Jump to content

[1.12.X] Tantares - Stockalike Soyuz and MIR [16.1][28.05.2024][Mars Expedition WIP]


Beale

Recommended Posts

I finally saw the new soyuz, and while I like the stripe I'm not so hot about the horizontal rung on the door. It clashes with the orbital module and it just doesn't seem the same without the old cyclops eye window as part of the door but personally I'd rather keep the vertical rungs and side windows and having all three windows as a compromise seems ridiculous.

Link to comment
Share on other sites

http://i.imgur.com/iZsCP4N.jpg

Tantares Craft File Repository v2.0!

Click my signature, and get taken to the post with the download and details! It took forever, but it's up. There's still a lot missing. I'm somewhat of a completionist, so the next release will have more stuff I was unable to finish.

Every craft needed a full description, pictures for posting, a flight test after every revision, staging and abort tests, and a stupid amount of internal scrutiny. It takes a lot of time needless to say. Plus, whenever Beale revamps or adds a part, it's back to the drawing board sometimes. Heh. For that reason, I have strangely conflicted feelings on the Soyuz revamp coming up. It'll be awesome, but darn-it if I won't have to revamp all the Soyuz/Progress .crafts at some point.

Notable omissions is the TKS Cargo variant due to the node bug, the "Khleb Exploration Vehicle" now that the TST Command Pod adopted the name, and some incomplete ISS modules I was not satisfied with. New additions include Tiangong-1 for the Shenzhou to service, the Mir Docking Module and it's protege Rassvet, and a surprise for any Fallout players here. (No commie ghosts painting Lenin faces on the Mun, ok?)

The biggest thing by far is the widespread use of 0.9375m as a standard docking port size. It's a really nice scaling ratio against 1.25m and 1.875m. I've always wondered how Kerbals could squeeze through 0.625m ports anyways... It'll give a good feel for how that size can be incorporated into designs.

PLEASE remember the dependency. The TweakScale config is crucial. If you don't have it, nothing will look right. Remove the Tantares TweakScale config from /GameData/TweakScale/patches, and put the one you download anywhere in the /GameData/Tantares/ folder. It's all part of my evil plan to get more testers for the config. Bwaahahahahaa!

Now, go click the link in the signature!

Updated Showcase Album of v2.0

http://imgur.com/a/p7GXm

Good work!

Link to comment
Share on other sites

Proton seems to have a bug.

http://i.imgur.com/RojBWby.jpg

I was attempting to launch a docking target for rendezvous practice, but the first stage decided to do this to me. the right click UI shows that the engine is off, however the staging diagram shows that the engine is indeed active. The FX are showing, although it is hard to see on this photo. Also, the second stage decoupler appears to be overheating.

http://i.imgur.com/BUyQK9c.jpg

The second stage, however, can lift the payload by itself at sea level, while being activated the same way as Stage 1 (pressing space).

Seriously, have you even touched the Proton since 1.0 hit?

Well, I discovered the source of the problem with the Proton, and it was not a bug, but an error in my staging diagram. I had the second stage fire when the first stage should have fired. After correcting this error, it flew decently enough, although the payload was inserted into the wrong orbit due to loss of control for a short period during the Stage 2 burn. Pictures this afternoon.

Heh. I bet I look like an ass now. Please don't hurt me.

Link to comment
Share on other sites

Hi All,

I'm having a problem with the Tantares T-OMS engine. When I go to add it to a build the construction nodes disappear.

This is a heavily modded install. (If you need to know what I have installed, it'd be easier to ask what I don't have installed.)

Could someone help me out, please?

Link to comment
Share on other sites

Hi All,

I'm having a problem with the Tantares T-OMS engine. When I go to add it to a build the construction nodes disappear.

This is a heavily modded install. (If you need to know what I have installed, it'd be easier to ask what I don't have installed.)

Could someone help me out, please?

I tried to replicate and couldn't find any unusual behavior. A mod list would help for sure. What happens when you toggle part clipping and node orientation in the debug menu? Do you get any similar behavior from any similar parts like the Farshot for example?

@Beale, I'm honestly not too crazy about the stripe as a default feature. It's nice that it matches the Salyut though. I'm thinking it should be another alternate texture reminiscent of some of the early textures you were doing waaaaay back when. Something along the lines of the Soyuz-T color scheme. Not the colors, but just the layout of the stripes and whatnot.

soyuz32.jpg

Also, I'm going to try my hand at modeling the receiving and transmitting antennas from the IGLA system. I think it'd be a good beginner project. When you did the LK low gain antennas, how many vertices was conical mesh? I'm unsure of how many sides I should be using for something that small. I think I'll try the receiving antenna first. (The rounded yellow dome shaped one pictured with above.)

Edited by curtquarquesso
Link to comment
Share on other sites

I finally saw the new soyuz, and while I like the stripe I'm not so hot about the horizontal rung on the door. It clashes with the orbital module and it just doesn't seem the same without the old cyclops eye window as part of the door but personally I'd rather keep the vertical rungs and side windows and having all three windows as a compromise seems ridiculous.

Hmm, that is a good though - but, the orbital module is re-modeled that way too.

We will see what is best :)

00d76181f9.jpg

Hi All,

I'm having a problem with the Tantares T-OMS engine. When I go to add it to a build the construction nodes disappear.

This is a heavily modded install. (If you need to know what I have installed, it'd be easier to ask what I don't have installed.)

Could someone help me out, please?

Screenshot of GameData?

@Beale, I'm honestly not too crazy about the stripe as a default feature. It's nice that it matches the Salyut though. I'm thinking it should be another alternate texture reminiscent of some of the early textures you were doing waaaaay back when. Something along the lines of the Soyuz-T color scheme. Not the colors, but just the layout of the stripes and whatnot.

http://www.astronautix.com/graphics/s/soyuz32.jpg

Also, I'm going to try my hand at modeling the receiving and transmitting antennas from the IGLA system. I think it'd be a good beginner project. When you did the LK low gain antennas, how many vertices was conical mesh? I'm unsure of how many sides I should be using for something that small. I think I'll try the receiving antenna first. (The rounded yellow dome shaped one pictured with above.)

Nice throwback to page... 3? Wow that is a long while :D

Perhaps I will reconsider, though best to wait until the entire Soyuz is re-made to have better overall picture.

Modelling thing:

I used 16-sided for that small thing - but you can probably use 12 and keep a reasonable good looking mesh.

It's not a straight cone either, this is very import to avoid tightening artifacts!

64186aac5f.jpg

I was planning the side-light which would have a blinking animation (looping animation module yay!)

7461c4acb3.png

Link to comment
Share on other sites

Nice throwback to page... 3? Wow that is a long while :D

Perhaps I will reconsider, though best to wait until the entire Soyuz is re-made to have better overall picture.

Modelling thing:

I used 16-sided for that small thing - but you can probably use 12 and keep a reasonable good looking mesh.

It's not a straight cone either, this is very import to avoid tightening artifacts!

http://puu.sh/hToTM/64186aac5f.jpg

I was planning the side-light which would have a blinking animation (looping animation module yay!)

http://puu.sh/hToPC/7461c4acb3.png

1. New OM looks great. Is that wider top face to support the 0.9375m docking port? Will there be some sort of adapter to make it support 0.625? I'm sure you have it figured out.

2. I settled on 16, but you're right. I could probably go down to 12. Even if you are planning the part, I'm still gonna model this part as a personal challenge. :P Here is basically what I have at the moment.

Javascript is disabled. View full album
Next step is to cut holes in forks, and round the corners to make a hinged base. It's probably WAY too complicated to be practical, but, it's a fun exercise.

Only took me a few minutes. Could you define "tightening artifacts" for me? Basically, I started out with a cylinder, and used extrude and scale on the top face until I got a pleasing curve. Not precise, but it works.

In case you haven't already seen it, which I'm almost sure you have, here's a link to info on how all the docking antennas talk to each other, and what they do. The one I'm working on, is functions essentially a radar dome I believe. Though, that's not very useful in KSP as far as I know. I think a soft yellow glowing blinking light would be more functional for players, and it'd look awesome.

Edited by curtquarquesso
Link to comment
Share on other sites

I would love to see a Soyuz docking light. It will be very useful

Soyuz TMA light could be good too, god knows how often I dock in the dark :)

1. New OM looks great. Is that wider top face to support the 0.9375m docking port? Will there be some sort of adapter to make it support 0.625? I'm sure you have it figured out.

2. I settled on 16, but you're right. I could probably go down to 12. Even if you are planning the part, I'm still gonna model this part as a personal challenge. :P Here is basically what I have at the moment. http://imgur.com/a/Gpil5 Next step is to cut holes in forks, and round the corners to make a hinged base. It's probably WAY too complicated to be practical, but, it's a fun exercise.

Only took me a few minutes. Could you define "tightening artifacts" for me? Basically, I started out with a cylinder, and used extrude and scale on the top face until I got a pleasing curve. Not precise, but it works. In case you haven't already seen it, which I'm almost sure you have, here's a link to info on how all the docking antennas talk to each other, and what they do. The one I'm working on, is functions essentially a radar dome I believe. Though, that's not very useful in KSP as far as I know. I think a soft yellow glowing blinking light would be more functional for players, and it'd look awesome.

Many thanks :)

Okay - This is the 0.9375 OM, there will be no adapter, instead the separate OM with 0.625m top, the old one basically, but with a new texture.

573f5b51bf.jpg

4b53884326.jpg

The model looks nice, good luck (but I can't help with Blender).

I'd be careful to avoid boolean operations when you mention "cutting".

For making a few holes they are fine, but don't go crazy with them :)

Tightening Artifacts (Probably not correct name).

This, is a smooth face, but because there is such a wide variance between the diameter of the bottom and top, the edges are "tightening" and causing it to look like hard edges.

272d37bbb6.jpg

Edited by Beale
Link to comment
Share on other sites

I tried to replicate and couldn't find any unusual behavior. A mod list would help for sure. What happens when you toggle part clipping and node orientation in the debug menu? Do you get any similar behavior from any similar parts like the Farshot for example?

Okay so I figured a way to get a list of mods from CKAN; here they are:


Achievements
ActiveTextureManagement
ActiveTextureManagement-x86-Aggressive
ActsEW
AdaptiveDockingNode
AdjustableLandingGear
AerodynamicModel
AeroGUI
AGExt
AGroupOnStage
AIESAerospace-Unofficial
AlternateResourcePanel
AmbientLightAdjustment
AmpYearPowerManager
AstronomersPack-PlanetShine
AtmosphericSoundEnhancement
AutoAction
AutoAsparagus
AviationLights
BaconLabs
BahamutoDynamicsPartsPack
BDAnimationModules
BetterBuoyancy
BetterTimeWarp
BlacklegIndustries
BoxSat
BoxSat-prototypes
BULB
CactEye2
CapCom
Chatterer
ChopShop
CollisionFX
ColorCodedCans
CommunityResourcePack
CommunityTechTree
ContractConfigurator
ContractConfigurator-AnomalySurveyor
ContractConfigurator-GrandTours
ContractConfigurator-KerbinSpaceStation
ContractConfigurator-RemoteTech
ContractConfigurator-ScanSatLite
ContractConfigurator-Tourism
ContractRewardModifier
ContractsWindowPlus
CrewManifest
CriticalTemperatureGauge
CrossFeedEnabler
CrowdSourcedScience
CustomAsteroids
CustomAsteroids-Pops
CustomAsteroids-Pops-Stock-Inner
CustomAsteroids-Pops-Stock-Outer
DangIt
DavonTCsystemsMod
DeadlyReentry
DistantObject
DistantObject-config
DistantObject-default
DiverseKerbalHeads
DMagicOrbitalScience
DockingPortAlignmentIndicator
DynamicDeflection
EditorExtensions
EnvironmentalVisualEnhancements
EnvironmentalVisualEnhancements-Config
EnvironmentalVisualEnhancements-LR
EVAManager
FairingWithMass
FAR
FASA
FerramAerospaceResearch
FilterExtensions
FinalFrontier
Firespitter
FirespitterCore
FlagRotate
FMRS
ForScienceContinued
FuelTanksPlus
Fusebox
GlassPanesandEnclosures
Goodspeed
Graphotron
HaystackContinued
HooliganLabsAirships
HotRockets
HullcamVDS
HyperEdit
ImageViewer
ImprovedChaseCamera
IntakeBuildAid
JSIPartUtilities
K2CommandPod
KabinKraziness
Karbonite
KarbonitePlus
KAS
KDEX
KeepFit
KerbalAlarmClock
KerbalConstructionTime
KerbalEngineerRedux
KerbalFlightData
KerbalJointReinforcement
KerbalKonstructs
KerbalMechanics
KerboKatzSmallUtilities
KerboKatzUtilities
Kerbonov
KIS
KlockheedMartian-Gimbal
kOS
KronalVesselViewer
KSCSwitcher
KSP-AVC
KSPX
KWRocketry
LandingHeight
MechJeb2
MechJebForAll
MenuStabilizer
MiniAirbrakes
MissionController2
MKS
ModularFlightIntegrator
ModularFuelTankExpansion
ModularRocketSystemsLITE
ModuleAnimateEmissive
ModuleManager
ModuleRCSFX
MoonRocketfromTinTin
MOVAP
NavballDockingIndicator
NavBallTextureExport
NearFutureSolar
notes
NovaPunch
OblivionAerospace
OkramSA
OKS
OMSKSpaceProducts
OrbitalSurveyPlus
PAPIPluginContinued
PartMapper
PersistentRotation
PFTextures
PilotAssistant
PlanetShine
PlanetShine-Config
PorkjetHabitats
PortableScienceContainer
PPTextures
PreciseNode
ProceduralFairings
ProceduralFairings-Textures-KSLO
ProceduralFairings-Textures-KW
ProceduralFairings-Textures-TJCCA
ProceduralParts
ProceduralParts-Textures-SaturnNova
ProceduralParts-Textures-SCCKSCS
Proton-Bobcat
Protractor
RadialEngineMountsPPI
RandSCapsuledyne
RasterPropMonitor
RasterPropMonitor-Core
RCSBuildAid
RCSLandAid
RCSSounds
RealChute
ReflectionPlugin
RemoteTech
RocketdyneF-1
SafeChute
SAVE
SCANsat
ScienceAlert
SelectRoot
SemiSaturatableRW
SeriousKerbalBusiness
Service-Compartments-6S
SETI-CommunityTechTree
SETI-Contracts
SETI-Greenhouse
ShipManifest
SimpleOrbitCalculator
SmartStage
SmokeScreen
SoundingRockets
SovietEngines
SpaceFacotry-Vostok-unofficial
SpacetuxSA
SpaceY-Lifters
StageRecovery
StockBugFixModules
StockPlugins
StockRT
surfacelights
TacFuelBalancer
TACLS
TACLS-Config
TACLS-Config-Stock
TACLSMining
TALSphericalToroidalPack
Tantares
TantaresLV
TarsierSpaceTechnologyWithGalaxies
TCShipInfo
Telemachus
TextureReplacer
ThermalMonitor
Thermometer
ThrottleControlledAvionics
ToadicusTools
Toolbar
TransferWindowPlanner
TurboNisuReloaded
TweakableEverything
TweakScale
TWR1
UKS
UniversalStorage
USI-FTT
USI-Karbonite
USI-KarbonitePlus
USI-LS
USI-SRV
USI-Tools
USI-UKS
USITools
VenStockRevamp
VesselView
VNG-Parachute
VNG-Parachute-EVALoading
VNG-Plugin
VOID
WaypointManager
WiderContractsApp
xScience
ZeroPointInlineFairings

There is also a problem with the emissive; so, maybe that can help too.

Here's the sequence ( http://imgur.com/a/IQOhT#0) showing it happen:

Javascript is disabled. View full album
Edited by TranceaddicT
Link to comment
Share on other sites

Okay so I figured a way to get a list of mods from CKAN; here they are:


Achievements
ActiveTextureManagement
ActiveTextureManagement-x86-Aggressive
ActsEW
AdaptiveDockingNode
AdjustableLandingGear
AerodynamicModel
AeroGUI
AGExt
AGroupOnStage
AIESAerospace-Unofficial
AlternateResourcePanel
AmbientLightAdjustment
AmpYearPowerManager
AstronomersPack-PlanetShine
AtmosphericSoundEnhancement
AutoAction
AutoAsparagus
AviationLights
BaconLabs
BahamutoDynamicsPartsPack
BDAnimationModules
BetterBuoyancy
BetterTimeWarp
BlacklegIndustries
BoxSat
BoxSat-prototypes
BULB
CactEye2
CapCom
Chatterer
ChopShop
CollisionFX
ColorCodedCans
CommunityResourcePack
CommunityTechTree
ContractConfigurator
ContractConfigurator-AnomalySurveyor
ContractConfigurator-GrandTours
ContractConfigurator-KerbinSpaceStation
ContractConfigurator-RemoteTech
ContractConfigurator-ScanSatLite
ContractConfigurator-Tourism
ContractRewardModifier
ContractsWindowPlus
CrewManifest
CriticalTemperatureGauge
CrossFeedEnabler
CrowdSourcedScience
CustomAsteroids
CustomAsteroids-Pops
CustomAsteroids-Pops-Stock-Inner
CustomAsteroids-Pops-Stock-Outer
DangIt
DavonTCsystemsMod
DeadlyReentry
DistantObject
DistantObject-config
DistantObject-default
DiverseKerbalHeads
DMagicOrbitalScience
DockingPortAlignmentIndicator
DynamicDeflection
EditorExtensions
EnvironmentalVisualEnhancements
EnvironmentalVisualEnhancements-Config
EnvironmentalVisualEnhancements-LR
EVAManager
FairingWithMass
FAR
FASA
FerramAerospaceResearch
FilterExtensions
FinalFrontier
Firespitter
FirespitterCore
FlagRotate
FMRS
ForScienceContinued
FuelTanksPlus
Fusebox
GlassPanesandEnclosures
Goodspeed
Graphotron
HaystackContinued
HooliganLabsAirships
HotRockets
HullcamVDS
HyperEdit
ImageViewer
ImprovedChaseCamera
IntakeBuildAid
JSIPartUtilities
K2CommandPod
KabinKraziness
Karbonite
KarbonitePlus
KAS
KDEX
KeepFit
KerbalAlarmClock
KerbalConstructionTime
KerbalEngineerRedux
KerbalFlightData
KerbalJointReinforcement
KerbalKonstructs
KerbalMechanics
KerboKatzSmallUtilities
KerboKatzUtilities
Kerbonov
KIS
KlockheedMartian-Gimbal
kOS
KronalVesselViewer
KSCSwitcher
KSP-AVC
KSPX
KWRocketry
LandingHeight
MechJeb2
MechJebForAll
MenuStabilizer
MiniAirbrakes
MissionController2
MKS
ModularFlightIntegrator
ModularFuelTankExpansion
ModularRocketSystemsLITE
ModuleAnimateEmissive
ModuleManager
ModuleRCSFX
MoonRocketfromTinTin
MOVAP
NavballDockingIndicator
NavBallTextureExport
NearFutureSolar
notes
NovaPunch
OblivionAerospace
OkramSA
OKS
OMSKSpaceProducts
OrbitalSurveyPlus
PAPIPluginContinued
PartMapper
PersistentRotation
PFTextures
PilotAssistant
PlanetShine
PlanetShine-Config
PorkjetHabitats
PortableScienceContainer
PPTextures
PreciseNode
ProceduralFairings
ProceduralFairings-Textures-KSLO
ProceduralFairings-Textures-KW
ProceduralFairings-Textures-TJCCA
ProceduralParts
ProceduralParts-Textures-SaturnNova
ProceduralParts-Textures-SCCKSCS
Proton-Bobcat
Protractor
RadialEngineMountsPPI
RandSCapsuledyne
RasterPropMonitor
RasterPropMonitor-Core
RCSBuildAid
RCSLandAid
RCSSounds
RealChute
ReflectionPlugin
RemoteTech
RocketdyneF-1
SafeChute
SAVE
SCANsat
ScienceAlert
SelectRoot
SemiSaturatableRW
SeriousKerbalBusiness
Service-Compartments-6S
SETI-CommunityTechTree
SETI-Contracts
SETI-Greenhouse
ShipManifest
SimpleOrbitCalculator
SmartStage
SmokeScreen
SoundingRockets
SovietEngines
SpaceFacotry-Vostok-unofficial
SpacetuxSA
SpaceY-Lifters
StageRecovery
StockBugFixModules
StockPlugins
StockRT
surfacelights
TacFuelBalancer
TACLS
TACLS-Config
TACLS-Config-Stock
TACLSMining
TALSphericalToroidalPack
Tantares
TantaresLV
TarsierSpaceTechnologyWithGalaxies
TCShipInfo
Telemachus
TextureReplacer
ThermalMonitor
Thermometer
ThrottleControlledAvionics
ToadicusTools
Toolbar
TransferWindowPlanner
TurboNisuReloaded
TweakableEverything
TweakScale
TWR1
UKS
UniversalStorage
USI-FTT
USI-Karbonite
USI-KarbonitePlus
USI-LS
USI-SRV
USI-Tools
USI-UKS
USITools
VenStockRevamp
VesselView
VNG-Parachute
VNG-Parachute-EVALoading
VNG-Plugin
VOID
WaypointManager
WiderContractsApp
xScience
ZeroPointInlineFairings

There is also a problem with the emissive; so, maybe that can help too.

Here's the sequence ( http://imgur.com/a/IQOhT#0) showing it happen:

http://imgur.com/a/IQOhT#0

In the nicest possible way:

That is a ridiculous amount of mods, and I doubt all of them are updated to 1.0.2, there is no way in hell I'd ever be able to diagnose what in particular is causing this issue here, but I can say confidently it's not Tantares.

Link to comment
Share on other sites

Congrats on the little one Beale, and once again, thank you for maintaining one of my favorite mods out there. Keep up the good work.
There's a baby Beale on the way?!

Congratulations!

Many thanks for the kind words, to the both of you, I'm very happy (Or will be in about two months) :)

Eh also - It seems 1.0.3 is just around the corner, so perhaps expect some drama with balancing soon.

Link to comment
Share on other sites

http://i.imgur.com/iZsCP4N.jpg

Tantares Craft File Repository v2.0!

Click my signature, and get taken to the post with the download and details! It took forever, but it's up. There's still a lot missing. I'm somewhat of a completionist, so the next release will have more stuff I was unable to finish.

Every craft needed a full description, pictures for posting, a flight test after every revision, staging and abort tests, and a stupid amount of internal scrutiny. It takes a lot of time needless to say. Plus, whenever Beale revamps or adds a part, it's back to the drawing board sometimes. Heh. For that reason, I have strangely conflicted feelings on the Soyuz revamp coming up. It'll be awesome, but darn-it if I won't have to revamp all the Soyuz/Progress .crafts at some point.

Notable omissions is the TKS Cargo variant due to the node bug, the "Khleb Exploration Vehicle" now that the TST Command Pod adopted the name, and some incomplete ISS modules I was not satisfied with. New additions include Tiangong-1 for the Shenzhou to service, the Mir Docking Module and it's protege Rassvet, and a surprise for any Fallout players here. (No commie ghosts painting Lenin faces on the Mun, ok?)

The biggest thing by far is the widespread use of 0.9375m as a standard docking port size. It's a really nice scaling ratio against 1.25m and 1.875m. I've always wondered how Kerbals could squeeze through 0.625m ports anyways... It'll give a good feel for how that size can be incorporated into designs.

PLEASE remember the dependency. The TweakScale config is crucial. If you don't have it, nothing will look right. Remove the Tantares TweakScale config from /GameData/TweakScale/patches, and put the one you download anywhere in the /GameData/Tantares/ folder. It's all part of my evil plan to get more testers for the config. Bwaahahahahaa!

Now, go click the link in the signature!

Updated Showcase Album of v2.0

http://imgur.com/a/p7GXm

Awesome work!!! I really love these crafts, i could never get them quite right (or i'm lazy, probably more likely).

As a huge Fallout fan, I will always use your Virgo lander for now on. Plus, could i get a file for that flag? Many thanks!

Link to comment
Share on other sites

Awesome work!!! I really love these crafts, i could never get them quite right (or i'm lazy, probably more likely).

As a huge Fallout fan, I will always use your Virgo lander for now on. Plus, could i get a file for that flag? Many thanks!

Bam: http://imgur.com/a/zc6O9 Courtesy of /r/KSPFlags. It was just a quick fun idea I had, I didn't put a ton of time into accuracy. I really should have booted up Fallout and walked around the display for the lander and gotten better pictures of the details. I just used a few images from Google for reference. I think what would make the recreation better would be AIES Aerospace landing legs. They're more truss-ey and wider, and look more like the ones on the actual lander.

Did all the scaling work out alright? The more feedback, the better the next release will be!

Link to comment
Share on other sites

Congrats on the little one!

Just noticed one small thing - Farshot engine doesn't have a fuel cell functionality anymore. Is this intended?

I asked this a bit earlier and the answer was - yes its intentional. I just added the generator back in myself. Here is ModuleManager config to do it for you:


@PART[Tantares_Engine_B]
{
MODULE
{
name = ModuleResourceConverter
ConverterName = Fuel Cell
StartActionName = Start Fuel Cell
StopActionName = Stop Fuel Cell
FillAmount = 0.95
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false


INPUT_RESOURCE
{
ResourceName = LiquidFuel
Ratio = 0.0016875
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{
ResourceName = Oxidizer
Ratio = 0.0020625
FlowMode = STAGE_PRIORITY_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 1.5
DumpExcess = false
}
}

}

Link to comment
Share on other sites

In the nicest possible way:

That is a ridiculous amount of mods, and I doubt all of them are updated to 1.0.2, there is no way in hell I'd ever be able to diagnose what in particular is causing this issue here, but I can say confidently it's not Tantares.

In the nicest possible way, they are ALL up-to-date with 1.0.2.

I use CKAN to install my mods, just like I did with yours.

Link to comment
Share on other sites

In the nicest possible way, they are ALL up-to-date with 1.0.2.

I use CKAN to install my mods, just like I did with yours.

1. That really is a ridiculous number of mods.

2. CKAN is not always reliable. I recommend that you install mods manually.

3. Tantares is a parts mod. It does not alter any stock KSP behavior.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...