Ravenchant Posted June 9, 2015 Share Posted June 9, 2015 The fairings are just me having some fun, I don't think to include them.http://puu.sh/ihr12/6b5374d24f.jpgIt looked pretty unique, didn't it? One lipstick fairing, coming right* up!*may take several days Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted June 9, 2015 Share Posted June 9, 2015 I don't know, you can cobble something similar in stock:http://puu.sh/iirh1/af9f05f8e2.jpgI'm not really sure what to do... I guess it is best to keep in mind the Black Arrow and Prince are bigger here relative to their IRL counterparts.This particular SSTO can deliver only the Prospero core (0.2t) to orbit; I'm talking about delivering the whole second stage with a rocket that is made of three parts. It's a bad idea to promote such SSTOs, IMO. Quote Link to comment Share on other sites More sharing options...
Beale Posted June 9, 2015 Author Share Posted June 9, 2015 (edited) It looked pretty unique, didn't it? One lipstick fairing, coming right* up!*may take several daysThat would be really nice to see! I'm already using your black fairings permanently. This particular SSTO can deliver only the Prospero core (0.2t) to orbit; I'm talking about delivering the whole second stage with a rocket that is made of three parts. It's a bad idea to promote such SSTOs, IMO.Ah, okay that is a good point.Again though, I still can't think it is not so far off balanced to stock.For example, something similar based in stock parts - with the Black arrow second stage.I'll take your suggested changes to ISP and mass and see the results. Edited June 9, 2015 by Beale Quote Link to comment Share on other sites More sharing options...
komodo Posted June 9, 2015 Share Posted June 9, 2015 This may be my unpopular opinion, but, I turn down some of the thrusts in my install, particularly those of the tantares' themselves. Somehow in my head, I don't see the service modules on them pinning the kerbals to the back of their seats. It's just what I thought of when I saw the KER report with a 3.77 TWR for that stage two. ... won't stop me from still using and enjoying the new parts... I mean... Yay, more parts! Now, maybe i'm doing it wrong, so feel free to correct me, crowd! Quote Link to comment Share on other sites More sharing options...
Harry Rhodan Posted June 9, 2015 Share Posted June 9, 2015 For example, something similar based in stock parts - with the Black arrow second stage.But your first stage will burn half of the fuel on the pad before being able to lift off. Quote Link to comment Share on other sites More sharing options...
Beale Posted June 9, 2015 Author Share Posted June 9, 2015 This may be my unpopular opinion, but, I turn down some of the thrusts in my install, particularly those of the tantares' themselves. Somehow in my head, I don't see the service modules on them pinning the kerbals to the back of their seats. It's just what I thought of when I saw the KER report with a 3.77 TWR for that stage two. ... won't stop me from still using and enjoying the new parts... I mean... Yay, more parts! Now, maybe i'm doing it wrong, so feel free to correct me, crowd! It's a fair thing to do, the high thrust on the orbital engines is mainly a considerations to folks playing. Nursing a craft for a ten minute burn isn't everyone's favour! But your first stage will burn half of the fuel on the pad before being able to lift off. Yikes!I missed that, good point.After increasing the engine masses by 170% and decreasing the ISP by ~ 20 it's feeling a little bitter.First stage [black Arrow] now has around 3,100 M/S. Still fairly high? But, I think better. Quote Link to comment Share on other sites More sharing options...
FlyMeToTheMinmus Posted June 9, 2015 Share Posted June 9, 2015 Beale, I've already voted on the poll, but could I ask if, for the lander craft, whether you meant manned or unmanned? And if unmanned, would that encompass rovers, like Lunokhod style parts? Quote Link to comment Share on other sites More sharing options...
Beale Posted June 9, 2015 Author Share Posted June 9, 2015 (edited) Beale, I've already voted on the poll, but could I ask if, for the lander craft, whether you meant manned or unmanned? And if unmanned, would that encompass rovers, like Lunokhod style parts?They're deliberately vague for myself to reserve a little discretion But, good question.The lander craft: encompasses everything that rests on a surface of a body - the immediate thing to fix up is the Fobos Grunt.Lunokhod is unlikely, until the Unity 5 conversion - I'm not attempting to touch wheels again anytime soon.The Orbital craft: everything that is mainly used during orbit - the immediate next thing is probably the Vostok, followed by Kliper.The Launchers: rockets - the immediate next thing is probably the R7.Balancing / texture cleanup: You are tired of my launch schedule, want me to focus all effort on improving existing stuff. Inc. IVAs.Surprise me: IT̶̤̾ ̒Ø̡ÃÂ̫À̲̑̀Ié̮ì̧̱̟̲̲ÚÆÌÂS̞̃̄̚è ̗̦̽̄ÃÂÌ¡ÌÂËÉKÛ̱̯̇ÃÂÃÂÌ™N̚Ì̷ÌÂ̯O̿á̛Ë̳̙̄̄̄ÌÂÃÂW̃̋ÃÂÃŒÂÂÃÂ̱ÆÃÅ’N̋ê̥̕This IVA also, I have altered the seating orientation of the orbital module. So the Kerbals now sit facing fore.A change from reality, but I think slightly more practical with the size of the capsule. Edited June 9, 2015 by Beale Quote Link to comment Share on other sites More sharing options...
T'Flok Posted June 9, 2015 Share Posted June 9, 2015 (edited) It's a fair thing to do, the high thrust on the orbital engines is mainly a considerations to folks playing. Nursing a craft for a ten minute burn isn't everyone's favour! Hah! See how everyone has their own way of playing the game! One likes realism while someone like me increases the thrust and the engine's function. Just made Farshot actually live up to it's name, in my game it is now a fine piece of high-tech hardware able to propel me to Eeloo within days.. or heck hours if I choose to keep the engine running and have the patience to accelerate and then slow down, have yet to test that though but I did go to Mun and landed on it within 14 minutes from launch, would've been less than that had I not flew downwards away from Kerbin at 50 something kilometers per second then coming to a dead stop and ionizing away to Mun. I dislike current reality and that's why I "ruin" my game.. deal with it. Eh, don't mind me, just ranting off something that has irked me for years now.Anyway, I like the shape and look of that Prospero! Mainly because it'd make a nice looking drone spacecraft.EDIT: Woah, good to see OM's IVA progress! Edited June 9, 2015 by T'Flok Quote Link to comment Share on other sites More sharing options...
kyrocon Posted June 9, 2015 Share Posted June 9, 2015 but do the engines? Quote Link to comment Share on other sites More sharing options...
Gristle Posted June 10, 2015 Share Posted June 10, 2015 Does anyone have an up to date patch for Antenna Range / Tantares?I'm working on one...will share when I get all the parts in. Quote Link to comment Share on other sites More sharing options...
borisperrons Posted June 10, 2015 Share Posted June 10, 2015 Lol. I am also an American, and i would much rather use the metric system over imperial units. Some people say it's "culturally significant" that the US differs, but thats ridiculous. It would just avoid confusion internationally. Plus, foot-pounds of force just sounds stupid.It could be worse. You could be in Canada, were textbooks freely move from one system to the other on the same paragraph, and engineering students fill the halls of mental health institutions. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted June 10, 2015 Share Posted June 10, 2015 Re : Black ArrowJust played around with the beta. THANK YOU. I agree with a few of the other posters that, right now, it feels a little over-powered - BUT I can't emphasize how greatful I am for some quality 1.875m parts. The only thing lacking is a 1.875m decoupler to go with the design. Quote Link to comment Share on other sites More sharing options...
Gristle Posted June 10, 2015 Share Posted June 10, 2015 Antenna Range MM Config. Tried to make the values fit the descriptions / roles. If anyone thinks the values need to be adjusted let me know.@PART[Tantares_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 5000000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }}@PART[Almach_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 150000 maxPowerFactor = 9 maxDataFactor = 3 }}@PART[Vega_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 12000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }}@PART[Pollux_Control_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 500000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }} @PART[Vega_Antenna_B]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 200000000000 maxPowerFactor = 15 maxDataFactor = 6 requiredResource = ElectricCharge }}@PART[Libra_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 1500000 maxPowerFactor = 12 maxDataFactor = 2 requiredResource = ElectricCharge }}@PART[Vega_Antenna_C]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 5000 maxPowerFactor = 2 maxDataFactor = 4 requiredResource = ElectricCharge }}@PART[Libra_Antenna_B]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 50000000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }} Quote Link to comment Share on other sites More sharing options...
gooddog15 Posted June 10, 2015 Share Posted June 10, 2015 (edited) Javascript is disabled. View full albumDid my own ASTP mission, space station style, using a slightly modified version of curtquarquesso's Nauka and Soyuz TMAAlso took a crack at a crew photo.Also+, nice Black Arrow! Edited June 10, 2015 by gooddog15 Quote Link to comment Share on other sites More sharing options...
passinglurker Posted June 10, 2015 Share Posted June 10, 2015 do we have a policy against tantares brand science parts or is it that no one has come up with a suitable real life part to replace a stock experiment with? if the latter is the case I would like to bring the public's attention to the following...Mir Environmental Effects PayloadThe stock materials science experiment is rather bulky especially when you try to ship more than one. The M.E.E.P. on the other hand is an actual materials science experiment in a much more convenient large briefcase sized package perfect for those situations where the stock mat bay would not do due to its awkward bulk. Quote Link to comment Share on other sites More sharing options...
waerth Posted June 10, 2015 Share Posted June 10, 2015 But your first stage will burn half of the fuel on the pad before being able to lift off. Ah so I am not the only one having that problem I am launching from girders with decouplers atm to work around that But it means 2 extra parts on a 30 part limit Quote Link to comment Share on other sites More sharing options...
Gristle Posted June 10, 2015 Share Posted June 10, 2015 do we have a policy against tantares brand science parts or is it that no one has come up with a suitable real life part to replace a stock experiment with? if the latter is the case I would like to bring the public's attention to the following...Mir Environmental Effects PayloadThe stock materials science experiment is rather bulky especially when you try to ship more than one. The M.E.E.P. on the other hand is an actual materials science experiment in a much more convenient large briefcase sized package perfect for those situations where the stock mat bay would not do due to its awkward bulk.There's a Mod for that. N3h3mia's KEES mod. This is currently being maintained by micha in the thread: http://forum.kerbalspaceprogram.com/threads/118716-1-0-N3h3mia-s-Science-Mods-%28UNOFFICIAL-EXPERIMENTAL-BUILD%29?highlight=science Quote Link to comment Share on other sites More sharing options...
passinglurker Posted June 10, 2015 Share Posted June 10, 2015 There's a Mod for that. N3h3mia's KEES mod. This is currently being maintained by micha in the thread: http://forum.kerbalspaceprogram.com/threads/118716-1-0-N3h3mia-s-Science-Mods-%28UNOFFICIAL-EXPERIMENTAL-BUILD%29?highlight=sciencenot quite what I'm looking for unfortunately. I'm looking to ultimately replace all the stock parts with tantares parts and aside saving ram by filling in some of the blank spots on the tantares texture sheets one of the key things is that they be configured to perform the same experiments as their stock equivalents (As long as the two need to exist side by side adding a whole new experiment messes with game balance in all sorts of brain bending ways) Quote Link to comment Share on other sites More sharing options...
tg626 Posted June 10, 2015 Share Posted June 10, 2015 (edited) Any idea what would cause your Tavio engines to cause Tier 2 and 3 launch pads to constantly emit launch smoke effects even when the engines are off?Process to get that screenshot - In the VAB, select the nose cone add the tank and engine, click "Launch", hit F1. I have NOT engaged the engines or done anything else. Edited June 10, 2015 by tg626 Quote Link to comment Share on other sites More sharing options...
Beale Posted June 10, 2015 Author Share Posted June 10, 2015 (edited) Hah! See how everyone has their own way of playing the game! One likes realism while someone like me increases the thrust and the engine's function. Just made Farshot actually live up to it's name' date=' in my game it is now a fine piece of high-tech hardware able to propel me to Eeloo within days.. or heck hours if I choose to keep the engine running and have the patience to accelerate and then slow down, have yet to test that though but I did go to Mun and landed on it within 14 minutes from launch, would've been less than that had I not flew downwards away from Kerbin at 50 something kilometers per second then coming to a dead stop and ionizing away to Mun. I dislike current reality and that's why I "ruin" my game.. deal with it. Eh, don't mind me, just ranting off something that has irked me for years now.![/quote']Many thanks!I used to play like this too.but do the engines?Going to need a little more context there Re : Black ArrowJust played around with the beta. THANK YOU. I agree with a few of the other posters that, right now, it feels a little over-powered - BUT I can't emphasize how greatful I am for some quality 1.875m parts. The only thing lacking is a 1.875m decoupler to go with the design.Thanks! 1.875m decoupler, noted - you can expect that too.Antenna Range MM Config. Tried to make the values fit the descriptions / roles. If anyone thinks the values need to be adjusted let me know.@PART[Tantares_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 5000000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }}@PART[Almach_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 150000 maxPowerFactor = 9 maxDataFactor = 3 }}@PART[Vega_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 12000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }}@PART[Pollux_Control_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 500000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }} @PART[Vega_Antenna_B]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 200000000000 maxPowerFactor = 15 maxDataFactor = 6 requiredResource = ElectricCharge }}@PART[Libra_Antenna_A]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 1500000 maxPowerFactor = 12 maxDataFactor = 2 requiredResource = ElectricCharge }}@PART[Vega_Antenna_C]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 5000 maxPowerFactor = 2 maxDataFactor = 4 requiredResource = ElectricCharge }}@PART[Libra_Antenna_B]:NEEDS[AntennaRange]{ @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 50000000000 maxPowerFactor = 8 maxDataFactor = 4 requiredResource = ElectricCharge }}Hey!Great stuff! Many thanks How would you feel if I used these ranges for RT?And - okay if I link this in first post?http://imgur.com/a/izdHxDid my own ASTP mission, space station style, using a slightly modified version of curtquarquesso's Nauka and Soyuz TMAAlso took a crack at a crew photo.Also+, nice Black Arrow!Very pretty! Mods used?I'm loving a lot the 'press conference / training' centre!do we have a policy against tantares brand science parts or is it that no one has come up with a suitable real life part to replace a stock experiment with? if the latter is the case I would like to bring the public's attention to the following...Mir Environmental Effects PayloadThe stock materials science experiment is rather bulky especially when you try to ship more than one. The M.E.E.P. on the other hand is an actual materials science experiment in a much more convenient large briefcase sized package perfect for those situations where the stock mat bay would not do due to its awkward bulk.Very very interesting, if not the exact design of the M.E.E.P. then the concept of a replacement for the stock science bay, I'll have a closer look Any idea what would cause your Tavio engines to cause Tier 2 and 3 launch pads to constantly emit launch smoke effects even when the engines are off?http://i.imgur.com/lUS7Y66.pngProcess to get that screenshot - In the VAB, select the nose cone add the tank and engine, click "Launch", hit F1. I have NOT engaged the engines or done anything else.Sorry, yep - It's a known bug, since fixed - I'll be releasing the British rockets along with the patch for that issue soon.Thought this was fun - 1 year of development From a Soyuz for KOSMOS to the present day. Edited June 10, 2015 by Beale Quote Link to comment Share on other sites More sharing options...
tg626 Posted June 10, 2015 Share Posted June 10, 2015 Sorry, yep - It's a known bug, since fixed - I'll be releasing the British rockets along with the patch for that issue soon.Thought this was fun - 1 year of development http://puu.sh/ijyHB/18087f68a1.jpgAh, Ok then, as long as it's known. (and for me, I think that center one was the best one... Sorry. ) Quote Link to comment Share on other sites More sharing options...
Orionkermin Posted June 10, 2015 Share Posted June 10, 2015 ~cool progression of Soyuz~Neat, I like seeing the lineup Beale. You've come a long way! It won't let me give you rep again yet. 3: Quote Link to comment Share on other sites More sharing options...
curtquarquesso Posted June 10, 2015 Share Posted June 10, 2015 (edited) They're deliberately vague for myself to reserve a little discretion But, good question.The lander craft: encompasses everything that rests on a surface of a body - the immediate thing to fix up is the Fobos Grunt.Lunokhod is unlikely, until the Unity 5 conversion - I'm not attempting to touch wheels again anytime soon.The Orbital craft: everything that is mainly used during orbit - the immediate next thing is probably the Vostok, followed by Kliper.The Launchers: rockets - the immediate next thing is probably the R7.Balancing / texture cleanup: You are tired of my launch schedule, want me to focus all effort on improving existing stuff. Inc. IVAs.Surprise me: IT̶̤̾ ̡̫̲̒ÃẦ̑̀ÃËœI̧̮̱̟̲̲ÚéìÆÌÂS̞̃̄è̚ ̡̗̦É̽̄ÌÂËÃÂḴ̯ÃÂ̙Û̇ÌÂN̷̯ÃÅ’ÃŒÂ̚Ơ̳̙̿Ë̄̄̄ÌÂÃÂáW̃̋ÃÂ̱ÌÂÂÆÃÅ’ÃÂN̥̋ê̕1. What's the vision for Phobos grunt? Are you just revamping the model for it, or is it getting expanded? Yeah, stay away from Lunokhod and wheels. Serious roving in KSP is still pointless and frustrating.2. For Vostok revamp, I have an idea. Remove reaction wheels and batteries from the Vostok/Almach ballistic capsule.Change the function of the peach-colored decoupler from that of a decouper, to that of a weak SAS module with some small electric charge capacity.In between the capsule and the SAS, slide a 0.625m decoupler, which Tantares needs anyways. Make it thin, but not specific to the Vostok design to keep the "lego-ness."Are you sticking with the current color scheme of Vostok, or do you have other colors in mind? I'll also remind you about the hexagonal scorching/ablation pattern. You tried it once, and it looked super bad-assssterisk...What I did when I was running 64x scaled Kerbin to balance the game, was to build Vostok 1 on the R7, as it was built in real life, than adjusted the ISP difficulty to the craft barely, just barely capable of a low orbit if you optimized your trajectory. If Vostok/Alamach was only capable of making orbit with a risibly efficient ascent profile, it'd help new players learn how to optimize ascent and not develop lazy ascent habits. Naturally, you may want to wait until Squad decides how hard or easy the game needs to be. Right now, everything is way OP. This IVA also, I have altered the seating orientation of the orbital module. So the Kerbals now sit facing fore.A change from reality, but I think slightly more practical with the size of the capsule.http://puu.sh/iiQFh/51b7dbe523.jpgWhat makes is it more practical for you to do it that way vs the other way?In the IVA for the CM and the OM, could we get a hatch texture between the two modules to give the impression that there's a hatch between the two modules?Wow! The progression pictures of the Soyuz/Tantares gives me hope as a modeler. I finally got a part textured, albeit it poorly. The idea is to have a 2.5m PMM Module with a 1.25m CBM(Active). Everything is scaled pretty well. I'm finding modeling fairly easy, it's unwrapping and texturing that's proving to be difficult. I'm definitely going to add some detail and raised edges to the outside of the module. Reverse engineering your textures raise so many questions. I don't know how you do it. Anyone have any good resources?http://imgur.com/a/izdHxDid my own ASTP mission, space station style, using a slightly modified version of curtquarquesso's Nauka and Soyuz TMAAlso took a crack at a crew photo.Also+, nice Black Arrow!Hey! Looks nice! Any problems with the TweakScale config? Feedback on how it works for people is really helpful. Edited June 10, 2015 by curtquarquesso Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted June 10, 2015 Share Posted June 10, 2015 http://imgur.com/a/izdHxDid my own ASTP mission, space station style, using a slightly modified version of curtquarquesso's Nauka and Soyuz TMAAlso took a crack at a crew photo.Also+, nice Black Arrow!See! I knew my crew portrait concept would catch on! Great job! I like the construction center set. I should construct a VAB set for taking crew photos for American type launches.By the way, 10% of the total profits from this mission go to me as royalties. Just saying. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.