartLeo said: I know..nuts question... KSP 1.1.3... the versions to use for this particluar release are Tantares 36.0 and Tantares LV 17.0? I have my reasons, flawed as they are. You're a mad man, a danger to us all Quote Link to comment Share on other sites More sharing options...
TheRedTom Posted February 13, 2018 Share Posted February 13, 2018 3 hours ago, LawnDartLeo said: I know..nuts question... KSP 1.1.3... the versions to use for this particluar release are Tantares 36.0 and Tantares LV 17.0? I have my reasons, flawed as they are. Every day we stray further from god Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted February 14, 2018 Share Posted February 14, 2018 (edited) You guys aren't helping... Edited February 14, 2018 by LawnDartLeo Quote Link to comment Share on other sites More sharing options...
ksp CCCP 1.3.9 Posted February 14, 2018 Share Posted February 14, 2018 Lunokhod-1 Quote Link to comment Share on other sites More sharing options...
Well Posted February 14, 2018 Share Posted February 14, 2018 3 hours ago, ksp CCCP 1.3.9 said: Lunokhod-1 Add-on Discussions : A general discussion place for talk of all add-ons, and the place to request them. Post a picture of what you want for the game, is not a good choice. Be happy with the existing part of Tantares Mod. All this stuff need a enormous mount of work. Quote Link to comment Share on other sites More sharing options...
TheRedTom Posted February 14, 2018 Share Posted February 14, 2018 8 hours ago, ksp CCCP 1.3.9 said: Lunokhod-1 There's a nice way to do that... Lunokhod and other landers etc are mostly outside the scope of Tantares as is but @akron is actively developing Coatl with an excellent Venera Spacecraft/Lander that fits perfectly on Beale's Proton and he has even stated an intention to make Lunokhod down the line Quote Link to comment Share on other sites More sharing options...
akron Posted February 14, 2018 Share Posted February 14, 2018 1 hour ago, TheRedTom said: There's a nice way to do that... Lunokhod and other landers etc are mostly outside the scope of Tantares as is but @akron is actively developing Coatl with an excellent Venera Spacecraft/Lander that fits perfectly on Beale's Proton and he has even stated an intention to make Lunokhod down the line Thank you for the mention. I'll be working on Lunokhod-related hardware fairly soon Quote Link to comment Share on other sites More sharing options...
TK-313 Posted February 14, 2018 Share Posted February 14, 2018 (edited) Speaking of more parts to come, I remember this list from the days of old... On 05.04.2017 at 9:55 PM, Beale said: What are we lacking? Well: (Marked bold are questionable items). Priroda (Have the basic FGB body, but missing the big antenna, a lot of science parts). Kvant-1 (Still missing the tug). Docking Module (A full MIR module on it's own right, but bundled in with the Progress parts). Progress itself. FGB RCS parts (They're kind of cool). FGB cargo-bay to keep @tjsnh happy (And myself to be honest). FGB Radiator Mir-2 Truss. Mir-2 Poisk / Pirs. Mir-2 Micro-modules (Progress based). Mir-2 Mega solar array. Mir-2 Solar concentrator. Shorter monopropellant tanks. And I'm super curious about how questionable the questionable Mir-2 parts are these days. Especially the solar concentrators. Because, well, they are cool. Edited February 14, 2018 by TK-313 Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 14, 2018 Share Posted February 14, 2018 Are the MIR-2 Progress modules supposed to be Progress M2 based, like the Enterprise module for ISS? http://www.russianspaceweb.com/progress.html http://www.russianspaceweb.com/iss_enterprise.html Quote Link to comment Share on other sites More sharing options...
Beale Posted February 14, 2018 Author Share Posted February 14, 2018 On 13/02/2018 at 8:17 PM, LawnDartLeo said: I know..nuts question... KSP 1.1.3... the versions to use for this particluar release are Tantares 36.0 and Tantares LV 17.0? I have my reasons, flawed as they are. I will look to find out which version exactly, but first, why 1.1.3? 4 hours ago, TK-313 said: Speaking of more parts to come, I remember this list from the days of old... And I'm super curious about how questionable the questionable Mir-2 parts are these days. Especially the solar concentrators. Because, well, they are cool. 3 hours ago, CobaltWolf said: Are the MIR-2 Progress modules supposed to be Progress M2 based, like the Enterprise module for ISS? http://www.russianspaceweb.com/progress.html http://www.russianspaceweb.com/iss_enterprise.html There are a few MIR-2 modules I am familiar with, but maybe more. Many thanks for the link. Right now I really need to fix the TKS parts / Proton, etc. Quote Link to comment Share on other sites More sharing options...
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