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AlphaMensae

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Posts posted by AlphaMensae

  1. 11 minutes ago, CollectingSP said:

    Hey @AlphaMensae, I'm currently on version 2.3.1 of MLP.

    Is there any way for me to get the newer (V 2.6) parts without depreciating the old general launch bases?

    I have a few craft that need them and don't want their craft files being messed up.

    The old general bases are still in v2.6, just hidden, so existing craft files will still load; they still have the same internal part names.

  2. Yep, just don't use the craft files that are broken.

    I think I'm going to remove all the mod parts from the MLP craft files, and just leave the launch base and towers in a bare version, ready to attach the rocket it is named for. I have no desire to go through all those craft files to see what mods have breaking changes.

    Probably will leave the Cormorant and SOCK (reDIRECT) files as is though, and maybe add a SOCK one with ORANGES-Photon-RMM.

  3. 47 minutes ago, Jebs Piloting Skills said:

    Hey, i was wondering what mod you are using for the rockets. i have been using bdb but they don't have any soviet stuff that i can find in the mod itself. 

    If you mean the craft files included with MLP, most use BDB.

    Tantares and TantaresLV for the Soviet craft files.

    Tundra Exploration for the SpaceX ones.

    KNES, Dodo Labs, Cormorant, Chrayol, Taerobee, SOCK for all the rest.

    There are also some examples using stock parts.

    The mod names are in the craft file titles.

  4. On 11/6/2023 at 8:03 PM, Kerballlistic07 said:

    Ok, what if, tell me if this is stupid, there could be a version of KSP1 online? Not full 1.12.5 or any super recent release, but an older version. Perhaps 1.0 could be made available, or maybe something even older, like 0.20. This idea stems from what Mojang did a few years ago with an older version of Minecraft. They have a really old version online at https://classic.minecraft.net/. I think it would be really fun. What do you guys think?

    The old thread that Kerbalsaurus posted is dead. Use the links in this thread to find the old free versions of KSP:

     

  5. 34 minutes ago, davide96 said:

    I'm sorry for that...because I'm addicted to this mod and no other mod can replace this one

    @benjee10 will you add something to make it works ??? It would be great ;.;

    It's the split rudder (like the IRL one) in SOCK that FAR hates. Most RO users of SOCK replace the SOCK vertical stabilizer with two of the ones from Space Shuttle System (the old DECQ shuttle), placed in mirror symmetry side-to-side, or something like that.  There might be some clipping involved.

    There may be other issues for FAR as well, but the rudder is the main problem.

  6. On 11/15/2023 at 10:59 AM, Dejnn said:

    Hi guys, I encountered a problem that most of the details from BDB are missing in the game
    I tried to install the mod manually, through ckan, separated the game folder from Steam, but nothing helps
    I have express install RO, KER and volumetric clouds
    dqLb8Is.png                        PH61IxX.png

    Yes, BDB will not work with RO. The important parts of it, namely the crewed spacecraft and engines, are already included in the mods ROCapsules and ROEngines. Some people have made RO .cfgs for some of the other parts, they're floating around on GitHub, but not part of RO.

    Also, those craft files from Modular Launch Pads will not work in RO either. Heck, that Saturn V file is from v2.2 of MLP, and it won't work with the newer post-Saturn update of BDB.

    You simply can't use stuff designed for stock KSP in RO.

  7. On 11/13/2023 at 6:00 AM, adriangm44 said:

    Wait a minute, stock parts are overpowered for stock system? I’m getting real lost here.

    Yes. Notice how you can do a Mun landing and return with just the 1,.25m parts, as that's what KSP started with. The 2.5m parts were actually a little overpowered when they first arrived, but people just made way bigger payloads to compensate. Then came the 3.75m parts, and they were completely overpowered, wasn't any real use for them except for wackly lolskerbal creations.

    As mentioned, BDB, Tantares and similar kerbalized real parts are balanced against the stock parts. They, like the stock parts, just happen to work best, i.e. roughly corresponding to their IRL counterparts or equivalents, at a 2.5x scaled Kerbin/Earth. E.g. a Mk1 pod on a 1.25m tank stack (think Mercury-Redstone) should be suborbital only and not capable of reaching orbit.

  8. 55 minutes ago, Sanchez_1 said:

    @AlphaMensae Did this ever get fixed? I recently started having this issue as well.

    Yes, a patch was added to MLP that removes the MAS Flight Computer module from the MLP crew arms and elevators. I think Jonnyothan made a change to Raster Prop Monitor to remove it from MLP parts as well. 

    The trouble came from using MAS with Reviva; the MLP crew arms and elevators have the stock Generic 3 IVA to support the hatches, but they are not set up for any kind of IVA functions.

  9. 18 hours ago, Kerbalsaurus said:

    @AlphaMensae I keep encountering this bug where the crew arms appear retracted, but the game says they're extended. I have to click the retract/extend button twice to get it back into position. This is in both the flight screen and construction screen.

    If you're using the retraction deploy limit slider, only adjust it with the arm in the retracted position, or else the animation gets screwed up.

  10. 3 hours ago, SpacedInvader said:

    I think this is likely what's been going on for me. I use mostly modded / ReStock engines so I'm guessing they might not all have tightly conforming collision meshes. Here's an example of my most recent attempt to use them:

    dEpIZPu.jpg

    That lip seemed like a good place to put them, but caused the issue. I also tried it on the lower cowling and it still gave me issues. Would this be an example of an engine that just isn't going to work with the bolts, or would maybe another one of the options work instead?

    Yeah, that engine may have a simple cylinder mesh collider the same width as its size.  A great tool to use is Collide-O-Scope, which lets you see the actual colliders of a part in the Unity colors: Blue for mesh colliders, yellow for box, green for cylinder and red for sphere.

    https://github.com/DefiantZombie/Collide-o-Scope/releases/tag/v1.3.1

    This is what it looks like in action:

    iQnXg0V.png

    I also should remove most of the colliders from the hold-downs, leaving just the one on the base pad. I had already reduced the size on the bolt types, but didn't go far enough.

  11. 2 hours ago, SpacedInvader said:

    Could someone give me some guidance on how to use the bolt style hold downs properly? I don't know exactly where to situate them and every time I try to use them, the vehicle catches on them and immediately skews a little to one side before straightening out. I'm sure its because I'm placing them in the wrong place since this doesn't happen at all with the fall away arm style, but it seems that no matter where I put them, if they are even close to touching the rocket, it'll cause things to go sideways, literally.

    They're best used with smaller engines that leave plenty of room under the first stage tank. Keep the bolt very near the outer edge of the tank or tank butt of the engine (if it has one). Like this:

    gJDZ2Aa.png

    Some engines, like the stock Reliant, have a simple cylinder collider the same width as a 1.25m tank, so it can be a problem if the bolt is too close. The end of the bolt hold-down with the bolt itself and any kind of mount doesn't have a collider to help out.

  12. 10 hours ago, KerbolExplorer said:

    I really don't get how the devs see this issue and say "Yeah it's part of what makes Kerbal Kerbal", Like...making a game harder to play just cause is fun?! And considering the scope of the game, making interstellar ships than don't fit in the VAB, with the current philosophy it seems like those would just wobble and break apart.

    That's why I like mods like RO, they made the rockets rigid, you can built a 20 meter rocket and it will act as a proper rocket. It's just plain better this way imo.

    Way back in the early days of KSP (like the first public release, v0.7.3) in 2011, there were few parts. You had things like a single fuel tank and a single engine...and the tri-coupler. The only way to build a rocket to reach orbit was to make a tri-coupler monstrosity, which would often literally fall apart when you hit the space bar, or shortly afterwards. The game was still very primitive, and this kind of thing was seen as part of its charm...and what Nate seems to be eternally in love with, RO has apparently never happened in his KSP universe.

  13. VERSION 2.6.0!

    Now on Spacedock and GitHub

    Changelog:

    • New General Launch Bases in six sizes--Micro, Mini, Small, Medium, Large and Extra Large--with different styling and fewer exhaust hole options per base.
    • YnYfciz.png sjkEKSZ.png jerWkEp.png 9kGT6cQ.png 32bkZmH.png oTCCBKY.png
    • New Ariane V Flat Mast and Scissor Umbilical.
    • mfabHqO.png
    • New General SRB Hold-Down part with adjustable bolts.
    • New N1 basic modular stackable tower part and separate platform part.
    • pkF70MI.png
    • New Aerobee Launch Stand-Tower with optional integrated cover
    • 7IXPjDI.png
    • New Modular Multi Tower part in three different sizes, each main size has multiple sub-sizes. New separate Multi Top part for all the sizes.
    • New Micro General Strongback Tower featuring partial Electron styling, fits on the mew Micro Launch Base.
    • Minimized the size of the launch clamp meshes in the launch bases, stands and plates that don't rely on them for the visual structure; added switch to turn them off, which does not affect the actual clamp function.
    • Retitled a number of the General Parts to follow a more coherent and consistent naming scheme.
    • Added craft files for the KNES Ariane V, TantaresLV N1, Chrayol PSLV, DodoLabs Electron and Taerobee Aerobee rockets.
    • The three old General Launch Bases have been deprecated in preparation for version 3, they will not make the move to v3.0.

     

     

  14. 49 minutes ago, hugoraider said:

    Oh yeah, alright. Though I noticed that the Large option for the walkway changes the fixed part (the big white rectangle) size, but not the retractable walkway lol

    My main reference image was this one from nixonshead's A Sound of Thunder alt history:
    AdsVd51cxzZywpCuFQLhUp8Za2FQ6HZHBhE2rm6xwhFojP2Nz29V2PlJBnNjK-BKth3IZmSHDTDa8kJfVM4XtKMhalv-0J__7Ne4JIlTqaEBY96yT38MdZKVY2ibfZoLa3aM6EqF

    Based on that, most of the walkways are the same size, so I for simplicity's sake I kept mine the same too.

  15. Ok, I'm doing the final phase of v2.6 development (at last! :D ), which is going through all the launch stands, plates and bases that don't rely on the launch clamp meshes for their visual look and reducing those to micro size like this:

    UtLdRjv.png

    I'm adding a B9PS switch option to those parts (that didn't already have one) to turn those meshes (called Clamp Parts) off. The meshes for the launch clamp module have to be present when KSP loads, but once the launch stand or base is placed, the meshes can be turned off with no affect.  This will reinforce that those meshes are just there for the launch clamp module to initialize properly and are not part of the visual structure. I also reduced the number from the usual 4 to just 2, and didn't always line them up with the actual support columns.

    Once this is done, I'll ready v2.6 for offical release. Then I'll start the preliminary work for v3.0 of MLP, starting with the long-overdue Saturn revamp. I can say right now that the 3 old General Launch Bases won't be making the transition to v3. I also can't guarantee that I'll keep all the same part names, as some of them are a mess or a holdover from the original v2.0.

    v3.0 dev work will take a long time, so the AlphaDev branch of the GitHub will be reactivated and the new stuff will be put in there as they are finished, mixing in with the old stuff.

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