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[1.12.X] Tantares - Stockalike Soyuz and MIR [26.0][18.12.2023][Things are happening]


Beale

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The package I posted is a collection of patches, but skimming through the documentation of Module Manager, I found out I can integrate the patches RIGHT IN THE INITIAL PART CONFIG. After you've reviewed the numbers and the balance, would it be possible that I try to integrate that on my own (i.e. writing new part configs) to test this out, then get back to you ?

Also, if anybody wants to see support for a mod, just tell it, I'll do what I can ! The more Tantares is compatible and integated with other mods, the more people will be able to use it seamlessly :cool:

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Any Plans for More Soviet Spacecraft Beale? Such as the Vega-1,3MV,TMK, and the Vesta Spacecraft?

Also How about the MIR's Kristall Module? :D

Kristall appears to be modified TKS vehicle. Should be pretty easy to build a reasonable analogue using parts from Tantares.

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And I think Energia was implemented in mods really often, I can remember at least three mods with it, new launchers, on the contrary, hasn't yet been made by anyone.

Yeah, I have seen a lot of mods with "Energia". But "Vulcan"... It is not popular too. IMHO, "Vulcan" is much more progressive, modern and cool then "Enisey". And thanks for the information about "Enisey", comrade, I've never heard about it.

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The package I posted is a collection of patches, but skimming through the documentation of Module Manager, I found out I can integrate the patches RIGHT IN THE INITIAL PART CONFIG. After you've reviewed the numbers and the balance, would it be possible that I try to integrate that on my own (i.e. writing new part configs) to test this out, then get back to you ?

More than possible, it would be great! (I will try to look at the numbers soon when I can, but I am knee deep in my thesis :( )

You have already done a huge amount of work here, so no pressure! :)

Any Plans for More Soviet Spacecraft Beale? Such as the Vega-1,3MV,TMK, and the Vesta Spacecraft?

Also How about the MIR's Kristall Module? :D

Eh... None of those are too interesting to me, except the TMK (Which has been in the works on and off for a while).

Kristall appears to be modified TKS vehicle. Should be pretty easy to build a reasonable analogue using parts from Tantares.

Absolutely! When I was building a MIR, the Kristal wasn't too much of a trouble to replicate, the really hard ones were the Spektr and Kvant-2, which are what I'm working on right now.

Priorda was reasonably easy, but I wasn't sure what to place on the "roof" of it.

Yeah, I have seen a lot of mods with "Energia". But "Vulcan"... It is not popular too. IMHO, "Vulcan" is much more progressive, modern and cool then "Enisey". And thanks for the information about "Enisey", comrade, I've never heard about it.
I'd love to see the entire, modular "Energia-Vulkan" system. There's a lot of part commonality between Vulkan, Energia and Energia-M.

It's an interesting choice...

The Energia I really like the look of, but the "unconventional" payload location might make it less than fun to use in the VAB.

The "Vulkan" is a lot more conventional, totally doable IMO.

I am especially fond the Amur-5 also, the colour scheme in particular.

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Just a quick preview of what the part.cfg files would look like if given the treatment I'm planning for them :evillook:

// ****************************************************************************
// Tantares/Parts/TKS/Alnair_Crew_A/part.cfg  ALN Descent Capsule
//
// Dependencies (optional) :
// - Deadly Reentry (~> 6.2.1)
// - Raster Prop Monitor (~> 0.18.3)
// - TAC Life Support (~> 0.10.1)
// - Snacks! (~> 0.3.2)
// - Connected Living Space (~> 1.0.11.0)
// - Kerbal Attachment System (~> 0.4.9)
// - Dang It! (~> Alpha 4.4)
// ****************************************************************************
PART
{
// Stock config =============================================================

// General parameters -------------------------------------------------------
name = Alnair_Crew_A
module = Part
author = Beale


// Model & texture ----------------------------------------------------------
MODEL {
model = Tantares/Parts/TKS/Alnair_Crew_A/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0.0, 0.0, 0.0
}
rescaleFactor = 1.25


// Node & attachment definition ---------------------------------------------
node_stack_bottom = 0.0, -0.2325, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top = 0.0, 0.2325, 0.0, 0.0, 1.0, 0.0, 1
attachRules = 1,0,1,1,0


// TechTree integration -----------------------------------------------------
TechRequired = specializedControl
entryCost = 2400

// Editor parameters --------------------------------------------------------
category = Pods
subcategory = 0
cost = 2400
title = ALN Descent Capsule
manufacturer = A-L-N-A-I-R
description = It looks a bit small, but this capsule will hold three Kerbals.

// Part specifications ------------------------------------------------------
mass = 1.6
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 45
maxTemp = 3400
CoMOffset = 0, -0.23, 0
vesselType = Ship
CrewCapacity = 3


// Internals ----------------------------------------------------------------
INTERNAL
{
name = Alnair_Crew_A_Interior_Basic
}


// Stock modules ------------------------------------------------------------
MODULE
{
name = ModuleCommand
minimumCrew = 1
}


MODULE
{
name = ModuleSAS
}


MODULE
{
name = ModuleReactionWheel

PitchTorque = 1
YawTorque = 1
RollTorque = 1

RESOURCE
{
name = ElectricCharge
rate = 0.250
}
}


MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}


MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}


MODULE
{
name = FlagDecal
textureQuadName = flagDecal
}


// Stock resources ----------------------------------------------------------
RESOURCE
{
name = ElectricCharge
amount = 150
maxAmount = 150
}


RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
}


// Module Manager configs ===================================================


// Raster Prop Monitor ------------------------------------------------------
INTERNAL:NEEDS[RasterPropMonitor]
{
name = Alnair_Crew_A_Interior
}
MODULE:NEEDS[RasterPropMonitor]
{
name = RasterPropMonitorComputer
}


// Deadly Reentry -----------------------------------------------------------
maxTemp:NEEDS[DeadlyReentry] = 1700
MODULE:NEEDS[DeadlyReentry]
{
name = ModuleHeatShield
direction = 0, -1, 0
reflective = 0.05
ablative = AblativeShielding
loss
{
key = 650 0 0 0
key = 1000 64 0 0
key = 3000 80 0 0
}
dissipation
{
key = 300 0 0 0
key = 500 180 0 0
}
}


RESOURCE:NEEDS[DeadlyReentry]
{
name = AblativeShielding
amount = 250
maxAmount = 250
}


// TAC Life Support ---------------------------------------------------------
description:NEEDS[TacLifeSupport] = It looks a bit small, but this capsule will hold three Kerbals. Includes life support supplies to support 3 kerbals for 10 days.


MODULE:NEEDS[TacLifeSupport]
{
name = LifeSupportModule
}


RESOURCE:NEEDS[TacLifeSupport]
{
name = Oxygen
amount = 1110.372330
maxAmount = 1110.372330
isTweakable = true
}
RESOURCE:NEEDS[TacLifeSupport]
{
name = Water
amount = 7.249875
maxAmount = 7.249875
isTweakable = true
}
RESOURCE:NEEDS[TacLifeSupport]
{
name = Food
amount = 10.968750
maxAmount = 10.968750
isTweakable = true
}
RESOURCE:NEEDS[TacLifeSupport]
{
name = ElectricCharge
amount = 1500
maxAmount = 1500
}


// Snacks! ------------------------------------------------------------------
RESOURCE:NEEDS[Snacks]
{
name = Snacks
amount = 0
maxAmount = 15
}


// Connected Living Space ---------------------------------------------------
MODULE:NEEDS[ConnectedLivingSpace]
{
name = ModuleConnectedLivingSpace
passable = true
}


// Kerbal Attachment System -------------------------------------------------
MODULE:NEEDS[KAS]
{
name = KASModuleContainer
maxSize = 25
}


// Dang It! -----------------------------------------------------------------
// new cost = base cost + (63*SpareParts)
cost:NEEDS[DangIt] = 3030
MODULE:NEEDS[DangIt]
{
name = ModuleSparesContainer
}

RESOURCE:NEEDS[DangIt]
{
name = SpareParts
amount = 0
maxAmount = 10
}
}

I took the liberty of reformatting them and to use the MODEL{} blocks to call for models/texture, facilitating future texture/mesh reuse, tell me if anything doesn't fit your views for the mod (and check out those sweet conditional MODULE/RESOURCE definitions, it'd introduce ModuleManager dependency, but as it is a single lightweight bulletproof DLL used by nearly all mods, I figured it would not bother you :sticktongue:).

I'm working on a branch on my repo to reflect those changes. This way, no moar MM patches files would be needed to allow for mod compatibility ! (and so far, everything works as intended, I've already converted most of the TKS/ALNAIR parts to that new format, and I guess I won't be doing much more tonight, it's getting late and I've worked late on the configs fot the 2 last nights...)

And about the Vulkan and the Amur-5, I already built them using Bobcat's Soviet Engines and Procedural Parts, but dedicated parts would be awesome ! Coming from you, they would be stockalike, which is even awesomer (yup, I totally made up that word).

Even balanced with scaled real-world numbers and using KIDS, my Vulkan can send to orbit a complex composed of an upgraded TKS, 2 inflatable habitats and a Duna-ascent capable lander in a single launch, with the last stage able to send me on a Duna intercept trajectory. That how much overpowered and useful it is :sticktongue:("Cost-efficiency ? Bah, my rocket is bigger and has moar booster, komrade !")

Edited by Eagleshift
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Just a quick preview of what the part.cfg files would look like if given the treatment I'm planning for them :evillook:

// ****************************************************************************
// Tantares/Parts/TKS/Alnair_Crew_A/part.cfg  ALN Descent Capsule
//
// Dependencies (optional) :
// - Deadly Reentry (~> 6.2.1)
// - Raster Prop Monitor (~> 0.18.3)
// - TAC Life Support (~> 0.10.1)
// - Snacks! (~> 0.3.2)
// - Connected Living Space (~> 1.0.11.0)
// - Kerbal Attachment System (~> 0.4.9)
// - Dang It! (~> Alpha 4.4)
// ****************************************************************************
PART
{
// Stock config =============================================================

// General parameters -------------------------------------------------------
name = Alnair_Crew_A
module = Part
author = Beale


// Model & texture ----------------------------------------------------------
MODEL {
model = Tantares/Parts/TKS/Alnair_Crew_A/model
position = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rotation = 0.0, 0.0, 0.0
}
rescaleFactor = 1.25


// Node & attachment definition ---------------------------------------------
node_stack_bottom = 0.0, -0.2325, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top = 0.0, 0.2325, 0.0, 0.0, 1.0, 0.0, 1
attachRules = 1,0,1,1,0


// TechTree integration -----------------------------------------------------
TechRequired = specializedControl
entryCost = 2400

// Editor parameters --------------------------------------------------------
category = Pods
subcategory = 0
cost = 2400
title = ALN Descent Capsule
manufacturer = A-L-N-A-I-R
description = It looks a bit small, but this capsule will hold three Kerbals.

// Part specifications ------------------------------------------------------
mass = 1.6
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 45
maxTemp = 3400
CoMOffset = 0, -0.23, 0
vesselType = Ship
CrewCapacity = 3


// Internals ----------------------------------------------------------------
INTERNAL
{
name = Alnair_Crew_A_Interior_Basic
}


// Stock modules ------------------------------------------------------------
MODULE
{
name = ModuleCommand
minimumCrew = 1
}


MODULE
{
name = ModuleSAS
}


MODULE
{
name = ModuleReactionWheel

PitchTorque = 1
YawTorque = 1
RollTorque = 1

RESOURCE
{
name = ElectricCharge
rate = 0.250
}
}


MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}


MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}


MODULE
{
name = FlagDecal
textureQuadName = flagDecal
}


// Stock resources ----------------------------------------------------------
RESOURCE
{
name = ElectricCharge
amount = 150
maxAmount = 150
}


RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
}


// Module Manager configs ===================================================


// Raster Prop Monitor ------------------------------------------------------
INTERNAL:NEEDS[RasterPropMonitor]
{
name = Alnair_Crew_A_Interior
}
MODULE:NEEDS[RasterPropMonitor]
{
name = RasterPropMonitorComputer
}


// Deadly Reentry -----------------------------------------------------------
maxTemp:NEEDS[DeadlyReentry] = 1700
MODULE:NEEDS[DeadlyReentry]
{
name = ModuleHeatShield
direction = 0, -1, 0
reflective = 0.05
ablative = AblativeShielding
loss
{
key = 650 0 0 0
key = 1000 64 0 0
key = 3000 80 0 0
}
dissipation
{
key = 300 0 0 0
key = 500 180 0 0
}
}


RESOURCE:NEEDS[DeadlyReentry]
{
name = AblativeShielding
amount = 250
maxAmount = 250
}


// TAC Life Support ---------------------------------------------------------
description:NEEDS[TacLifeSupport] = It looks a bit small, but this capsule will hold three Kerbals. Includes life support supplies to support 3 kerbals for 10 days.


MODULE:NEEDS[TacLifeSupport]
{
name = LifeSupportModule
}


RESOURCE:NEEDS[TacLifeSupport]
{
name = Oxygen
amount = 1110.372330
maxAmount = 1110.372330
isTweakable = true
}
RESOURCE:NEEDS[TacLifeSupport]
{
name = Water
amount = 7.249875
maxAmount = 7.249875
isTweakable = true
}
RESOURCE:NEEDS[TacLifeSupport]
{
name = Food
amount = 10.968750
maxAmount = 10.968750
isTweakable = true
}
RESOURCE:NEEDS[TacLifeSupport]
{
name = ElectricCharge
amount = 1500
maxAmount = 1500
}


// Snacks! ------------------------------------------------------------------
RESOURCE:NEEDS[Snacks]
{
name = Snacks
amount = 0
maxAmount = 15
}


// Connected Living Space ---------------------------------------------------
MODULE:NEEDS[ConnectedLivingSpace]
{
name = ModuleConnectedLivingSpace
passable = true
}


// Kerbal Attachment System -------------------------------------------------
MODULE:NEEDS[KAS]
{
name = KASModuleContainer
maxSize = 25
}


// Dang It! -----------------------------------------------------------------
// new cost = base cost + (63*SpareParts)
cost:NEEDS[DangIt] = 3030
MODULE:NEEDS[DangIt]
{
name = ModuleSparesContainer
}

RESOURCE:NEEDS[DangIt]
{
name = SpareParts
amount = 0
maxAmount = 10
}
}

I took the liberty of reformatting them and to use the MODEL{} blocks to call for models/texture, facilitating future texture/mesh reuse, tell me if anything doesn't fit your views for the mod (and check out those sweet conditional MODULE/RESOURCE definitions, it'd introduce ModuleManager dependency, but as it is a single lightweight bulletproof DLL used by nearly all mods, I figured it would not bother you :sticktongue:).

I'm working on a branch on my repo to reflect those changes. This way, no moar MM patches files would be needed to allow for mod compatibility ! (and so far, everything works as intended, I've already converted most of the TKS/ALNAIR parts to that new format, and I guess I won't be doing much more tonight, it's getting late and I've worked late on the configs fot the 2 last nights...)

That's great! I cannot thank you enough.

The formatting on the part.cfg really makes it a lot easier to read. I also had no idea that MM patches worked inside the config.

I wonder though, does putting the MM patch inside the config cause problems when ModuleManager isn't installed? I'll experiment this.

And about the Vulkan and the Amur-5, I already built them using Bobcat's Soviet Engines and Procedural Parts, but dedicated parts would be awesome ! Coming from you, they would be stockalike, which is even awesomer (yup, I totally made up that word).

Even balanced with scaled real-world numbers and using KIDS, my Vulkan can send to orbit a complex composed of an upgraded TKS, 2 inflatable habitats and a Duna-ascent capable lander in a single launch, with the last stage able to send me on a Duna intercept trajectory. That how much overpowered and useful it is :sticktongue:("Cost-efficiency ? Bah, my rocket is bigger and has moar booster, komrade !")

I like when the size of the rocket matches the prestige of the mission :D

Would Apollo be as exciting with multiple Saturn 1B launches replacing a Saturn V? I think not.

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That's great! I cannot thank you enough.

The formatting on the part.cfg really makes it a lot easier to read. I also had no idea that MM patches worked inside the config.

I wonder though, does putting the MM patch inside the config cause problems when ModuleManager isn't installed? I'll experiment this.

No need to thank me, you're the one making the mod the way it is ! :D I'm just attempting to streamline external mod integration so that you don't have to deal with multiple configurations and mechanisms so that you can focus on ravishing us with more sweet crafts/stockalike gameplay (having a stockalike savefile, ie. no more than parts packs, your mod is a must-have). If you need more help to dedicate your time to modelling/texturing, and playing (as mod makers usually sacrifice their play-time), just ask me !

Also, I'll check out what happens if MM isn't installed, didn't think of that use case (even though MM allows for DLL redistribution, and most players have it installed anyway). If I fool around with configurations, I should be the one worrying about that ! Dealing with it tommorrow, and with the remaining configs too. :3

Edited by Eagleshift
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I like when the size of the rocket matches the prestige of the mission :D

Would Apollo be as exciting with multiple Saturn 1B launches replacing a Saturn V? I think not.

Not if you put Jeb at the controls. Now that would be exciting and dangerous.

But mostly dangerous.

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Would Apollo be as exciting with multiple Saturn 1B launches replacing a Saturn V? I think not.

On one hand, bigger rocket = bigger awesome.

On the other hand, more rockets = more awesomer, and you get more rendesvouz action.

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On one hand, bigger rocket = bigger awesome.

On the other hand, more rockets = more awesomer, and you get more rendezvous action.

And that sort of thing is why the Mun mission parts should be built so that you can use BOTH approaches. That way, someone who doesn't like having to rendezvous more than two spacecraft can build the big rocket to carry the whole kit and caboodle to the Mun in one launch, while someone who likes Earth (or Kerbin) Orbit Rendezvous missions can build it that way.

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Thats a big station, how much fps do you get with it?

And where do I get this little Cupola like thing?

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No need to thank me, you're the one making the mod the way it is ! :D I'm just attempting to streamline external mod integration so that you don't have to deal with multiple configurations and mechanisms so that you can focus on ravishing us with more sweet crafts/stockalike gameplay (having a stockalike savefile, ie. no more than parts packs, your mod is a must-have). If you need more help to dedicate your time to modelling/texturing, and playing (as mod makers usually sacrifice their play-time), just ask me !

Also, I'll check out what happens if MM isn't installed, didn't think of that use case (even though MM allows for DLL redistribution, and most players have it installed anyway). If I fool around with configurations, I should be the one worrying about that ! Dealing with it tommorrow, and with the remaining configs too. :3

Many Thanks!

About the MM, it does not seem to cause a problem. :)

Nice!

The launches from Kosmodrome and KSC separate is the icing on the cake!

I like the station :cool:

It's like a super MIR...

Part 2

f218f0ef6f.jpg1b602886a7.jpgc8b1bb4ba0.jpg

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Beautiful. And tomorrow I'm going on my vacation to Hawaii!:cool:
Yes yes yes! :D
Butterful! XD

(I mean Beautiful)

Intended misspell

Thanks!

Yay, that's really cool! But maybe the writings should be in Russian? ;)

Thanks!

It is interesting actually, does Cyrillic writing have a place in stock? Apparently is does, with "Ãœøр" being written on the stock science lab.

I've wondered about sticking "Òõóð" on the side of the Vega module, but... Can any native Russian speakers confirm that means Vega?

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Thanks!

It is interesting actually, does Cyrillic writing have a place in stock? Apparently is does, with "Ãœøр" being written on the stock science lab.

I've wondered about sticking "Òõóð" on the side of the Vega module, but... Can any native Russian speakers confirm that means Vega?

Ãâ€Ã°, тþòðрøщ! You're right. :)

I can help you with translations, if you want. :)

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Ãâ€Ã°, тþòðрøщ! You're right. :)

I can help you with translations, if you want. :)

Great! Thanks for the fast answer.

It is a kind offer! For the time being I'm not sure what else parts could have text applied.

The only thing for the current parts, "Access Port" is "ßþрт ôþÑÂтуÿð" ?

I'm using Google translate, it is like a return to the dark days of learning English...

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