Continuation of the almost-free-launch-clamps, with some tweaks and more mods support.
Recently, I have heard a few people grumbling about how launch clamps add to the total cost
of your vessel in the VAB, sometimes resulting in not having enough funds.
After discussing with many experts, colleagues and kerbals, we have come to the conclusion,
that launch clamps should be free and not count toward your total launch costs.
If you play with "entry purchases required", you will only pay the entry fee, otherwise it's free. ALWAYS. Pretty lame.
Its not hard to imagine that the launch clamps are reusable, and should technically be a part of the launch pad.
Launch clamps capable of transferring fuel to the vessel, this can be considered cheaty, but I'll tell you anyway.
Draining the tanks in the VAB results in huge launch cost savings and fueling up on the launch pad is free, but its immersive in the fact that you have to wait for you tanks to fill up.
Changes from AFLC:
opt-in system for generators, add 3 generators to all clamps:
always active slow EC changer,
fast EC changing,
maxTemp = 4000, kerbals are making clamps from
something in-between of hafnium carbide, tungsten, and cactus
CommunityResourcePack (LH2/LCH4 Generators)
FASA, FASALaunchClampsContinued, BDB
Releases page: https://github.com/yalov/FreeLaunchClamps/releases