Friznit Posted February 1, 2021 Share Posted February 1, 2021 (edited) There is a modder called Beale Whose parts make me squeal I ram them together And fire them forever Into the ethereal. Bandwagon! Page 800! Edited February 1, 2021 by Friznit Quote Link to comment Share on other sites More sharing options...
softweir Posted February 1, 2021 Share Posted February 1, 2021 (edited) @BealeIt's truly admirable to see how dedicated to modding you are! The Tantares mods are remarkable for your dedication to detail, accuracy and playability, and I remain in awe of you, and of them. Thankyou! Edited February 1, 2021 by softweir Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted February 3, 2021 Share Posted February 3, 2021 (edited) I've gone ahead and written up a compatibility config for RemoteTech since I plan on using this mod in my next career. Since several people had asked for one, I figured I'd go ahead and share mine here. Spoiler //Initial Antenna Pass //Replaces ModuleDataTransmitter on all parts containing it with ModuleRTAntenna //BEFORE[RemoteTech] is important because RemoteTech contains a patch which deletes all ModuleDataTransmitter instances without necessarily replacing them //Note: Most antennas have recieved a 200% range buff to offset RemoteTech's more restrictive standard range model //If you use the ROOT model in your careers you can either set worldscale to 0.5 or comment out the "@Mode1OmniRange *= 2" line @PART[*]:HAS[#author[tantares],@MODULE[ModuleDataTransmitter],!MODULE[ModuleCommand],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = #$/MODULE[ModuleDataTransmitter]/antennaPower$ //Antenna power is essentially antenna range so this utilizes already configured range @Mode1OmniRange *= 2 //Flat 200% buff to antenna range to account for more restrictive RemoteTech range model %EnergyCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$ //Draws cost of running the antenna from its packet cost @EnergyCost *= 0.1 //"Passive" mode cost reduced by 90% for normal use %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = #$/MODULE[ModuleDataTransmitter]/packetInterval$ //Transmitter values drawn directly from previously configured transmitter %PacketSize = #$/MODULE[ModuleDataTransmitter]/packetSize$ %PacketResourceCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$ } } %MODULE[ModuleSPUPassive]{} !MODULE[ModuleDataTransmitter]{},* } //Dish antenna reconfigures //All ranges and angles are based on best-guess values for mission profile of the part //Ranges have been increased for interplanetary dishes to account for the more restrictive range model of RemoteTech @PART[vela_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 90000000 %DishAngle = 10 } } @PART[lepus_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 90000000 %DishAngle = 10 } } @PART[lepus_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 90000000 %DishAngle = 10 } } @PART[eridani_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 10000000 %DishAngle = 25 } } @PART[octans_basic_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } @PART[octans_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } @PART[octans_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } @PART[1mv_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 40000000000 %DishAngle = 0.1 } } @PART[4mv_v_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 40000000000 %DishAngle = 0.1 } } @PART[1f_high_gain_antenna_s0_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 40000000000 %DishAngle = 0.1 } } @PART[atria_antenna_srf_1*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } //Initial Probe Pass //All probes initially configured with the RemoteTech standard 3km always-on omni antenna to allow for on-pad control @PART[*]:HAS[#author[Tantares],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { %MODULE[ModuleSPU]{} !MODULE[ModuleDataTransmitter]{},* %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } Some things to note: - I used a decent amount of automation in creating the configs, so if I missed any parts, let me know so I can add them - Most range values have been increased to account for RT's more restrictive range model - I didn't find any special case parts (i.e. probe cores with built-in long range antenna) in my initial run through of the part configs so if I accidentally obliterated something like that, again, just let me know Anyway, just copy all of this into a new cfg and you should have pretty much full RemoteTech support for your parts. EDIT: Updated 02/24/2021 to correct an error in capitalization that invalidated many of the edits Edited February 25, 2021 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
Beale Posted February 5, 2021 Author Share Posted February 5, 2021 On 2/3/2021 at 1:40 PM, SpacedInvader said: I've gone ahead and written up a compatibility config for RemoteTech since I plan on using this mod in my next career. Since several people had asked for one, I figured I'd go ahead and share mine here. Reveal hidden contents //Initial Antenna Pass //Replaces ModuleDataTransmitter on all parts containing it with ModuleRTAntenna //BEFORE[RemoteTech] is important because RemoteTech contains a patch which deletes all ModuleDataTransmitter instances without necessarily replacing them //Note: Most antennas have recieved a 200% range buff to offset RemoteTech's more restrictive standard range model //If you use the ROOT model in your careers you can either set worldscale to 0.5 or comment out the "@Mode1OmniRange *= 2" line @PART[*]:HAS[#author[Tantares],@MODULE[ModuleDataTransmitter],!MODULE[ModuleCommand],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = #$/MODULE[ModuleDataTransmitter]/antennaPower$ //Antenna power is essentially antenna range so this utilizes already configured range @Mode1OmniRange *= 2 //Flat 200% buff to antenna range to account for more restrictive RemoteTech range model %EnergyCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$ //Draws cost of running the antenna from its packet cost @EnergyCost *= 0.1 //"Passive" mode cost reduced by 90% for normal use %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = #$/MODULE[ModuleDataTransmitter]/packetInterval$ //Transmitter values drawn directly from previously configured transmitter %PacketSize = #$/MODULE[ModuleDataTransmitter]/packetSize$ %PacketResourceCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$ } } %MODULE[ModuleSPUPassive]{} !MODULE[ModuleDataTransmitter]{},* } //Dish antenna reconfigures //All ranges and angles are based on best-guess values for mission profile of the part //Ranges have been increased for interplanetary dishes to account for the more restrictive range model of RemoteTech @PART[vela_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 90000000 %DishAngle = 10 } } @PART[lepus_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 90000000 %DishAngle = 10 } } @PART[lepus_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 90000000 %DishAngle = 10 } } @PART[eridani_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 10000000 %DishAngle = 25 } } @PART[octans_basic_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } @PART[octans_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } @PART[octans_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } @PART[1mv_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 40000000000 %DishAngle = 0.1 } } @PART[4mv_v_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 40000000000 %DishAngle = 0.1 } } @PART[1f_high_gain_antenna_s0_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 40000000000 %DishAngle = 0.1 } } @PART[atria_antenna_srf_1*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { @MODULE[ModuleRTAntenna] { !Mode0OmniRange = DEL !Mode1OmniRange = DEL %Mode0DishRange = 0 %Mode1DishRange = 2000000 %DishAngle = 45 } } //Initial Probe Pass //All probes initially configured with the RemoteTech standard 3km always-on omni antenna to allow for on-pad control @PART[*]:HAS[#author[Tantares],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech] { %MODULE[ModuleSPU]{} !MODULE[ModuleDataTransmitter]{},* %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } Some things to note: - I used a decent amount of automation in creating the configs, so if I missed any parts, let me know so I can add them - Most range values have been increased to account for RT's more restrictive range model - I didn't find any special case parts (i.e. probe cores with built-in long range antenna) in my initial run through of the part configs so if I accidentally obliterated something like that, again, just let me know Anyway, just copy all of this into a new cfg and you should have pretty much full RemoteTech support for your parts. Hey awesome job! You want me to plug this on the first page? Really appreciate you posting this. All the stack mounted parts of this update is done, now for the surface attach parts. infra-red camera telescope battery bag Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted February 5, 2021 Share Posted February 5, 2021 32 minutes ago, Beale said: infra-red camera telescope yay! Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted February 6, 2021 Share Posted February 6, 2021 (edited) 4 hours ago, Beale said: Hey awesome job! You want me to plug this on the first page? Really appreciate you posting this. All the stack mounted parts of this update is done, now for the surface attach parts. infra-red camera telescope battery bag If you'd like to, that'd be great. Like I'd mentioned, there could be issues that need to be ironed out, but if its on the front page, at least it might save some people from having to search for it. Edited February 6, 2021 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
spritefun Posted February 6, 2021 Share Posted February 6, 2021 Hi all, Does anyone know if there's a stock patch to scale down tantares? I find the vehicles a bit too overpowered and based on google searches one person said it was scaled to quarter sized RSS. Thanks! Quote Link to comment Share on other sites More sharing options...
Beale Posted February 6, 2021 Author Share Posted February 6, 2021 6 hours ago, spritefun said: Hi all, Does anyone know if there's a stock patch to scale down tantares? I find the vehicles a bit too overpowered and based on google searches one person said it was scaled to quarter sized RSS. Thanks! Tantares is currently scaled to the stock KSP parts, rather than quarter sized RSS (so if you built a rocket the same size with stock fuel tanks you should get the same or close performance). of course the rockets are pretty large though, so are a bit big for teeny kerbin. unfortunately I don't think a special nerf patch exists, but you can probably use smurff to tweak it: Quote Link to comment Share on other sites More sharing options...
Beale Posted February 6, 2021 Author Share Posted February 6, 2021 Cameras? Infra-red near-UV and visible light TV camera. Quote Link to comment Share on other sites More sharing options...
billbobjebkirk Posted February 6, 2021 Share Posted February 6, 2021 2 hours ago, Beale said: Cameras? Infra-red near-UV and visible light TV camera. Awesome! These will be Neptune compatible? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 7, 2021 Author Share Posted February 7, 2021 (edited) 22 hours ago, billbobjebkirk said: Awesome! These will be Neptune compatible? Yes, absolutely More Almaz experiments Speaking of experiments, the blankets for Progress and Salyut have definitely been a fun experiment this update. I like the results, though there's room for improvement, maybe in future we will do this: "Add poofiness to the mesh via mesh details" Edited February 7, 2021 by Beale Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 7, 2021 Share Posted February 7, 2021 14 minutes ago, Beale said: ore Almaz experiments What kinds? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 7, 2021 Author Share Posted February 7, 2021 1 minute ago, Spaceman.Spiff said: What kinds? Not finalised yet, but so far from L to R - infrared telescope - laser reflector - UV camera - photometer - vis. Spectrum camera. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted February 7, 2021 Share Posted February 7, 2021 Very cool @Beale. Since you're at it, could you place the camera plugin on the soyuz periscope too? Quote Link to comment Share on other sites More sharing options...
VaderExMachina Posted February 8, 2021 Share Posted February 8, 2021 @Beale and anyone else, need help with the mod, installed everything correctly latest version and all dependencies, yet i can't open the mir craft files, it keeps saying there is locked or missing parts, any advice? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 8, 2021 Share Posted February 8, 2021 21 minutes ago, VaderExMachina said: @Beale and anyone else, need help with the mod, installed everything correctly latest version and all dependencies, yet i can't open the mir craft files, it keeps saying there is locked or missing parts, any advice? A craft file can contain info about various mods that the craft's author has but you don't. Sometimes these errors will prevent a craft from loading, sometimes not. Either way you'll always get that message, but try clicking past it and see if it loads. If it's something like the author had Mechjeb and you don't, those craft will load perfectly fine after the error message. If it's something more serious (like the mod not installed correctly) then the above won't apply. Quote Link to comment Share on other sites More sharing options...
VaderExMachina Posted February 8, 2021 Share Posted February 8, 2021 21 minutes ago, OrbitalManeuvers said: A craft file can contain info about various mods that the craft's author has but you don't. Sometimes these errors will prevent a craft from loading, sometimes not. Either way you'll always get that message, but try clicking past it and see if it loads. If it's something like the author had Mechjeb and you don't, those craft will load perfectly fine after the error message. If it's something more serious (like the mod not installed correctly) then the above won't apply. actually it's just missing parts from the mod itself, yet when i check the parts files are present in the mod directory AND the game is loading them at startup,idk why the craft won't load, outdated craft fime maybe? if so whe will @Beale update the mod to 1.11.1? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted February 8, 2021 Share Posted February 8, 2021 1 hour ago, VaderExMachina said: actually it's just missing parts from the mod itself, yet when i check the parts files are present in the mod directory AND the game is loading them at startup,idk why the craft won't load, outdated craft fime maybe? if so whe will @Beale update the mod to 1.11.1? The mod don`t need an update to 1.11 because it works. If there is an error like "wrong KSP-version" then go into the craft-file and change line 2 into this: version = 1.11.1. If there really is an error like missing part then the craft-files use old deprecated parts. You can not use them anymore. They work only with older Tantares-versions. Here is a build-guide by Friznit:https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/Mir Quote Link to comment Share on other sites More sharing options...
Beale Posted February 9, 2021 Author Share Posted February 9, 2021 11 hours ago, VaderExMachina said: actually it's just missing parts from the mod itself, yet when i check the parts files are present in the mod directory AND the game is loading them at startup,idk why the craft won't load, outdated craft fime maybe? if so whe will @Beale update the mod to 1.11.1? I will include new craft files with the next release of the mod, for sure Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted February 9, 2021 Share Posted February 9, 2021 @Beale I just noticed, that the RCS are not working anymore. I checked with stock and other mods and the RCS is working without issues. Seems just to be the Tantares RCS. I deleted the mod and reinstalled (v23.2) via CKAN, but nothing changed. Checked the log when doing a test with a linear RCS and found the following when using Tantares RCS: [LOG 19:17:53.658] [FXModuleAnimateRCS]: Could not find animation linearRCSGlow in part's animation components. Check the animationName and model file. Module disabled. 2nd thing I noticed is a balancing question: The size 0 inline parachute heat tolerance is 2000K. Which is a lot lower than the tolerance for capsules (3400K). I think in stock you would not notice, however in JNSQ the parachute burns off when coming from anything higher than a very LKO, while heatshield and capsule are fine. Would it be an issue to change that? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 9, 2021 Author Share Posted February 9, 2021 40 minutes ago, chris-kerbal said: @Beale I just noticed, that the RCS are not working anymore. I checked with stock and other mods and the RCS is working without issues. Seems just to be the Tantares RCS. I deleted the mod and reinstalled (v23.2) via CKAN, but nothing changed. Checked the log when doing a test with a linear RCS and found the following when using Tantares RCS: [LOG 19:17:53.658] [FXModuleAnimateRCS]: Could not find animation linearRCSGlow in part's animation components. Check the animationName and model file. Module disabled. 2nd thing I noticed is a balancing question: The size 0 inline parachute heat tolerance is 2000K. Which is a lot lower than the tolerance for capsules (3400K). I think in stock you would not notice, however in JNSQ the parachute burns off when coming from anything higher than a very LKO, while heatshield and capsule are fine. Would it be an issue to change that? Parachute issue fixed. Many thanks. The RCS issue is very worrying, when you say "not working", they are completely non-functional? Does anyone else have this issue? They seem to be working fine for me in KSP 1.11, but I am running a pretty light install. Salyut core with cutout. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted February 9, 2021 Share Posted February 9, 2021 1 hour ago, Beale said: The RCS issue is very worrying, when you say "not working", they are completely non-functional? Does anyone else have this issue? They seem to be working fine for me in KSP 1.11, but I am running a pretty light install. Sorry should have mentioned, that I am on 1.10.1. Yes, they do not do anything. Also weird, that the other RCS thrusters work... Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted February 10, 2021 Share Posted February 10, 2021 The unofficial Tantares wiki mentions a rescale patch for some of the TantaresLV parts. Supposedly the patch is located at GameData\TantaresLV\Patches\Soyuz_B9_Rescale, but not only can I not find this file, I can't even find the folder in which it is supposed to be located. If the patch still exists, could someone please let me know how to find and enable it? Quote Link to comment Share on other sites More sharing options...
Beale Posted February 10, 2021 Author Share Posted February 10, 2021 13 hours ago, chris-kerbal said: Sorry should have mentioned, that I am on 1.10.1. Yes, they do not do anything. Also weird, that the other RCS thrusters work... Thanks, I'll see what could be causing it. Really odd as those parts are totally basic / stock. 29 minutes ago, septemberWaves said: The unofficial Tantares wiki mentions a rescale patch for some of the TantaresLV parts. Supposedly the patch is located at GameData\TantaresLV\Patches\Soyuz_B9_Rescale, but not only can I not find this file, I can't even find the folder in which it is supposed to be located. If the patch still exists, could someone please let me know how to find and enable it? Sorry, this was a great patch put together by Zorg, but somewhere along the lines in reorganising files it went missing. I'm going to try to restore it in the next version of TantaresLV (All the alternate size models are still in the game, just hidden). Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted February 10, 2021 Share Posted February 10, 2021 1 hour ago, Beale said: Sorry, this was a great patch put together by Zorg, but somewhere along the lines in reorganising files it went missing. I'm going to try to restore it in the next version of TantaresLV (All the alternate size models are still in the game, just hidden). I looked at when that wiki page was created, and went to the latest version of TantaresLV that existed before it was created: the 1.8.X version. The patch exists in that version. I will test that immediately and get back to you on whether it still functions as expected in 1.11.1. Quote Link to comment Share on other sites More sharing options...
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