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[1.12.X] Tantares - Stockalike Soyuz and MIR [16.1][28.05.2024][Mars Expedition WIP]


Beale

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15 hours ago, Well said:

For PTK Federatsia, i know that not perfect, but i'm happy with my version made with actual tantares parts:

so we could built it :

Zarya look interesting, i'm not a big fan, but i'm pretty sure that could interest a lot of people with this crew capacity.

Edit : i've justed started to update all my craft files for Tantares, link in signature

My very similar take on Federation

3c1AHVQ.png

 

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9 hours ago, Cush said:


@WellThat first Vulkan is absolutely beautiful, do you have a link for the mod and craft files please?

That not an actual mod for KSP but a "render" artist illustration. I wait Energia from Tantares to built this rocket in the game.

For you're problem with you're wobbling station, that look like a stock game problem, try maybe autostrut between some module of you're station, or use Kerbal Joint Renforcement Mod, i don't use it but that could help you in this case. But I think Autostrut is the solution. Or if you have KIS try to install a strut like the real MIR station :

1995%20STS71.jpg

6 hours ago, Drakenex said:

My very similar take on Federation

I love It

6 hours ago, Drakenex said:

Sandbox, what's its name?

z5uiEKS.jpg

I've thinked to a problem with tech required maybe missing, but nope. The Parts is in Sandbox and Career. No problem. V-KD2

Edited by Well
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6 hours ago, Well said:

For you're problem with you're wobbling station, that look like a stock game problem, try maybe autostrut between some module of you're station, or use Kerbal Joint Renforcement Mod, i don't use it but that could help you in this case. But I think Autostrut is the solution. Or if you have KIS try to install a strut like the real MIR station :

Autostrut was useless, managed to fix the problem with Kerbal Joint Reinforcement though, thank you.
aOzBxQW.jpg

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Do you like fairings like I do? If yes, here is another version of the Tantares fairings MM patch. Now, in addition to the FGB and Salyut fairings, you can make an (almost) genuine L3 interstage!

@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
}
}

@PART[SUS_LFO_1]:NEEDS[TantaresLV]
{
MODULE
{
	name = ModuleProceduralFairing
	
	nSides = 48
	nArcs = 2
	nCollidersPerXSection = 9
	TextureURL = TantaresLV/Parts/LLV/fairings_diff
	
	panelGrouping = 3
	pivot = 0,0.595,0
	axis = 0,1,0
	
	baseRadius = 1
	maxRadius = 2
	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
}
}

S0Mk10Q.jpgaUXe1KK.jpg

Edited by TK-313
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8 hours ago, simonplundgren said:

What capsule is that ?

 

It was originally Tantares (Called Tucana) but now you can download it with Contares (no idea if it's in there any longer)

 

Just resize the pod to 1.25 and add the following MM patch to resize the Soyuz SM and its solar panels to fit Federation. I'm working to adapt the revamped TKS textures to that capsule.


 

+PART[Tantares_Engine_1]
{
    @MODEL
    {
        %scale = 1, 0.8, 1
    }
    @node_stack_bottom[1,,] *= 0.8
    @node_stack_top[1,,] *= 0.8
    @name = Tantares_Engine_3
    @rescaleFactor = 1.896
    @title = Federatsiya Orbital Manouvering System and Service Module
    @mass *= 1.1
    @description = This engine packs just enough punch to get a small payload from A to B.
    @tags = 1.25 0.625 Tantares soviet Federatsiya engine
    
    @RESOURCE[LiquidFuel]
    {
        @amount *= 1.3
        @maxAmount *= 1.3
    }
    @RESOURCE[Oxidizer]
    {
        @amount *= 1.3
        @maxAmount *= 1.3
    }
    @RESOURCE[MonoPropellant]
    {
        @amount *= 1.3
        @maxAmount *= 1.3
    }
}
+PART[Tantares_SolarStandard_2]
{

    @name = Tantares_SolarStandard_F
    @rescaleFactor = 1.13
    @title = Federatsiya 1x4 Photovoltaic Panels
    @mass *= 1.13
    @description = A set of large and sophisticated solar panels.
    @tags = 1.25 0.625 Tantares soviet Federatsiya solar panels
    
}

 

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1 hour ago, ddavis425 said:

How do I properly land the Soyuz capsule? Do I need to put thrusters on it? By default the parachute almost doesn't slow the capsule down at all and I smack into the ground at a not-so-gentle 250 m/s.

The chute works fine and slows down the capsule to ~5m/s. Do you use FAR?

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7 hours ago, ddavis425 said:

How do I properly land the Soyuz capsule? Do I need to put thrusters on it? By default the parachute almost doesn't slow the capsule down at all and I smack into the ground at a not-so-gentle 250 m/s.

If you come in to steep this will happen...open the shoots earlier if you are coming in at a high angle.

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12 hours ago, Cheesecake said:

The chute works fine and slows down the capsule to ~5m/s. Do you use FAR?

No

6 hours ago, debaker02 said:

If you come in to steep this will happen...open the shoots earlier if you are coming in at a high angle.

The chute opens at around 5km and I even bumped up the full deployment to 1km instead of 500m but the chute doesn't appear to slow the pod down whatsoever.

 

2 hours ago, Nowater said:

After Update to 1.42 it dont slow down even with or without real chutes. It hits the ground with around 243m/s. No matter where u open it. 

 

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3 hours ago, Nowater said:

After Update to 1.42 it dont slow down even with or without real chutes. It hits the ground with around 243m/s. No matter where u open it. 

14 hours ago, ddavis425 said:

How do I properly land the Soyuz capsule? Do I need to put thrusters on it? By default the parachute almost doesn't slow the capsule down at all and I smack into the ground at a not-so-gentle 250 m/s.

Please try to delete the PartDatabase.cfg from your KSP root folder. Unfortunately KSP updates often break this and cause death-chutes.
But, deleting this file forces the game to rebuild and hopefully fix that problem.

P3WDK9S.png

On 3/28/2018 at 10:02 PM, TK-313 said:

Do you like fairings like I do? If yes, here is another version of the Tantares fairings MM patch. Now, in addition to the FGB and Salyut fairings, you can make an (almost) genuine L3 interstage!

S0Mk10Q.jpg

Looks awesome!

On 3/28/2018 at 2:07 PM, DJ Reonic said:

Suggestion: Some of us use MandatoryRCS, or another similar mod that nerfs reaction wheels. Would it be possible to make small aerodynamic RCS thrusters that would allow the descent capsule to be rotated once the OM and SM are dumped?

I will take a look into it! :) 

On 3/28/2018 at 3:27 AM, Drakenex said:

Sandbox, what's its name?

Hmmm strange is it still not appearing for you? I will take a look at it. Unfortunately I have just no time to play right now (And I understand the 1.4.2 update was kind of borked?).

 

@HooHungLow Wow! Nice craft file there. What's the payload?

@Drakenex And I missed your rocket also! Wow! Love it!

@DeltaDizzy Will fix.

 

We heard disturbing rumours from behind the curtain of a large crewed capsule.

DEB0lGp.png
dRGTvDO.png
lMkbZ8c.png The VA looks terrible right now, wow. :o 

Edited by Beale
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58 minutes ago, Beale said:

Looks awesome!

Thanks!

58 minutes ago, Beale said:

We heard disturbing rumours from behind the curtain of a large crewed capsule.

DEB0lGp.png
dRGTvDO.png
lMkbZ8c.png

Wow. Is this the Zarya? Will it have powered landing rockets?

Edited by TK-313
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10 minutes ago, TK-313 said:

Thanks!

Wow. Is this the Zarya? Will it have powered landing rockets?

4 minutes ago, notJebKerman said:

Pretty sure it is. I hope powered landing will be at least an option since it would make landings at least a bit challenging...

Well!

We must decide. I think the integrated engines make it quite a specialised part. My idea right now is to keep it some amount of generic to allow either Zarya or the ACRV Soyuz (Colours witch would make this more convincing). I would like the style to be quite close to the MK3 capsule (I hope this was already clear if i did it correctly ahahaha).

There is the minor issue of windows, the Zarya has none, the ACRV has two (on the capsule).

111987_0.jpgsoyuz_acrv_orbit_back_1.jpg635758710405348012.png

10 minutes ago, Kablob said:

E m b i g g e n

That's a perfectly cromulent word.

Edited by Beale
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2 hours ago, Beale said:

Hmmm strange is it still not appearing for you? I will take a look at it. Unfortunately I have just no time to play right now (And I understand the 1.4.2 update was kind of borked?)
 

@Drakenex And I missed your rocket also! Wow! Love it!

 

 

Sorry! I had a clusterf*** of files, my L3 stack is ready now

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3 hours ago, Beale said:

Please try to delete the PartDatabase.cfg from your KSP root folder. Unfortunately KSP updates often break this and cause death-chutes.
But, deleting this file forces the game to rebuild and hopefully fix that problem.

P3WDK9S.png 

Unfortunately this didn't solve the issue for me. The pod still hits the ground at 250 m/s without slowing after parachute deployment.

57c6c7bed8.png

Edited by ddavis425
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