HooHungLow Posted March 30, 2018 Share Posted March 30, 2018 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. Are you sure you don’t have any realchute.cfg files in your game data folder? They can cause problems sometimes. Quote Link to comment Share on other sites More sharing options...
Tyko Posted March 30, 2018 Share Posted March 30, 2018 (edited) 4 hours ago, Beale said: We heard disturbing rumours from behind the curtain of a large crewed capsule. The VA looks terrible right now, wow. 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. Edited March 30, 2018 by Tyko Quote Link to comment Share on other sites More sharing options...
ddavis425 Posted March 30, 2018 Share Posted March 30, 2018 6 hours ago, HooHungLow said: Are you sure you don’t have any realchute.cfg files in your game data folder? They can cause problems sometimes. I do not. I've never used Real Chutes or any mod that uses it. No files of it anywhere. Quote Link to comment Share on other sites More sharing options...
HooHungLow Posted March 30, 2018 Share Posted March 30, 2018 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. Quote Link to comment Share on other sites More sharing options...
TK-313 Posted March 30, 2018 Share Posted March 30, 2018 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: Quote Link to comment Share on other sites More sharing options...
ddavis425 Posted March 30, 2018 Share Posted March 30, 2018 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. Quote Link to comment Share on other sites More sharing options...
Well Posted March 30, 2018 Share Posted March 30, 2018 (edited) 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 March 30, 2018 by Well Quote Link to comment Share on other sites More sharing options...
Beale Posted March 30, 2018 Author Share Posted March 30, 2018 (edited) 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 March 30, 2018 by Beale Quote Link to comment Share on other sites More sharing options...
TK-313 Posted March 30, 2018 Share Posted March 30, 2018 Not sure how it works, but the 1.4.2 changelog said part variants can now have different drag cubes, and the Soyuz parachute is the one with variants. Maybe it has to do something with that? Quote Link to comment Share on other sites More sharing options...
Beale Posted March 30, 2018 Author Share Posted March 30, 2018 (edited) 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. 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: 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. Further work on the Zarya capsule, it's still very far from a perfect, but yes... back to Energia. Edited March 30, 2018 by Beale Quote Link to comment Share on other sites More sharing options...
Beale Posted March 31, 2018 Author Share Posted March 31, 2018 Zoomies Quote Link to comment Share on other sites More sharing options...
ddavis425 Posted March 31, 2018 Share Posted March 31, 2018 Thanks for the update, I was really hoping that it wasn't just a dumb thing on my end that I was doing wrong... Quote Link to comment Share on other sites More sharing options...
HooHungLow Posted March 31, 2018 Share Posted March 31, 2018 31 minutes ago, ddavis425 said: Thanks for the update, I was really hoping that it wasn't just a dumb thing on my end that I was doing wrong... You were lucky this time, typically it's user error. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 31, 2018 Share Posted March 31, 2018 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 - the scrubber, pressurization and habitat can be enabled when they arrive... only a docking port is missing... Quote Link to comment Share on other sites More sharing options...
Beale Posted March 31, 2018 Author Share Posted March 31, 2018 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 - the scrubber, pressurization and habitat can be enabled when they arrive... only a docking port is missing... I don't understand at all sorry? Energia Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 31, 2018 Share Posted March 31, 2018 I just wanted to tell how well balanced the vessel is just by using your parts... Quote Link to comment Share on other sites More sharing options...
Beale Posted March 31, 2018 Author Share Posted March 31, 2018 34 minutes ago, Gordon Dry said: I just wanted to tell how well balanced the vessel is just by using your parts... Nice thanks! Github Github Github If you like very scary to fly SSTO mega-rockets, this is an early version of Energia core. We could have probably used a Soyuz rocket for this little thing! Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted March 31, 2018 Share Posted March 31, 2018 15 minutes ago, Beale said: Nice thanks! Github Github Github If you like very scary to fly SSTO mega-rockets, this is an early version of Energia core. -snip- We could have probably used a Soyuz rocket for this little thing! Is this compatible with 1.3.1? Quote Link to comment Share on other sites More sharing options...
Beale Posted March 31, 2018 Author Share Posted March 31, 2018 1 minute ago, notJebKerman said: Is this compatible with 1.3.1? I'm playing 1.3.1 myself so yes Quote Link to comment Share on other sites More sharing options...
Well Posted April 1, 2018 Share Posted April 1, 2018 10 hours ago, Beale said: Energia Thanks for the Github upload @Beale These parts look so cool and have a strange effect on me. Quote Link to comment Share on other sites More sharing options...
G_Force080491 Posted April 1, 2018 Share Posted April 1, 2018 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: Quote Link to comment Share on other sites More sharing options...
Damon Posted April 1, 2018 Share Posted April 1, 2018 I say no more Awesome launcher! Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2018 Author Share Posted April 1, 2018 2 hours ago, damonvv said: Quote Link to comment Share on other sites More sharing options...
Zayne Kerman Posted April 1, 2018 Share Posted April 1, 2018 what kind of falcon rocket is that Quote Link to comment Share on other sites More sharing options...
Beale Posted April 1, 2018 Author Share Posted April 1, 2018 It takes an awfully wide Energia to deliver a Big Boy Buran Spoiler None-meme section. A few improvements to Energia based on feedback. Quote Link to comment Share on other sites More sharing options...
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