bjornadri Posted May 4, 2022 Share Posted May 4, 2022 hate to ask another question, but how am i supposed to mount the sputnik sattelite to the sputnik rocket? i've looked up and down the manual but can't find anything on the matter... Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted May 5, 2022 Share Posted May 5, 2022 3 hours ago, bjornadri said: hate to ask another question, but how am i supposed to mount the sputnik sattelite to the sputnik rocket? i've looked up and down the manual but can't find anything on the matter... There isn't part or function that facilitates that, what I like to do is take structural pieces and make a small tower, place the Sputnik on top of those parts & then cover it with a fairing. Quote Link to comment Share on other sites More sharing options...
StriZ Posted May 5, 2022 Share Posted May 5, 2022 14 hours ago, bjornadri said: hate to ask another question, but how am i supposed to mount the sputnik sattelite to the sputnik rocket? i've looked up and down the manual but can't find anything on the matter... This way is more realistic with FL-A10 adapter and two Zircon decouplers. Spoiler Quote Link to comment Share on other sites More sharing options...
John_silver Posted May 13, 2022 Share Posted May 13, 2022 On 4/3/2018 at 4:13 AM, Abpilot said: I am What is the mod for the details that add this buran? Quote Link to comment Share on other sites More sharing options...
Guest Posted May 13, 2022 Share Posted May 13, 2022 7 minutes ago, John_silver said: What is the mod for the details that add this buran? I think it is this Quote Link to comment Share on other sites More sharing options...
donnager fan Posted May 29, 2022 Share Posted May 29, 2022 On 8/5/2020 at 9:38 AM, Friznit said: I'll happily add anything that can be built out of Tantares parts (or with a reasonable amount of stock parts augmenting it). If it needs other mods or tweakscale I'll need details on how to recreate it and can list in the "other (non Tantares)" bit. It would certainly be cool to round out the wiki with a complete set of Soviet/Russian/Ukraine rockets. Update on the UR-900 Construction Kit?? Quote Link to comment Share on other sites More sharing options...
Friznit Posted May 29, 2022 Share Posted May 29, 2022 35 minutes ago, donnager fan said: Update on the UR-900 Construction Kit?? @Zarbon44too busy making Star Trek ships to send me a craft file. I'm pretty clueless so without his help I can't write it up on the wiki. (Same detail on the ISS Nauka module, though that looks a bit more straight forward. To be fair I'm well overdue another Tantares career playthrough ). Quote Link to comment Share on other sites More sharing options...
GoldForest Posted May 30, 2022 Share Posted May 30, 2022 (edited) @Beale I'm getting a few errors and glitches when using the Priroda radar. Firstly, when I right click on it, the menu comes up, but it's glitched: When that happens, the log is flooded with this message: Quote [EXC 02:01:25.080] InvalidCastException: Specified cast is not valid. BaseField`1[K].GetValue[T] (System.Object host) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionFloatRange.GetFieldValue () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionFloatRange.Setup (UIPartActionWindow window, Part part, PartModule partModule, UI_Scene scene, UI_Control control, BaseField field) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionWindow.AddFieldControl (BaseField field, Part part, PartModule module) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionWindow.CreatePartList (System.Boolean clearFirst) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionWindow.UpdateWindow () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionController.UpdateActiveWindows () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionController.UpdateEditor () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionController.Update () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Full log here: https://www.dropbox.com/s/l3xjjs8ji17gfcw/KSP.log?dl=0 I tried taking a look at the config file to see if I could spot anything wrong, and the only thing that sticks out to me is that you left 'activeAnimationName' blank. Not sure if that would cause any problems or not. Quote MODULE { name = ModuleAnimationGroup deployAnimationName = aquila_sensor_synthetic_aperture_radar_srf_1_deploy activeAnimationName = deployActionName = #autoLOC_6001485 //#autoLOC_6001485 = Activate retractActionName = #autoLOC_6001957 //#autoLOC_6001957 = Deactivate deployActionName = #autoLOC_6002387 //#autoLOC_6002387 = Deploy <<1>> retractActionName = #autoLOC_6002388 //#autoLOC_6002388 = Retract <<1>> toggleActionName = #autoLOC_6002389 //#autoLOC_6002389 = Toggle <<1>> moduleType = #autoLOC_7001229 //#autoLOC_7001229 = Scanner } Oh, and after the glitch above with the right click menu happens, it disables the right click menu entirely, I have to back out of the VAB and go back in. Edited May 30, 2022 by GoldForest Quote Link to comment Share on other sites More sharing options...
coyotesfrontier Posted June 1, 2022 Share Posted June 1, 2022 I know that the mod is licensed ARR, but I was wondering if a small exception could be granted for copying small sections of part configs. I'm working on a "Stockalike Realfuels" project, where I utilize module manager patches to convert LFO engines to realistic fuels, such as Kerolox or Hydrolox. For most of the config this works fine, but for nozzle glow I ran into trouble getting the glow functional. I discovered that seemingly the only way to get nozzle glow to work was by copying the section dealing with glow from the original part file and inserting it into the patch. With most mods there isn't an issue with this, as the license allows for it, but I'm unable to release configs for Tantares because of this. I could add nozzle glow using Waterfall, but that would mean the glow isn't there when WF isn't installed. Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted June 1, 2022 Share Posted June 1, 2022 On 5/31/2014 at 5:12 AM, Beale said: All Rights Reserved Spacedock and downloads say CC-BY-NC-SA 4.0, so which one is correct? Quote Link to comment Share on other sites More sharing options...
coyotesfrontier Posted June 11, 2022 Share Posted June 11, 2022 (edited) I decided to attempt a Tantares UR-700 moon mission in 2.5 scale KSRSS, and after doing some testing I succeeded. Due to the lack of a RD-270 engine in Tantares, I rescaled the stovstorm to 2.5m, converted it to run on hypergolics, lowered it's ISP to 320sec, and uprated it's thrust to 1650kn (25% IRL thrust) to make it into a RD-270 analogue. It just barely has enough thrust to lift the rocket, with a TWR of 1.03! The third stage kicks in to send the LK-700 onwards to the Moon. The fourth stage enters lunar orbit. Another success for the Soviet Union! Edited June 11, 2022 by coyotesfrontier Quote Link to comment Share on other sites More sharing options...
soyuz 33 Posted June 15, 2022 Share Posted June 15, 2022 On 10/22/2020 at 6:13 PM, Zarbon44 said: My old Kitbashed UR700A, refined a bit, adjusted, and now looks great! Had to use Restock MainSails as the main engines, but they are NK33s, not RD270. Thanks for the pics im trying to figure out how the boosters and Stage 2 go Quote Link to comment Share on other sites More sharing options...
Beale Posted June 16, 2022 Author Share Posted June 16, 2022 Tsyklon nearly done, just need fx. https://github.com/Tantares/TantaresLV Quote Link to comment Share on other sites More sharing options...
tinyspy44 Posted June 26, 2022 Share Posted June 26, 2022 Are there any plans to make the Voskhod airlock jettisonable? Also making the capsule a 3 crew spacecraft as it was instead of 2 crew members. Apologies if this has been inquired about previously. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 26, 2022 Share Posted June 26, 2022 16 hours ago, tinyspy44 said: Are there any plans to make the Voskhod airlock jettisonable? Also making the capsule a 3 crew spacecraft as it was instead of 2 crew members. Apologies if this has been inquired about previously. Those things are easily done either by editing the .cfg files directly or through Module Manager. If you don't know how to do it you can go to these treads and ask for help: Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted June 27, 2022 Share Posted June 27, 2022 (edited) 18 hours ago, Forked Camphor said: Those things are easily done either by editing the .cfg files directly or through Module Manager. If you don't know how to do it you can go to these treads and ask for help: Dunno bout the 3 crew one, they won't show up in IVA and must be EVAd by clicking the hatch. Their portrait also won't show up. To fix this, you'd have to redo the IVA, but if you're fine with the above bugs, then MM can do it. As for the decopuler module, I'm not sure. It should probably work out fine, as long as there are no requirements for the decoupler module in the part's model. Edited June 27, 2022 by SkyFall2489 Quote Link to comment Share on other sites More sharing options...
Guest Posted June 28, 2022 Share Posted June 28, 2022 15 hours ago, SkyFall2489 said: Dunno bout the 3 crew one, they won't show up in IVA and must be EVAd by clicking the hatch. Their portrait also won't show up. To fix this, you'd have to redo the IVA, but if you're fine with the above bugs, then MM can do it. As for the decopuler module, I'm not sure. It should probably work out fine. This should work fine for @tinyspy44 I believe. What do you think? Spoiler //For the jettisonable airlock (Don't remember the exact names of the parts) @PART[xxxxxx]:FINAL { MODULE { name = ModuleDecouple ejectionForce = 100 menuName=Decouple stagingEnabled = true stagingEnableText = Decouple Not Staged stagingDisableText = Decouple Staged explosiveNodeID = bottom } } //For the crew and IVA @PART[xxxxxx]:FINAL { @CrewCapacity = 3 @INTERNAL { @name = Mk1-3 // The stock Mk1-3, you can change it to whatever IVA you want If missing 1 crew portrait annoys you } } Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted June 28, 2022 Share Posted June 28, 2022 8 hours ago, Forked Camphor said: This should work fine for @tinyspy44 I believe. What do you think? Hide contents //For the jettisonable airlock (Don't remember the exact names of the parts) @PART[xxxxxx]:FINAL { MODULE { name = ModuleDecouple ejectionForce = 100 menuName=Decouple stagingEnabled = true stagingEnableText = Decouple Not Staged stagingDisableText = Decouple Staged explosiveNodeID = bottom } } //For the crew and IVA @PART[xxxxxx]:FINAL { @CrewCapacity = 3 @INTERNAL { @name = Mk1-3 // The stock Mk1-3, you can change it to whatever IVA you want If missing 1 crew portrait annoys you } } That should do it, as long as the airlock is attached by a node named "bottom". It might not be. Quote Link to comment Share on other sites More sharing options...
Beale Posted June 29, 2022 Author Share Posted June 29, 2022 On 6/28/2022 at 8:41 AM, Forked Camphor said: This should work fine for @tinyspy44 I believe. What do you think? Hide contents //For the jettisonable airlock (Don't remember the exact names of the parts) @PART[xxxxxx]:FINAL { MODULE { name = ModuleDecouple ejectionForce = 100 menuName=Decouple stagingEnabled = true stagingEnableText = Decouple Not Staged stagingDisableText = Decouple Staged explosiveNodeID = bottom } } //For the crew and IVA @PART[xxxxxx]:FINAL { @CrewCapacity = 3 @INTERNAL { @name = Mk1-3 // The stock Mk1-3, you can change it to whatever IVA you want If missing 1 crew portrait annoys you } } 17 hours ago, SkyFall2489 said: That should do it, as long as the airlock is attached by a node named "bottom". It might not be. On 6/26/2022 at 7:00 AM, tinyspy44 said: Are there any plans to make the Voskhod airlock jettisonable? Also making the capsule a 3 crew spacecraft as it was instead of 2 crew members. Apologies if this has been inquired about previously. explosivenodeid = attach should do it. No plans to change voskhod soon. Maybe in KSP2. The 2 seats are for gameplay purpose (so you upgrade to soyuz ) Quote Link to comment Share on other sites More sharing options...
GoldForest Posted June 29, 2022 Share Posted June 29, 2022 @Beale Did you happen to see my bug report? Quote Link to comment Share on other sites More sharing options...
Beale Posted July 1, 2022 Author Share Posted July 1, 2022 On 6/29/2022 at 3:14 PM, GoldForest said: @Beale Did you happen to see my bug report? oh I did not, I will look at this hopefully when I can! Quote Link to comment Share on other sites More sharing options...
GoldForest Posted July 1, 2022 Share Posted July 1, 2022 31 minutes ago, Beale said: oh I did not, I will look at this hopefully when I can! Thanks! Quote Link to comment Share on other sites More sharing options...
kerbmario Posted July 7, 2022 Share Posted July 7, 2022 where can i find tweakscale support configs for this? Quote Link to comment Share on other sites More sharing options...
soyuz 33 Posted July 8, 2022 Share Posted July 8, 2022 9 hours ago, kerbmario said: where can i find tweakscale support configs for this? https://github.com/curtquarquesso/Tantares-TweakScale-Configs Quote Link to comment Share on other sites More sharing options...
Beale Posted July 8, 2022 Author Share Posted July 8, 2022 (edited) TantaresLV Version 15.0 Thanks for feedback, now includes Tsyklon rocket. The Tsyklon rocket is a product of Ukraine [snip] Download Links You need B9 Part Switch for all Tantares mods. B9 Part Switch TantaresLV - GitHub (Launch Vehicles and Upper Stages) TantaresSAF - GitHub (Simple Adjustable Fairings) Edited July 23, 2022 by Snark Redacted by moderator Quote Link to comment Share on other sites More sharing options...
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