Jump to content

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


Beale

Recommended Posts

20 minutes ago, ddavis425 said:

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

Are you sure you don’t have any realchute.cfg files in your game data folder? They can cause problems sometimes. 

Link to comment
Share on other sites

4 hours ago, Beale said:

 

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 

I actually love the VA. It may be my fav part in the entire pack because I wanted to design a 1.875m ship that used the soyuz configuration of a descent module + an added module to give more living space. I came up with this.

I've actually modified the VA into a 2 crew pod more in line with the size of the stock capsules - I know that traditionally Roscosmos designs were more cramped, but Gene Kerman insisted on more elbow room. So, I tore a seat out and replaced the IVA with the 2 crew soyuz descent capsule IVA - which works pretty well :)  My plan is to use this for intermediate tech 2-crew missions to the moons.

isUM7cE.jpg

Edited by Tyko
Link to comment
Share on other sites

13 minutes ago, ddavis425 said:

I do not. I've never used Real Chutes or any mod that uses it. No files of it anywhere.

Make a copy of your entire KSP folder, delete all of the files in the gamedata folder except Tantares and Squad. Then delete physics.cfg and partdatabase.cfg. Then run it and see if the chutes work. 

Link to comment
Share on other sites

9 hours ago, Beale said:

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

Well, I was actually thinking about making the landing rockets Landertrons-dependent. Those interested in powered landing will use the Landertrons mod, and for everyone else it will be a decoration like the RCS nozzles on the Mk 1-2. Sorry, but just can't get this image out of my head:

1429063.jpg

Link to comment
Share on other sites

1 hour ago, HooHungLow said:

Make a copy of your entire KSP folder, delete all of the files in the gamedata folder except Tantares and Squad. Then delete physics.cfg and partdatabase.cfg. Then run it and see if the chutes work. 

So first I tried deleting just physics.cfg and partdatabase.cfg without removing any other mods. No change. Next I did as you said here and removed everything except for Tantares and Squad as well as deleting those .cfg files again. Still no luck. Finally I did a complete fresh install of 1.4.2 from Steam and reinstalled Tantares with a fresh download. Still, the Soyuz parachute doesn't slow the pod down at all. Just for fun I attached the larger A-ML1 parachute to the capsule and it seems to work fine, slowing the pod down to around 5 m/s. It seems that the issue is isolated to the T-V2K parachute. At this point I have no idea what I could do further to get it to work.

Link to comment
Share on other sites

1 hour ago, ddavis425 said:

So first I tried deleting just physics.cfg and partdatabase.cfg without removing any other mods. No change. Next I did as you said here and removed everything except for Tantares and Squad as well as deleting those .cfg files again. Still no luck. Finally I did a complete fresh install of 1.4.2 from Steam and reinstalled Tantares with a fresh download. Still, the Soyuz parachute doesn't slow the pod down at all. Just for fun I attached the larger A-ML1 parachute to the capsule and it seems to work fine, slowing the pod down to around 5 m/s. It seems that the issue is isolated to the T-V2K parachute. At this point I have no idea what I could do further to get it to work.

I've Reproduced the bug.. @Beale yes i think the Soyuz Parachute T-V2K have a problem (KSP 1.4.2)

Edited by Well
Link to comment
Share on other sites

1 hour ago, ddavis425 said:

So first I tried deleting just physics.cfg and partdatabase.cfg without removing any other mods. No change. Next I did as you said here and removed everything except for Tantares and Squad as well as deleting those .cfg files again. Still no luck. Finally I did a complete fresh install of 1.4.2 from Steam and reinstalled Tantares with a fresh download. Still, the Soyuz parachute doesn't slow the pod down at all. Just for fun I attached the larger A-ML1 parachute to the capsule and it seems to work fine, slowing the pod down to around 5 m/s. It seems that the issue is isolated to the T-V2K parachute. At this point I have no idea what I could do further to get it to work.

3 minutes ago, Well said:

I've Reproduced the bug.. @Beale yes i think the Soyuz Parachute T-V2K have a problem

Thanks guys, ugh 1.4.2 has done some annoying changes then. I will investigate a fix.

I will respond to the other posts when I have more time (just heading out), but looks awesome!

Edited by Beale
Link to comment
Share on other sites

11 hours ago, ddavis425 said:

So first I tried deleting just physics.cfg and partdatabase.cfg without removing any other mods. No change. Next I did as you said here and removed everything except for Tantares and Squad as well as deleting those .cfg files again. Still no luck. Finally I did a complete fresh install of 1.4.2 from Steam and reinstalled Tantares with a fresh download. Still, the Soyuz parachute doesn't slow the pod down at all. Just for fun I attached the larger A-ML1 parachute to the capsule and it seems to work fine, slowing the pod down to around 5 m/s. It seems that the issue is isolated to the T-V2K parachute. At this point I have no idea what I could do further to get it to work.

Uploaded fix below.

19 hours ago, Tyko said:

I actually love the VA. It may be my fav part in the entire pack because I wanted to design a 1.875m ship that used the soyuz configuration of a descent module + an added module to give more living space. I came up with this.

I've actually modified the VA into a 2 crew pod more in line with the size of the stock capsules - I know that traditionally Roscosmos designs were more cramped, but Gene Kerman insisted on more elbow room. So, I tore a seat out and replaced the IVA with the 2 crew soyuz descent capsule IVA - which works pretty well :)  My plan is to use this for intermediate tech 2-crew missions to the moons.

isUM7cE.jpg

Huh, that's really cool. Nice kind of craft!

12 hours ago, TK-313 said:

Well, I was actually thinking about making the landing rockets Landertrons-dependent. Those interested in powered landing will use the Landertrons mod, and for everyone else it will be a decoration like the RCS nozzles on the Mk 1-2. Sorry, but just can't get this image out of my head:

1429063.jpg

It's interesting, the Zarya had hover capability, so I would feel more than landertron style, but more the ability to control and soft land.

 

Tantares V11.1 For KSP 1.4.2

- Translations for ES and FR - special thanks a lot to @fitiales and @DiscoSlelge
- Updated RU translations - special thanks to @TK-313
- Fix for parachutes. It appears parachutes do not work with the new part variant system changes in 1.4.2? I have removed the colour variants for now. Maybe I am being stupid, could a dev ( @RoverDude ?) can offer any insight? I am happy to write up a bug report.

eRN8JfT.png

x0egQCR.pngXiLeKzz.png

 

Further work on the Zarya capsule, it's still very far from a perfect, but yes... back to Energia.

qTWi6Gr.png

 

Edited by Beale
Link to comment
Share on other sites

This is very balanced. I appreciate that.

On a 1 day old career with "UnmannedBeforeManned" + "UBM Extended TechTree configs" as tech tree I had the opportunity to check the T-2CR as an unmanned test launch (with Kerbalism habitat inside, but all disabled) and that went very well.
Mostly Tantares and TantaresLV parts used as they were already unlocked in that early tech tree, only exceptions were solar panels by BDB and antennas (because of Kerbalism).

  • first stage engine could only be ignited once, it was burnt at ~50km, apogee at ~235km, I let it coast, at >70km I manually painted the circularization
  • the circularization burn was 1,223 m/s - the 2nd stage which also could only be ignited once got 1,217 m/s - surely well balanced
  • the 3rd stage with monoprop only (for engine and RCS, no reaction wheels yet because of "UnmannedBeforeMannedChallenge") got > 3,500 m/s so I could set that 2.1t into geostationary and fine tune and still got a bunch of monoprop left
  • now I got a new contract offered that two Kerbal tourists want to stay there for 3 days :D - the scrubber, pressurization and habitat can be enabled when they arrive... only a docking port is missing... :sticktongue:
Link to comment
Share on other sites

6 hours ago, Gordon Dry said:

This is very balanced. I appreciate that.

On a 1 day old career with "UnmannedBeforeManned" + "UBM Extended TechTree configs" as tech tree I had the opportunity to check the T-2CR as an unmanned test launch (with Kerbalism habitat inside, but all disabled) and that went very well.
Mostly Tantares and TantaresLV parts used as they were already unlocked in that early tech tree, only exceptions were solar panels by BDB and antennas (because of Kerbalism).

  • first stage engine could only be ignited once, it was burnt at ~50km, apogee at ~235km, I let it coast, at >70km I manually painted the circularization
  • the circularization burn was 1,223 m/s - the 2nd stage which also could only be ignited once got 1,217 m/s - surely well balanced
  • the 3rd stage with monoprop only (for engine and RCS, no reaction wheels yet because of "UnmannedBeforeMannedChallenge") got > 3,500 m/s so I could set that 2.1t into geostationary and fine tune and still got a bunch of monoprop left
  • now I got a new contract offered that two Kerbal tourists want to stay there for 3 days :D - the scrubber, pressurization and habitat can be enabled when they arrive... only a docking port is missing... :sticktongue:

I don't understand at all sorry?

 

Energia

s94OEI0.png
Y56oVBJ.png
tKQxDIQ.png

 

Link to comment
Share on other sites

34 minutes ago, Gordon Dry said:

I just wanted to tell how well balanced the vessel is just by using your parts... :D

Nice thanks!

 

Github Github Github
If you like very scary to fly SSTO mega-rockets, this is an early version of Energia core.

P8ZK1su.png
a216N4T.jpg
tZj2ij7.png
0fDqnk6.jpg
pxUnL9r.jpg
LBnHKj2.png
ghY2unr.jpg We could have probably used a Soyuz rocket for this little thing! 

Link to comment
Share on other sites

Hi there.) I'm very happy to see your progress with Energia (as well as all your stuff here). It's just beautifull, Beale, no kidding. Your parts here looking so,...dunno, "natural", "real-like". And so, my curiosity cant wait much longer, sorry.

Will you add RD-0120 engines for Energia first stage?

Do you plan to make a real-like side "booster packs" with RD-170?

I mean like this:

block-a.jpg

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...