RoverDude Posted January 19, 2021 Share Posted January 19, 2021 I was summoned and have no idea why I was summoned Quote Link to comment Share on other sites More sharing options...
Beale Posted January 19, 2021 Author Share Posted January 19, 2021 (edited) 12 hours ago, Kilo60 said: Yes most of the existing ISS craft files have out of date parts... That's very strange, do you know which version of Tantares you are using? I think those craft files are generally up to date. I will try to find my own Zvezda file when I have a chance. 11 hours ago, RoverDude said: I was summoned and have no idea why I was summoned Sorry, for more context (I'm sure this is your favourite question ) @wasmic was looking into adding USI-LS support for this mod, is there maybe some balancing guidelines or etc. for supporting this you have? I guess most of it can be inferred from existing configs, Many thanks. Alt colour testing. TBD which will be finalised - I think release version will have Green, Black + 1 extra from the below. Edited January 19, 2021 by Beale Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 19, 2021 Share Posted January 19, 2021 Yes - there's an official USI balancing guide out there that helps with all of this: https://docs.google.com/spreadsheets/d/1ZI_0InZjd1tfrNDj8RWq45W6cg1UDm6BAkn2jB18Tsk/edit?usp=sharing Quote Link to comment Share on other sites More sharing options...
Well Posted January 19, 2021 Share Posted January 19, 2021 59 minutes ago, Beale said: Alt colour testing. I personnaly vote for the white variant, because it's beautiful, allow some chinese stuff and unlock more lego with other mod. Even if i suppose it's better to keep matching existing parts color theme ? Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted January 19, 2021 Share Posted January 19, 2021 (edited) I would say White or Tan, the vintage/ cyan are also nice but not as good IMO as white or tan. yellow looks cool but doesn't match IMO the other parts that much, but It could be a special station like a ''Medical station'' or''Weapon Station'' also atleast one almaz/salyut had an NR-23 Aircraft cannon for defence against Anti-Sattelite weapons. Could we have a ''dummy'' version in ksp? Like just a small barrel that doesn't do anything? Edited January 19, 2021 by Starhelperdude Quote Link to comment Share on other sites More sharing options...
Mudwig Posted January 19, 2021 Share Posted January 19, 2021 The white one looks fantastic. It would probably also match really well with Nertea's station parts pack. Quote Link to comment Share on other sites More sharing options...
billbobjebkirk Posted January 19, 2021 Share Posted January 19, 2021 As much as I desperately want to say the blue or the yellow, white is probably the best in terms of design sensibilities, it'd be annoying not to have it as a good generic color for station building. Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted January 19, 2021 Share Posted January 19, 2021 I think white should be the choice. As stated, it gives many more options for spacecraft and station building. I do believe tan should exist as an option for the parts that are used in Mir/ISS builds, but white gives the most options. Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted January 19, 2021 Share Posted January 19, 2021 (edited) Why can't you just use them all Beale? Edited January 19, 2021 by Minmus Taster Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted January 19, 2021 Share Posted January 19, 2021 1 minute ago, Minmus Taster said: Why can't you just use them all Beale? On the one hand it would be cool On the other hand it would probably be a lot of work/ would increase the memory a lot idk Quote Link to comment Share on other sites More sharing options...
Beale Posted January 20, 2021 Author Share Posted January 20, 2021 (edited) On 1/19/2021 at 12:13 PM, RoverDude said: Yes - there's an official USI balancing guide out there that helps with all of this: https://docs.google.com/spreadsheets/d/1ZI_0InZjd1tfrNDj8RWq45W6cg1UDm6BAkn2jB18Tsk/edit?usp=sharing Very helpful! Many thanks. On 1/19/2021 at 12:46 PM, Well said: I personnaly vote for the white variant, because it's beautiful, allow some chinese stuff and unlock more lego with other mod. Even if i suppose it's better to keep matching existing parts color theme ? On 1/19/2021 at 1:54 PM, Starhelperdude said: I would say White or Tan, the vintage/ cyan are also nice but not as good IMO as white or tan. yellow looks cool but doesn't match IMO the other parts that much, but It could be a special station like a ''Medical station'' or''Weapon Station'' also atleast one almaz/salyut had an NR-23 Aircraft cannon for defence against Anti-Sattelite weapons. Could we have a ''dummy'' version in ksp? Like just a small barrel that doesn't do anything? On 1/19/2021 at 6:57 PM, billbobjebkirk said: As much as I desperately want to say the blue or the yellow, white is probably the best in terms of design sensibilities, it'd be annoying not to have it as a good generic color for station building. On 1/19/2021 at 7:28 PM, DJ Reonic said: I think white should be the choice. As stated, it gives many more options for spacecraft and station building. I do believe tan should exist as an option for the parts that are used in Mir/ISS builds, but white gives the most options. Thanks for the feedback! @Starhelperdude no plans to include guns. 22 hours ago, Minmus Taster said: Why can't you just use them all Beale? 22 hours ago, Starhelperdude said: On the one hand it would be cool On the other hand it would probably be a lot of work/ would increase the memory a lot idk The recolours are actually incredibly easy to produce, the textures are built from the beginning to be recoloured easily, and are available here: https://github.com/Tantares/Tantares_Assets/tree/master/SALYUT It's not possible to have all because the memory bloat becomes too much, 5.5 MB for every new 2048x2048 texture included. Progress M2 in-game. Edited January 20, 2021 by Beale Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted January 22, 2021 Share Posted January 22, 2021 the zenit-2 fairing doesn't show up at all, I'm playing on 1.11 and have tantares (and lv) and SAF on the latest releases, everything works except the zenit fairing Quote Link to comment Share on other sites More sharing options...
Invaderchaos Posted January 23, 2021 Share Posted January 23, 2021 On 1/19/2021 at 5:44 AM, Beale said: That's very strange, do you know which version of Tantares you are using? I think those craft files are generally up to date. I will try to find my own Zvezda file when I have a chance. Sorry, for more context (I'm sure this is your favourite question ) @wasmic was looking into adding USI-LS support for this mod, is there maybe some balancing guidelines or etc. for supporting this you have? I guess most of it can be inferred from existing configs, Many thanks. Alt colour testing. TBD which will be finalised - I think release version will have Green, Black + 1 extra from the below. I might be heavily biased for the vintage bluish green, but probably the white or the cream. It would be nice though to have the vintage green and/or other colors in an extras folder or something though. Quote Link to comment Share on other sites More sharing options...
oniontrain Posted January 23, 2021 Share Posted January 23, 2021 The blue green one is also my favorite Quote Link to comment Share on other sites More sharing options...
Beale Posted January 23, 2021 Author Share Posted January 23, 2021 (edited) 17 hours ago, Starhelperdude said: the zenit-2 fairing doesn't show up at all, I'm playing on 1.11 and have tantares (and lv) and SAF on the latest releases, everything works except the zenit fairing Unfortunately they are not yet released, I want to do some additional fairings before this is released as a separate mod. Size 1.25m Reaction Wheel, and two lengths of fuel tanks. Unfortunately release for these is still a while away, IVAs are needed. And the entire mod needs patching to support the 1.11 construction support. Edited January 23, 2021 by Beale Quote Link to comment Share on other sites More sharing options...
Beale Posted January 23, 2021 Author Share Posted January 23, 2021 GitHub https://github.com/Tantares/Tantares Still heavy WIP. This is shaping up to be kind of a big update. Appreciate definitely any feedback!Small warning, the WIP Salyut reinforced adapter (and the salyut parts in general) are getting a small rework as I've made some decisions on recolour, appearance etc. Some parts in the current WIP release may be renamed / removed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 23, 2021 Share Posted January 23, 2021 @Beale I’ve had some reports about vessels made with this having problems with GravityTurn. I’ll be looking into this in the next day or so, but was wondering if you might be able to point me into a specific area where your parts may differ from stock parts? Quote Link to comment Share on other sites More sharing options...
Beale Posted January 24, 2021 Author Share Posted January 24, 2021 11 hours ago, linuxgurugamer said: @Beale I’ve had some reports about vessels made with this having problems with GravityTurn. I’ll be looking into this in the next day or so, but was wondering if you might be able to point me into a specific area where your parts may differ from stock parts? Hiya, I think a good chance is that gravity turn is not accounting for the thrust multipliers, depending on how the calculation is done, this would present the craft with having much less, or much more torque than it really has. Example from one part, TantaresLV/parts/soyuz/_tantares_lv_engine_s1_1.cfg The relevant part is at the bottom. MODULE { name = ModuleEnginesFX EngineType = LiquidFuel engineID = MainNozzles runningEffectName = running_closed powerEffectName = running_power allowRestart = true thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 255 heatProduction = 200 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 320 key = 1 288 } transformMultipliers { trf0 = 0.2 trf1 = 0.2 trf2 = 0.2 trf3 = 0.2 trf4 = 0.05 trf5 = 0.05 trf6 = 0.05 trf7 = 0.05 } } Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted January 24, 2021 Share Posted January 24, 2021 Hi there, while looking for some other errors, I found the following in my log file: [LOG 14:19:16.526] Load(Texture): TantaresLV/Parts/N1/LLV_V_Engine_1_Nozzle_psd [ERR 14:19:16.529] DDS: DXT3(256x256, MipMap=True) - DXT3 format is NOT supported. Use DXT5 [WRN 14:19:16.529] Texture load error in 'C:\Program Files (x86)\GOG Galaxy\Games\Kerbal Space Program\GameData\TantaresLV\Parts\N1\LLV_V_Engine_1_Nozzle_psd.dds' and this one, which seems to happen for different items (so only that one example here) [LOG 14:19:36.200] Load(Model): Tantares/fx/FX_Alnair_Engine_1 [ERR 14:19:36.203] File error: Value cannot be null. Parameter name: shader at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader) at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00007] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at PartReader.ReadMaterial4 (System.IO.BinaryReader br) [0x0001f] in <55ba45dc3a43403382024deac8dcd0be>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x005ca] in <55ba45dc3a43403382024deac8dcd0be>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <55ba45dc3a43403382024deac8dcd0be>:0 [WRN 14:19:36.204] Model load error in 'C:\Program Files (x86)\GOG Galaxy\Games\Kerbal Space Program\GameData\Tantares\fx\FX_Alnair_Engine_1.mu' Not sure if it is relevant, but thought I post it. Playing on 1.9.1 with NewTantares v22.2 and NewTantaresLV v12.1. Quote Link to comment Share on other sites More sharing options...
Beale Posted January 24, 2021 Author Share Posted January 24, 2021 4 hours ago, chris-kerbal said: Hi there, while looking for some other errors, I found the following in my log file: [LOG 14:19:16.526] Load(Texture): TantaresLV/Parts/N1/LLV_V_Engine_1_Nozzle_psd [ERR 14:19:16.529] DDS: DXT3(256x256, MipMap=True) - DXT3 format is NOT supported. Use DXT5 [WRN 14:19:16.529] Texture load error in 'C:\Program Files (x86)\GOG Galaxy\Games\Kerbal Space Program\GameData\TantaresLV\Parts\N1\LLV_V_Engine_1_Nozzle_psd.dds' and this one, which seems to happen for different items (so only that one example here) [LOG 14:19:36.200] Load(Model): Tantares/fx/FX_Alnair_Engine_1 [ERR 14:19:36.203] File error: Value cannot be null. Parameter name: shader at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader) at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00007] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at PartReader.ReadMaterial4 (System.IO.BinaryReader br) [0x0001f] in <55ba45dc3a43403382024deac8dcd0be>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x005ca] in <55ba45dc3a43403382024deac8dcd0be>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <55ba45dc3a43403382024deac8dcd0be>:0 [WRN 14:19:36.204] Model load error in 'C:\Program Files (x86)\GOG Galaxy\Games\Kerbal Space Program\GameData\Tantares\fx\FX_Alnair_Engine_1.mu' Not sure if it is relevant, but thought I post it. Playing on 1.9.1 with NewTantares v22.2 and NewTantaresLV v12.1. I wouldn't worry about these, they are very old parts that are no longer in the mod, just some leftrover files it looks as though. I will remove next vers. A few new IVAs. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted January 24, 2021 Share Posted January 24, 2021 21 minutes ago, Beale said: I wouldn't worry about these, they are very old parts that are no longer in the mod, just some leftrover files it looks as though. I will remove next vers. A few new IVAs. Ah, ok. @Well apparently uses one of these, as I get the same error on one of his part. He might change it though to avoid the error. Quote Link to comment Share on other sites More sharing options...
Well Posted January 24, 2021 Share Posted January 24, 2021 (edited) 13 minutes ago, chris-kerbal said: Ah, ok. @Well apparently uses one of these, as I get the same error on one of his part. He might change it though to avoid the error. yeah that the cora engine beale offer to me, probably just going to find an other FX for it. But like i've said beale, that nothing really important, just an error on loading Edited January 24, 2021 by Well Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted January 24, 2021 Share Posted January 24, 2021 is there some sort of tantares roadmap for future projects? Quote Link to comment Share on other sites More sharing options...
Beale Posted January 24, 2021 Author Share Posted January 24, 2021 1 hour ago, Starhelperdude said: is there some sort of tantares roadmap for future projects? Not really, usually I just work on whatever I want to work on latest. If I'm revamping stuff, usually the oldest parts get revamped. Every part in this update will get an IVA, here is the 1.875m Salyut core. Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted January 25, 2021 Share Posted January 25, 2021 6 hours ago, Beale said: 1.875m Salyut core It's going to be a processing lab? Quote Link to comment Share on other sites More sharing options...
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