Beale Posted March 1, 2020 Author Share Posted March 1, 2020 16 hours ago, BananaDealer said: Hey @Beale, whenever I update to the latest/"final" version of Tantares, my craft files (and active vessels) start missing the following parts: Tantares.RCS.5.E Tantares.RCS.4 Tantares.RCS.3 Tantares.RCS.2 Tantares.RCS.2.E Tantares.MOE.2 I'm assuming those are the different RCS ports, which leads me to ask - were they (and if so, why) removed, or just renamed, and how can I reinstate them? Edit: Version 20 works fine, but I can't find the parts under its folder. At least not by searching for the above lines... Edit 2: After some manual searching, I found what should match the above tags, only with the "Soyuz" prefix (i.e - Soyuz.RCS.5.E), under the Soyuz\DEPRECATED folder. Any idea what I can do to make them compatible again? Like, can I just rename the part config files? Worst case scenario, of course, is that I'd have to evacuate and then nuke every conflicting active vessel I have on my save, which regrettably is most of my crewed vehicles, including the Munar Base/Outpost and supporting Station I've been working on for the better part of the last 3-4 months... Edit 3: OK. So after some testing, the following doesn't work: Tried removing the "TechHidden = True" from the part config files and editing their "category = " line accordingly. Tried reinstating the part config files from version 20 into the Soyuz/DEPRECATED folder, replacing the original ones. Tried changing the "name = " line of each part's config file to match the above quoted lines. I'm starting to think the issue is with the save file itself and how the vessels are compiled, which would mean this would be way harder to remedy than initially thought... Plan 239Pu: Evacuate & Nuke is now in an active planning phase, though I'm not giving up yet... Hmmm, this is frustrating - all the legacy parts were backwards compatbile right until I hidden them, and now it seems to be causing issues. I thought techHidden makes them invisible but still accessible, but now I am concerned exactly what it does. Quote Link to comment Share on other sites More sharing options...
BananaDealer Posted March 1, 2020 Share Posted March 1, 2020 2 hours ago, Beale said: Hmmm, this is frustrating - all the legacy parts were backwards compatbile right until I hidden them, and now it seems to be causing issues. I thought techHidden makes them invisible but still accessible, but now I am concerned exactly what it does. Yup... I have no idea why simply replacing the relative part configs with the ones from v20 wouldn't fix the issue, which is why I'm thinking it's a save file issue... Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 1, 2020 Share Posted March 1, 2020 4 hours ago, Beale said: Hmmm, this is frustrating - all the legacy parts were backwards compatbile right until I hidden them, and now it seems to be causing issues. I thought techHidden makes them invisible but still accessible, but now I am concerned exactly what it does. It does work like that but I suspect you're pointing to the same model but with a different name, so the first is getting ignored. I've updated all the craft file and it should be relatively straight forward to edit a savegame and find/replace the old RCS names with the new ones. Quote Link to comment Share on other sites More sharing options...
Random Annoying Guy Posted March 3, 2020 Share Posted March 3, 2020 PINNED! Quote Link to comment Share on other sites More sharing options...
The Acid Falcon Posted March 3, 2020 Share Posted March 3, 2020 (edited) By nature, i am a lurker on any forum. However, i have reached the point where I felt it was necessary to create an account, joint the community of the game I love, and ask this question.... I play a Tantares-JNSQ game, and am currently attempting to get the Kvant module into orbit with a Proton. The most I've been able to achieve orbit with using the proton was about 11t. Kvant with the tug weigh in at around 16t without any procedural fairings added. is it even possible to use the proton in this scenario or should i put together a Vulcan-Heracles and just call it a day? Thank you all in advance for any help, tips, or advice. If i haven't provided enough information, ill expand on the issue where necessary. i don't use any mods like FAR, however I do use engine ignitor with ullage disabled for the proton's engines. Edited March 3, 2020 by The Acid Falcon Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted March 3, 2020 Share Posted March 3, 2020 29 minutes ago, The Acid Falcon said: By nature, i am a lurker on any forum. However, i have reached the point where I felt it was necessary to create an account, joint the community of the game I love, and ask this question.... I play a Tantares-JNSQ game, and am currently attempting to get the Kvant module into orbit with a Proton. The most I've been able to achieve orbit with using the proton was about 11t. Kvant with the tug weigh in at around 16t without any procedural fairings added. is it even possible to use the proton in this scenario or should i put together a Vulcan-Heracles and just call it a day? Thank you all in advance for any help, tips, or advice. If i haven't provided enough information, ill expand on the issue where necessary. i don't use any mods like FAR, however I do use engine ignitor with ullage disabled for the proton's engines. Try SMURFF. Set the 3 values in the config to 0.27. That may help a bit. Are you using any autopilot mods? Quote Link to comment Share on other sites More sharing options...
The Acid Falcon Posted March 3, 2020 Share Posted March 3, 2020 Just now, DJ Reonic said: Try SMURFF. Set the 3 values in the config to 0.27. That may help a bit. Are you using any autopilot mods? I occasionally use PVG with mechjeb, but I've attempted many manual launches of the proton-kvant set up as well. Wouldn't using SMURFF cause some of the parts that are balanced well in JNSQ to be out of balance again? Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted March 3, 2020 Share Posted March 3, 2020 Just now, The Acid Falcon said: I occasionally use PVG with mechjeb, but I've attempted many manual launches of the proton-kvant set up as well. Wouldn't using SMURFF cause some of the parts that are balanced well in JNSQ to be out of balance again? With what I'm suggesting, SMURFF will tweak your parts so you get a little more delta V. It was originally designed for much larger systems, allowing stock parts to be used. While it shouldn't be necessary for JNSQ, it does give a dV cushion, which may be just what you need. Quote Link to comment Share on other sites More sharing options...
The Acid Falcon Posted March 3, 2020 Share Posted March 3, 2020 (edited) 2 hours ago, DJ Reonic said: With what I'm suggesting, SMURFF will tweak your parts so you get a little more delta V. It was originally designed for much larger systems, allowing stock parts to be used. While it shouldn't be necessary for JNSQ, it does give a dV cushion, which may be just what you need. I appreciate it, Ill give that a try. theres no career save to break yet, as I'm still going through the design/test phase of the craft i plan on using in a sandbox situation. -edit- I went through a few different config values between 0.1 and 0.27 for SMURFF. but i think the approach I've decided to go with is to just have the Kvant lab and the FGB launch separately and go from there. SMURFF throws too many of the other craft i use out of balance. not worth it for a single proton payload. Edited March 3, 2020 by The Acid Falcon Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 3, 2020 Share Posted March 3, 2020 3 hours ago, The Acid Falcon said: I occasionally use PVG with mechjeb, but I've attempted many manual launches of the proton-kvant set up as well. Wouldn't using SMURFF cause some of the parts that are balanced well in JNSQ to be out of balance again? You need around 5k dV to get into LKO in JNSQ. Kvant-1 with FGB-derived tug on a Proton-K with Blok-D upper stage can just about achieve that if you reduce the monoprop fuel in the FGB a bit but you won't have much left over for orbital rendezvous. If you dispense with the tug and re-purpose the Blok-D (or Briz) as a mini tug you should get around 6K dv, which is sufficient. Alternatively lob a tug up separately and RV in orbit for the final positioning and docking. Quote Link to comment Share on other sites More sharing options...
The Acid Falcon Posted March 3, 2020 Share Posted March 3, 2020 Just now, Friznit said: You need around 5k dV to get into LKO in JNSQ. Kvant-1 with FGB-derived tug on a Proton-K with Blok-D upper stage can just about achieve that if you reduce the monoprop fuel in the FGB a bit but you won't have much left over for orbital rendezvous. If you dispense with the tug and re-purpose the Blok-D (or Briz) as a mini tug you should get around 6K dv, which is sufficient. Alternatively lob a tug up separately and RV in orbit for the final positioning and docking. Doing it as 2 launches is what I'm leaning towards. Also thinking about lowering the dry mass of the Kvant-1 parts via the CFG files. I live in this crazy world where i want to do replica craft and missions but i don't want to go full on realism overhaul. Because of that, I'm no stranger to tweaking individual configs to suit my specific needs. Quote Link to comment Share on other sites More sharing options...
Frandsen Posted March 4, 2020 Share Posted March 4, 2020 Thank you SO much for the craft file !!! Love you guys!! Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 5, 2020 Share Posted March 5, 2020 Tantares got PINNED?! What happened, has it gotten such a recognition that it is now .... cannonic or somethig? Semi-stock? Quote Link to comment Share on other sites More sharing options...
grayal Posted March 8, 2020 Share Posted March 8, 2020 What happened to the MIR modules orbital engines and the Long monoprop tanks that mount on the outside of various MIR modules? As far as the engines go, im not talking about the "Eridani" engine thaat the core module has, im talking about the angled ones on the other modules like prioda and krystall Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted March 8, 2020 Share Posted March 8, 2020 (edited) That's odd. I'm pretty sure I literally used the engine you're talking about yesterday. It's that little one that you put on the side of the FGB (functional cargo block) right? As for the tanks, I also have used those recently. I'm using the latest version of ksp and tantares, so maybe try looking a bit deeper. Edited March 8, 2020 by Mountain Parrot Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted March 8, 2020 Share Posted March 8, 2020 10 hours ago, grayal said: What happened to the MIR modules orbital engines and the Long monoprop tanks that mount on the outside of various MIR modules? As far as the engines go, im not talking about the "Eridani" engine thaat the core module has, im talking about the angled ones on the other modules like prioda and krystall They exist, search for "FGB" or "Almaz" to find them. Quote Link to comment Share on other sites More sharing options...
grayal Posted March 8, 2020 Share Posted March 8, 2020 (edited) what is the engine part called? im talking about the ones that side mount to the angles base of the MIR modules above the docking port. I do not remember what they are called on the real MIR but its not the ones that mount to the base of the core module. If you are talking about the VEGA OE2 spion, i was thinking that may be it but the ones on mir have a shroud around them. Edited March 8, 2020 by grayal Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted March 9, 2020 Share Posted March 9, 2020 I have absolutely no idea about what you are talking about so yea I'm out Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted March 9, 2020 Share Posted March 9, 2020 On 3/5/2020 at 9:46 AM, Daniel Prates said: Tantares got PINNED?! What happened, has it gotten such a recognition that it is now .... cannonic or somethig? Semi-stock? It's thread of the month... enjoy it while it lasts! Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 9, 2020 Share Posted March 9, 2020 3 hours ago, RealKerbal3x said: It's thread of the month... enjoy it while it lasts! Oh good, it made TOTM again! Great. The TOTM tag is not there though. Quote Link to comment Share on other sites More sharing options...
James Kerman Posted March 9, 2020 Share Posted March 9, 2020 8 minutes ago, Daniel Prates said: The TOTM tag is not there though. Fixed. Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 12, 2020 Share Posted March 12, 2020 Spoiler //Module Manager patch to add some Snacks Support for Mir station parts. Rationale: //1. Add Snacks Processor to Aquila 18-B2 Crew Compartment B to simulate the Kristall material processors, plus space for a little Ore for input resource //2. Add Soil Recycler and Air Scrubber to Aquila 18-B1 Crew Compartment A to simulate station-wide ECLSS on Kvant-2, Spektr, Priroda plus space for a little Soil and Stale Air //3. Add Stress Relief to Eridani 27KB Crew Module to simulate Mir Core living compartment //Snack Processor (Aquila 18-B2 Crew Compartment B used for Kristall) @PART[aquila_crew_s1p5_2_2]:NEEDS[SnacksUtils] { MODULE { name = SnackProcessor ConverterName = Snack Processor StartActionName = Start Snack Processor StopActionName = Stop Snack Processor AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 ExperienceEffect = ScienceSkill EfficiencyBonus = 1.0 //Ore masses 0.01 metric tons per unit INPUT_RESOURCE { ResourceName = Ore Ratio = 0.002 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 FlowMode = STAGE_PRIORITY_FLOW } //Snacks masses 0.001 metric tons per unit //1 Ore = 5 Snacks, not all of the ore is usable... OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.001 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } RESOURCE { name = Ore amount = 0 maxAmount = 200 } } //Soil Recycler; Calibrated for 4 kerbals (Aquila 18-B1 Crew Compartment A used for Kvant-2, Spektr, Priroda) @PART[aquila_crew_s1p5_2_1]:NEEDS[SnacksUtils] { MODULE { name = SoilRecycler ConverterName = Soil Recycler StartActionName = Start Soil Recycler StopActionName = Stop Soil Recycler AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true ExperienceEffect = ConverterSkill EfficiencyBonus = 1.0 RecyclerCapacity = 4 INPUT_RESOURCE { ResourceName = Soil Ratio = 0.00004630 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Snacks Ratio = 0.00004630 DumpExcess = false FlowMode = ALL_VESSEL } } RESOURCE { name = Soil amount = 0 maxAmount = 400 } } //Air Scrubber (Aquila 18-B1 Crew Compartment A used for Kvant-2, Spektr, Priroda) @PART[aquila_crew_s1p5_2_1]:NEEDS[SnacksFreshAir] { MODULE { name = SnacksConverter ConverterName = Air Scrubber StartActionName = Start Air Scrubber StopActionName = Stop Air Scrubber AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = StaleAir Ratio = 0.00074 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 FlowMode = ALL_VESSEL } OUTPUT_RESOURCE { ResourceName = FreshAir Ratio = 0.000296 FlowMode = ALL_VESSEL } } RESOURCE { name = StaleAir amount = 0 maxAmount = 400 } } //Stress Relief (Eridani 27KB Crew Module used for Mir Core Module) @PART[Eridani_Crew_2]:NEEDS[SnacksStress] { MODULE { name = SnacksConverter ConverterName = Entertainment Center StartActionName = Start Entertainment StopActionName = Stop Entertainment AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false minimumCrew = 1 requiresHomeConnection = true //This condition is set whenever the kerbal enters the part and the converter is active, and //when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their //skills while the converter is running. conditionSummary = Relaxing INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.6 FlowMode = STAGE_PRIORITY_FLOW } ROSTER_INPUT_RESOURCE { ResourceName = Stress AmountPerDay = 2 } } } Quote Link to comment Share on other sites More sharing options...
jrosen Posted March 13, 2020 Share Posted March 13, 2020 I wanted to add several of these parts into my game (particular those used to build the ISS). My game uses the Unkerballed Start Tech Tree. I was looking to write a patch for UKS to move the nodes for these parts around. You can find my first pass on where I plan on putting the nodes here. Any thoughts and comments would be appreciated. Thanks Quote Link to comment Share on other sites More sharing options...
Fredde104 Posted March 16, 2020 Share Posted March 16, 2020 (edited) @Beale, I have improved the command panel in the Soyuz IVA, giving it ASET and RPM compatibility. Test results are successful 9/10 times. Would you want the .cfg to include in the download? Screenshot: https://drive.google.com/open?id=1rHPntVSO0375kjkQxWL300rCBJNq75Mn Edited March 16, 2020 by Fredde104 Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted March 19, 2020 Share Posted March 19, 2020 Just got my copy of "Galina Balashova: Architect of the Soviet Space Programme" before Amazon shutdown deliveries. I didn't realize the Soyuz orbital module initial design was like a cozy apartment. Quote Link to comment Share on other sites More sharing options...
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