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  1. VERSION 2.6! Download from Spacedock Download from GitHub ================================================================================================================= AlphaMensae's Modular Launch Pads Tired of wimpy launch clamps? Feel your KSP launch experience is lacking something? Well, then make any rocket launch an event by making a complete launch facility with launch base, towers and other accessories. Board your crew, start the countdown, then go for ignition sequence start! Modular Launch Pads is a collection of parts, including various launch clamp-type bases, towers, crew elevators, hold-downs and other accessories. You start by either attaching a base to a bottom center node on a rocket; this can be either the bottom node of an engine, or an attach node added by one of the included path files that add an extra node to various mod rocket tanks, stages or engine mounts. Towers attach to the four nodes on the sides of the base. Swing arms and drop umbilicals attach to nodes on the towers; other parts can be attached to the tower tops. Holdd-downs are surface-attached to the deck, frame top or support pad on the base. IMPORTANT: All the parts are now hidden by default from the stock Structural category. This was done to keep from clogging up that category with a ton of non-rocket parts. Use the included custom Community Category Kit tab or the stock custom category (accessed from the Advanced Mode in the part picker, also has subcategories) to find the parts. Delete the Hide_Parts.cfg file from the ModularLaunchPads/Category folder to bring the parts back to the Structural tab. IMPORTANT: Use of the left-shift key with the offset gizmo is required to customize the layout of the bases and towers, holding it down when dragging the gizmo's arrows gives you 20m of offset range; otherwise you won't be able to move a part very far. IMPORTANT: B9PS node-moving function doesn't work properly with rescaled parts, but the latest version of Realism Overhaul has patches to work around this error with the affected Modular Launch Pads parts, primarily the modular service tower sections with the top node that is moved as height variants are selected. I provide no support for RSS/RO/RP-1. Use at your own risk. I don't use RO so I cannot help with it, sorry. Please ask the RO users for help in using Modular Launch Pads in RO/RP-1. IMPORTANT: NOT compatible with Katniss Cape Canaveral, the launch bases will not work with it, they will explode upon spawn. If you want to try to get MLP to work with KCC, then you are on your own. IMPORTANT: The new anchoring system introduced into KSP after 1.8.1 causes a problem with the crew elevators, where the Kerbals riding the elevator car up start to phase through the bottom of the car floor and may even fall out entirely. The elevator car speeds have been slowed down to help reduce this effect, but cannot be eliminated completely. Solutions to this problem are either have the Kerbals jump and/or move while the car is going up, or else attach command chairs to the floor of the car and install Animated Attachment to have them move with the car. ================================================================================================================= NEW in 2.6.0 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. New Ariane V Flat Mast and Scissor Umbilical. New General SRB Hold-Down part with adjustable bolts. New N1 basic modular stackable tower part and separate platform part. New Aerobee Launch Stand-Tower with optional integrated cover 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. Version 2.5.3 Note: Added patch, courtesy of KSP Forum member Zelda, to remove MOARdv's Avionics Systems (MAS) flight computer from the MLP crew arms and elevators that have crew capacity and the stock generic3 IVA. MAS (and maybe with the use of the Reviva mod as well) causes the screen to go black when these parts are present. NEW in 2.5.0 Added crew capacity to all Crew Elevators and hatches (Airlocks) to the elevator cars, so Kerbals can still "ride" the elevators up and avoid the anchoring system shenanigans which plague Kerbals on EVA. The hatches have no mesh, but the colliders are big enough for easy clicking. Elevator car floor should be at least a few cm above any crew arm walkway or tower floor to avoid the hatches being blocked. Greatly increased the speed of all crew elevator cars, as the slow speeds were no longer necessary with the new hatches. Apologies to anyone wanting to use the elevators normally in KSP versions after 1.8.1. NEW in 2.4.0 Added additional height variant, front wall options and umbilical attach nodes to the Mini General Crew Elevator Core. Added new Mini Crew Walkway, a stripped-down short version of the Mercury-Atlas Crew Walkway, designed for the Mini General Crew Elevator. Retitled the crew elevators and crew arms to a standard scheme so they will be grouped together in the CCK category in Simple Mode. Retitled the General Service Tower parts to add "General" at the front so they will be grouped together in the CCK category in Simple Mode. NEW in 2.3.0 Added Delta IV Launch Stand, Service Tower and three Delta IV-specific swing arms. Added attach nodes for rockets to all four launch rails and updated Module Decouple for the rails accordingly. Rockets still can surface attach to the rails, and made the rails surface-attachable too. Modified the Saturn Hammerhead Crane to have a switch between the full crane and the remnant core, which appeared for some shuttle launches. Added v2.3 craft file for the Bluedog Design Bureau Delta IV Heavy using the new Delta IV parts. Updated BDB MLP patches, adding extra attach nodes for the Delta IV lower core tank and the Saturn LRB Engine Mount. Updated MLP Custom Category. NEW in 2.2.0 NEW: Animated Decouplers has been replaced by Staged Animation, graciously provided by NathanKell Staged Animation, It has the same animation staging function and decoupler icon, but no actual decoupler function. It also works with Mechjeb's auto-staging feature. NEW: All uses of the stock ModuleAnimateGeneric have been replaced with ModuleAnimateGenericExtra, contained within the StageAnimation .dll and also graciously provided by NathanKell. This version allows for custom titles of the deploy limit sliders used by many of the parts, and also can fully disable the animation toggle/start/end buttons. The PAWs for those parts are now far more understandable as a result. NEW: Titan III Launch Stand added to the historic launch stands group. It is designed to work with the existing Titan III Auxiliary Mast and Service Tower parts. Can be configured for both the Titan III and Titan IV, and has integrated hold-down bolts that are fully adjustable in position. NEW: General Fallback Umbilical Tower added to the General Service Towers group. It is a generalized, square-truss version of the Thor/Delta Fallback Tower, with many more height variants. NEW: Extra Large General Crew Elevator added to the General Crew Elevators group. It replaces the old 130m height version of the Large Crew Elevator Base, and is compatible with the Large Crew Elevator Section and Side Extension. NEW: Saturn Milkstool Launch Stand has been added. It is a standalone launch-clamp version of the Saturn Milkstool part, with a short height variant along with the default full-height version. REVISED: General Droop Umbilicals have been remade, with an additional size added. An adjustable-length mount extension tube has also been added to provide better custom-fitting to a rocket stage. REVISED: Large Crew Elevator has been revised with new General and Saturn truss styles; the General style is the same as that of the new Extra Large Elevator. The Elevator Tower Section also now has more switchable detail optons to allow it to be used with the Extra Large Elevator. REVISED: Color of the side panels for the Large and Extra Large Crew Elevator towers can now be separately switched. REVISED: More attach nodes for umbilicals and swing arms, including new side mount rails, have been added to the Large General Crew Elevator Section part. REVISED: Large Crew Arm now has an option for a bare hatch interface, with all three sides open and no angled hatch brace. REVISED: An additional height variant has been added to the Large, Medium and Small General Modular Service Towers. More attach nodes for umbilicals and swing arms have been added as well. REVISED: Integrated hold-down support pads have been added back into the Large, Medium and Small General Launch Bases. These have three width options, and are adjustable in position with newly custom-titled deploy limit sliders. REVISED: The Delta II single-piece service tower now has an adjustable-height structural detail group via deploy limit slider, so it can be positioned where desired. REVISED: The Atlas Launch Stand's center clamps are now toggleable like the side umbilicals, for use with the Atlas IIAS (the one with the Castor SRBs). REVISED: The Redstone Launch Stand's integrated umbilical pole can now be switched among 8 positions on the ring, and it's horizontal position is now adjusted with a deploy limit slider. REVISED: The Mercury-Redstone Crew Elevator now has a new long mount rail option, and the tower's rollback position can now be adjusted with a deploy limit slider. REVISED: The Titan II GLV Service Tower droop-style umbilical arms have been revised to match the style of the revised General one, and also include the adjustable extension tube. The Gemini version also has been changed to match. REVISED: The Saturn Launch Stand has been retitled the Saturn IB Launch Stand to make clear what it was designed after. REVISED: The old Saturn V combo swing arm part has been separated into individual arm parts, one for each Saturn V arm (8 total) and one for the Saturn IB's S-IB first stage. Internal revisions have made each arm much smaller in size than those in the old integrated part, and only one animation is now run when retracted. REVISED: The old Saturn Tower General Swing arm has been converted into a telescoping adjustable arm like that of the General Swing Arms, greatly reducing the complexity and .mu size as a result. The pipes can also now be independently switched among 15 variants. REVISED: The Saturn and Shuttle Launch Bases now have the attach nodes for towers and accessories move properly when the base is rotated with the B9PS switcher. The things attached to those nodes won't rotate, but they will be in the right position. REVISED: The Saturn Tower Hammerhead Crane now has an 180° rotation animation and a deploy limit slider to adjust the rotation amount. REVISED: The two crew access arms for the Shuttle FSS Tower have been retitled to "Shuttle Tower Crew Access Arm: Orbiter" and "Shuttle Tower Crew Access Arm: Rodan" to position them later in the part list. REVISED: Title changes for the Saturn Tower sections, Shuttle Tower sections and Shuttle Tower arms to better position them in the part list. REVISED: Nunmerous edits to to the part .cfg files to add/modify B9PS UI Groups and switchers, and to use StagedAnimation and ModuleAnimateGenericExtra where needed. REVISED: Edits to the Saturn and Shuttle custom subcategory names to "Saturn V Mobile Launcher" and "Space Shuttle Launch Platform". NEW in 2.1.0 NEW NEW NEW NEW NEW All parts are now hidden from the stock Structural category. Use the custom CCK category tab or the stock custom category (which has subcategories) to find the parts. Delete the Hide_Parts.cfg in the Category folder if you want the parts back in the Structural tab. The former multi-size merged parts have been split off into separate parts, but the older internal part name is still used for one the new parts. Existing v2.0 craft files will still load, but most likely won't look the same, and will need to be rebuilt. NEW: Historical launch stands for the Bluedog Design Bureau Vanguard, Redstone/Jupiter/Juno, Thor/Delta, Atlas and Titan II rockets, but can be used with other rockets of the same diameters. NEW: Historical service towers for the new historical launch stands. The Titan II tower comes in single-piece and modular section versions. NEW: Jupiter-style Petal Cover for the Redstone Launch Stand. NEW: Mercury-Atlas Crew Elevator, with separate Mercury-Atlas Crew Walkway. Walkway has switchable mounts for use with the smaller crew elevators. NEW: Atlas Mini Modular Tower, which serves as the historical Atlas tower. Has switchable styles for Agena and Centaur upper stages. NEW: Atlas-Agena and Atlas-Centaur retracting umbilical arms. The Centaur arms are also available as separate parts. NEW: Launch Plates, ultra-low profile flat clamp bases for the minimalist style. Three sizes of round and square types. NEW: Falcon 9-style Launch Plate, and interim N1 and Energia Launch Plates. NEW: Mini Milkstool Launch Stands. These are small launch-clamp versions of the Saturn Milkstool, with three sizes, each with two height variants. NEW: Separate non-launch clamp versions of the Mini Milkstools, with built-in decouplers for use with Launch Plates and Launch Bases. NEW: Launch Rails, add-on part for Launch Stands, Plates and Bases. Four sizes with built-in decoupler, can be rotated with Animated Attachment or B9PartSwitch. NEW: Extra-Large General Service Tower, styled after the Titan III/IV fixed service tower. NEW: Titan III/IV Mast, the angled structure which was located on the Titan III/IV Mobile Launcher. NEW: Small General Crew Elevator, comprised of separate modular sections (base, multi-height core, top). Uses the Large General Arm, Small General Crew Arm or Mercury-Atlas Crew Walkway with appropriate mount types. NEW: Mini General Crew Elevator, comprised of separate 2-height core and multi-height tower sections. Uses the Small General Crew Arm or Mercury-Atlas Crew Walkway with appropriate mount types. NEW: Small General Crew Arm, with separate versions for the Small and Mini General Crew Elevators. NEW: Droop-style general umbilicals. Four sizes of simple bent-style umbilical hoses for a bit more realism. NEW: Two more sizes of the basic beam-style swing arms. NEW: Mini size General Fallback Tower, sized for Electron/Falcon 1-style rockets. NEW: Rodan Crew Access Arm, sized for the Tundra Exploration Rodan (SpaceX Crew Dragon) capsule, and used with the Shuttle FSS Tower. NEW: General Mounting Platform, an alternate version of the Mini Flat Launch Base, with solid deck, toggleable railings and side attach nodes. Use for supporting ground structures. REVISED REVISED REVISED REVISED REVISED: General Launch Stand has been split into separate Round and Rectangle versions, and both completely remade. Redstone-style service pole removed from Round version (now in the Redstone Launch Stand), but still available as a separate part. REVISED: Flat and General Launch Bases have been split into separate sizes, with added detail and hole options, and new ladders. Ladders and railings have separate switchable colors. REVISED: General Service Towers have been split into separate size versions, and each split into separate modular section parts: stackable core, multi-height section (except for the Extra-Large Tower) and top section with optional mast(s). REVISED: The former General Crew Elevator and Crew Arm have been renamed the Large General Crew Elevator and Crew Arm. Elevator has been split into modular section parts, with two versions of the base. Large Crew Arm has separate Large and Small Elevator mount types, and more length variants. Large Elevator Tower also has a separate Extension section for mounting on the tower side REVISED: General Swing Arms have been split into separate size versions, and all completely remade. REVISED: General Straight Umbilicals remade. REVISED: Atlas V Service Mast and Delta II Service Tower, with additional details and/or changed styling. Separate modular section versions now available. REVISED: Former Small Test Stand had been split into three separate versions: Cradle type, Tower Type and Engine Type. REVISED: Flat Vertical Bolt General Hold-Down now has a tall bolt variant. REVISED: Saturn and Shuttle Towers have been split into separate modular sections, consisting of the base, multi-heght core, 2-height crew access and top. REVISED: Shuttle FSS tower sections have an alternate SpaceX-style black&white color scheme, and optional mesh side panels added. REVISED: Shuttle RSS Hinge has been split off into a separate part, with the detail being toggleable, and black color option added. Now the current state of the FSS on LC-39A can be recreated without having to add the full RSS. REVISED: Saturn Hammerhead Crane is now an animated part instead of free-rotating. The original-style lightning mast is included, also still available separately. REVISED: The tall white cylinder alternate Saturn Lightning Mast is now the Shuttle Lightning Mast with different mount options. REVISED: Saturn and Shuttle Launch Bases can now be properly rotated using B9PartSwitch--no more misaligned support legs! REVISED: Mass values for the Saturn and Shuttle tower sections have been reduced to tiny amounts. REVISED: The Freestanding versions of the Saturn and Shuttle Launch Bases (in the Extras folder of the download) now have switchable masses: 1 ton for transport, 2000 tons for on the launch pad. REVISED: Soyuz Launch Base parts now have a third blue color option, based on the ESA Soyuz pad colors. REVISED: Soyuz Large Fuel Arm, Small Fuel Arm and Gantry. More height options, straight-sided extension for the Small Arm and switchable-adjustable platform stack for the Gantry. GENERAL GENERAL GENERAL Extensive use of B9PartSwitch transform move and rotate, node move and UI Group features for smaller part sizes and easier to understand Part Action Windows. All launch clamp bases and stands can now have the staging disabled when a milkstool or launch rail or other part is attached to them. Various part title and description changes; part cost is now 1 for everything. Removed simple rescale patch from Extras. Realism Overhaul now directly supports Modular Launch Pads, ask the RO devs for additional support/help if needed, it is their responsibility. Remade all craft files for v2.1. Subassemblies removed, there are now four Example MLP craft files (with a stock rocket for demo purposes), along with bare versions of the Saturn and Shuttle launchers. ================================================================================================================= Recommended Mods: The LC-39 pad statics in particular from KSC Extended are a great companion to the Saturn and Shuttle launchers; the shuttle launcher especially only properly fits on the KSC Extended LC-39, with the RSS sitting entirely on the top of the pad static. The FSS base and RSS both have an alternate variant for the LC-39 pad which shortens the supports so they sit correctly on the top of the pad static. BDB as it is known is the perfect part mod for Modular Launch Pads, as many of the launch stands and towers were designed for and even around BDB rockets. ================================================================================================================= Installation Instructions Modular Launch Pads v2.2 is only for KSP versions 1.8.1 and higher, older KSP versions are no longer supported. Modular Launch Pads v2.1 is only for KSP versions 1.8.1 and higher, older KSP versions are no longer supported. Delete any existing Modular Launch Pads folder. Always do this when updating, as file names can change, and simply copying a new version over the older one can cause problems. In the download .zip file, there is a GameData folder. Copy the folders ModularLaunchPads, B9PartSwitch, CommunityCategoryKit and StagedAnimation from there into your KSP GameData folder. DO NOT put the GameData folder from the .zip into your KSP GameData folder, there can be only one GameData. If you already have the latest versions of the dependencies, then you do not need to copy them over. Otherwise copy over the ones you need from the .zip into your KSP GameData folder. B9PartSwitch is required for all mesh and texture switching, as well as transform moving, node moving and the UI Groups, and must be present in your KSP GameData. CommunityCategoryKit is required, as the parts are hidden from the stock categories by default, and the custom CCK category is needed to find them. The included stock custom category (located in the Advanced mode of the part picker) can also be used, and includes subcategories. Staged Animation is required and replaces Animated Decouplers, but it also has ModuleAnimateGenericExtra, which gives deploy limit sliders custom titles. Staged Animation does the same animation staging function but without any need for a decoupler action (still gives a decouple icon in the staging stack) Craft files go into your KSP/saves/xxxx/Ships/VAB folder. Subassemblies go into your KSP/saves/xxxx/Subassemblies folder The Extras Folder has the older freestanding versions of the Saturn and Shuttle Launch Bases. Copy the .cfg and .mu files into the ModularLaunchPads/Saturn_Shuttle folder to use them. ================================================================================================================= * * * * v2.2 Features * * * * ================================================================================================================= General Bases and Towers: The Core (cick for full version) Multi-purpose non-specific launch bases, launch stands, launch plates, service towers, crew arms, umbilicals and swing arms for mix-and-match creations. Includes: Three sizes of General Launch Bases, launch clamps inspired by mobile launch platforms that carry a rocket to the launch pad. Three sizes of Flat Launch Bases, low-profile launch launch clamp platforms. Launch Plates in Round and Square styles, with three sizes of each. Ultra-low profile minimalist launch bases for when a full base is too much. Also includes special versions for the Falcon 9, N1 and Energia. Launch Stands in Round and Rectangle styles, with integrated switchable hold-down bolts and clamp arms. Great for early career mode when part count is limited. Mini-Milkstool Launch Stands and separate decoupler versions, tiny versions of the big Saturn Milkstool. The stand versions are launch clamps, with three sizes each with two height options. The separate decoupler versions are add-on parts for the launch bases, plates and stands. Saturn Launch Stand, styled after the historical LC-34/37 stool for the Saturn I and IB, but can accomodate rocket sizes from 4.25m to 1.875m in size. Has integrated adjustable hold-down arm and a separate pedestal for a tower. Four sizes of Launch Rails, add-on parts with built-in decouplers for launch bases, plates and stands that provide a rotatable surface-attached rail for angled launches. Four sizes of General Service Towers, each with three modular sections: a base core section, can be stacked with the base pad turned off; multi-height (except for the Extra-Large Tower) addtional tower section; top plate with toggleable masts. Three styles of Mini Modular Service Towers, simple single-piece multi-height towers which can be stacked to create a taller tower. Seven types of cosmetic animated retracting hold-down arms to provide a visual means of "support" to your rockets. Can be animated manually or via staging with Animated Decouplers. Also includes a General ROFI part, or more accurately a hydrogen burn off sparker for your hydrolox rockets. General Swing Arms, Beam Swing Arms , Straight Drop Umbilicals and Droop-style umbilicals in different sizes/lengths for "connecting" your rocket to a service tower. All are animated manually or via stagign with Animated Decouplers. Three sizes of General Crew Elevator towers and two sizes of General Crew Access Arms for boarding your heroes onto your crewed spacecraft. The Large Crew Arm also has a toggleable transfer airlock to allow boarding of spacecraft inside a fairing via the transfer function. ================================================================================================================= General Test Stands: For R&D (click for full version) Need to do some Research & Development? The General Test Stands can handle it! Three styles are available: Cradle type for horizontal testing of stages or SRBs; Tower type for vertical testing of large liquid fuel stages; Engine type for testing only an engine, has built in fuel capacity to power the engine, no tank needed. ================================================================================================================= The Early Rocket Collection (Sceenshots by AlphaMensae; click for full version) Special Launch Stands and accessories for the Vanguard and Redstone/Jupiter/Juno rockets, designed for those from Bluedog Design Bureau. Includes: Vanguard Launch Stand and Service Tower. Stand has integrated hold-down bolts; tower uses the General Umbilicals and/or Swing Arms. Tower has two height options and can be stacked by turning off the base pad. Redstone Launch Stand, with integrated fallback service pole; pole is also available as a separate part. Stand can accomodate the BDB Redstone/Jupiter-C/Juno I, standard 1.25m rockets and 1.5m rockets Mercury-Redstone Crew Elevator, an animated rollback elevator tower with a ladder to reach the elevator car. Designed to sit snug against the Mercury-Redstone rocket, no crew arm or walkway needed. Jupiter Petal Cover, styled after the special cover used for the Jupiter IRBM, attaches to the Redstone Launch Stand. ================================================================================================================= The Thor/Delta Collection (Sceenshots by AlphaMensae; click for full version) (Screenshots by @Zorg; click for full version) For the whole Thor/Delta rocket family, a specialized launch stand and two types of service towers. Includes: Thor/Delta Launch Stand, with three variants: Original Thor ring style, Vandenberg Delta II ring style, and minimalist style with just the hold-down bolts. Hold-down bolts have three height variants to accomodate SRBs like the real stand had. Early-style Thor animated fallback tower with integrated adjustable umbilicals. The Mini Modular Type 1 and Small General Service Towers can be used for the later square-sided tower. Special Delta II tower in both single-piece and modular section versions. Has various switchable detail options to cover the full range of Delta towers, from the simple red open-truss style for the Delta D to the full blue paneled Delta II style. ================================================================================================================ The Atlas Collection (click for full version) The venerable original balloon tank Atlas space booster gets its own collection of parts. Includes: Special Atlas Launch Stand, designed for the BDB Atlas, but can be used with other rockets of the same size (1.875m); has two frame styles. Integrated hold-down arms and umbilicals have three color variants; they are also available separately for use with other launch bases, stands and plates. Has a rotation switcher orient the stand in different positions. Mercury-Atlas Crew Elevator, styled after the real emergency egress tower, but has an elevator for boarding the spacecraft. Separate animated Mercury umbilal attaches to to the tower. Uses the separate animated Mercury-Atlas Crew Walkway. Atlas Mini Modular Tower, like the Mini Modular towers, but designed for the Atlas with two truss styles and a toggleable front wall for Agena arm retraction. Atlas-Agena Umbilical Arm, an upward rotating "swing" arm with integrated adjustable umbilicals for the Agena upper stage. Atlas-Centaur Umbilical Arm, with two upward rotating arms for the original Centaur upper stage. The two arms are also available as separate parts. ================================================================================================================ The Titan II Collection (Screenshots by AlphaMensae; click for full version) (Screenshot by @Zorg click for full version) The mighty Titan II GLV (Gemini Launch Vehicle) gets special attention. Includes: Special Titan II Launch Stand, sized for the BDB Titan II and LR-87 engine, styled after the real one. Has special attach nodes for the Titan II GLV tower. Titan II GLV Service Tower, in both single-piece and modular section versions. Uses either the special Titan II GLV umbilical arms or standard general umbilicals. Remade Titan II GLV Crew Elevator, styled after the real Titan II GLV fallback erector and elevator. Fits snug around the Titan II like real one. Has theee height variants. ================================================================================================================ Soyuz Launch Base Collection (Screenshots by @Zorg; click for full version) (Screenshot by @DylanSemrau ; click for full version) Fully remade and expanded, the new Soyuz Launch Base is a launch base inspired by the actual Soyuz launch pad in Baikonur, but usable with other rockets with a core size from 1.875 to 3.75m. The base and arms have three color variants: the default "Tulip" green & yellow, gray-drab, or ESA blue & yellow. Base also has a full accessible deck and a built-in ladder for Kerbal access from the ground. Features: Mounting pads for the clamp arms can be switched between the default 45° positions or alternate 90° positions, or all of them can be turned on or off. Auxiliary attach nodes for the fuel arms and service gantry. Separately attached animated fall-back clamp arms with adjustable end pad size. Separate service gantry arms with animated retraction andmultiple height variants. The right-hand arm has a working crew elevator, with adjustable-height elevator pad and access platform, and an adjustable-length walkway extension. Optional transfer airlock can be turned on for crew boarding of a spacecraft inside a fairing via the crew transfer function. The crew elevator itself is also available as a separate part without all the overhead of the full gantry Separate small and large fuel arms, each with several height options and adjustable umbilicals, and with an animated retraction. ================================================================================================================= Shuttle Launch Platform Collection (Screenshots by @Zorg; click for full version) (Screenshot by @DylanSemrau) (Screenshots by AlphaMensae) The full NASA Space Shuttle Mobile Launch Platform and infrastructure, presently designed for the Cormorant Aeronology Mk3-based shuttle stack, but can be used with @benjee10's Shuttle Orbiter Construction Kit (SOCK) with a lot of adjustment with the offset gizmo. Version 2.2 of Modular Launch Pads will have direct support for the SOCK shuttle and other shuttles, please be patient. Features: Shuttle Launch Platform base with separate main engine and SRB exhaust holes. It is a launch clamp, but a free-standing version is available in the Extras folder in the download. Fixed Service Structure tower compriese of separate modular sections: Base with the elevators, multi-height tower core, 2-height crew access with separate snap-in access floor, and top for attaching the beanie cap arm and lightning mast. The base has two separate elevators with different maximum height options, and the elevator pads stopping point can be adjusted downward. Intertank Access Structure which mounts to the side of the FSS tower using one of the side nodes. Separate animated retracting service arms: LOX Vent "Beanie Cap", Hydrogen Vent and Intertank Access. Crew Access Arm for boarding shuttle crews. Animated Tail Service Masts with retracting umbilicals and built-in sparkers (same FX as the General ROFI). Animated cosmetic SRB hold-downs with drop bolts. Shuttle FSS Tower sections now have an alternate black&white color scheme and optional mesh side panels for that current SpaceX experience. New Rodan Crew Access arm for the Tundra Exploration Rodan (Crew Dragon) capsule; attaches to the FSS Crew Access Section Assembly Guide: ================================================================================================================= Saturn Mobile Launcher Collection (Screenshots by @Zorg; click for full version) (Screenshots by @Friznit; click for full version) (Screenshot by AlphaMensae) "One giant leap...." The mighty Saturn V Mobile Launcher, complete with the base and the Launch Umbilical Tower (LUT). But it is not just for a Saturn V, the modular nature of the tower parts makes it usable for all kinds of (big) rockets, both real, proposed and imagined. Features: Launch clamp base, with a separate free-standing version in the download's Extras folder. The base has three switchable exhaust hole sizes to accomodate a proper-scale Saturn V (6.4/5.625m), SLS (5m) and Saturn IB (no Milkstool, 3.75m), each with a square and various types of rectangular shapes. The exhaust holes also have switchable hold-down arm support pads in various configurations. Separate tower base section, with two style variants (regular large angled and smaller square types) and two color options (classic red and gray). The base has two separate crew elevators, each with with multiple maximum height options (up to 120m) and furthur downward adjustment via deploy limit slider. Separate "Milkstool", the tall stand used for the Apollo-Saturn IB launches from LC-39. The top ring has switchable hold-down arm support pads that can be adjusted for different rocket sizes. Modular Section Launch Umbilical Tower, comprised of a multi-height tower core section, a 2-height crew access section with a separate snap-in access floor, and a top section with the hammerhead crane mount. All section types have two color options, red and gray. Two separate sets of animated side-mounted angled swing arms: A Saturn V (plus a Saturn IB arm) set modeled after the actual Saturn V LUT arms, with two size options for the the Bluedog Design Bureau and DECQ Saturn Vs, and a general set for use with other rockets, with seven unmbilical types and switchable preset sizes for 1.875, 2.5m, 3.125m, 3.75m and 5.0m fuel tanks. Both sets have the red and gray color options and animated retracting umbilicals, with the swing animation to the right. Crew access arm for boarding your heroes on their Mun mission, with the red and gray color options and animated retraction. Separate animated Hammerhead Crane . Has two color options, either the classic red and yellow version or a gray version. The crane has an integrated lightning mast , switchable between the original Saturn type and the later Shuttle type (first used for the Apollo ASTP Saturn IB launch); can be switched off. Separate Damper Arm, the wishbone-like "arm" that stabilized the Saturn V during the rollout to the pad, with animated raising and lowering, plus the red and gray color options. Separate animated retracting cosmetic hold-down arms, in both Saturn V and Saturn IB versions, and Saturn V Tail Service Masts. Assembly Guide: Version 2.3 Launch Rail Assembly Guide: ================================================================================================================= LICENSE This mod is being shared under the CC-BY-NC-SA license: http://creativecommons.org/licenses/by-nc-sa/4.0/
  2. This thread is for links to standing threads that cover upcoming launches from specific launch providers. These threads usually have links to the latest live launch coverage, as well as discussion about upcoming launches: https://spaceflightnow.com/launch-schedule/ http://www.launchinfo.space/ (this has a countdown to next launch) https://nextrocket.space/ (comprehensive list of upcoming launches) https://calendar.google.com/calendar/[email protected]&pli=1 (cool calendar of launches with links) Launch Provider Threads: Spacecraft Threads: Space Agency or Agency Programs General Discussion Threads: Someday ( ): Unflown Crew/Cargo vehicle threads: (The Exploration Company's Nyx) Unflown Lunar Vehicles: NASA Human Landing System Discussion: Eventually we need some others as well...
  3. So, I recently downloaded the RN Soyuz mod, and on the Soyuz LOK Descent Module there appears to be a person underwater tapping on the window from the inside. It is a flat image texture, and i converted the DDS file into a jpeg and a cropped PNG, please tell me WHERE THIS IS FROM????? note: image was upside down in texture file note 2: the mod is from ckan, uploaded by radernik note 3: could be from some movie or game involving a flooding submarine
  4. Mat's Aerospace Allotment - Kerbalised Soyuz Mod v0.9 ARTICHOKE SPACECRAFT AND LAUNCH VEHICLE v0.9 (Stock-a-like / Kerbalised Soyuz mod) By DairyLee Hello Everyone! So in my spare time, I have been making a Kerbalised Soyuz mod. It started as just a small scale thing to mess about in unity and ended up being a complete (ish) Soyuz spacecraft and launch vehicle. It's far from finished, especially when it comes to behind the scenes config stuff, but I wanted to let people try it So what does this mod feature? Well we've got 11 or so parts to build a Soyuz or Progress Spacecraft as well as 13 parts to build a launch vehicle (this includes some adaptors to make the parts fit better with stock bits!) The actual art style should keep most of it looking pretty stock-a-like and for usability it's not a faithful recreation of any part of the real life vehicle. In terms of size it's bigger than Tantares and small than the HGR parts, the upper stage is 1.875m and the rest has bee scaled around that. The command capsule and orbital module both have internal views and I have tried to animate all the bits and bobs around the spacecraft, so the comms antenna, solar panels, docking port and service module engine cover all move, open and close. There's also craft files for the manned and unmanned spacecraft. Also, the two adaptors aren't in the above images because I forgot... To Dos Still lots of work needed. I need to sort the science/R&D side of things and balance the configs a bit. The cost of parts needs work. Want to add some more parts for this too. Improve localisation is on the list of to do's. More engine variants. Have the 1ST-R tank with a flat variant bottom for standard KSP parts to fit. Improve general usability with vanilla KSP. Work on detail/greebling. Requirements Needs BDAnimationsModule (BahaSP) - Available HERE - (Not Included in my mod's download) DOWNLOAD CurseForge Spacedock License This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. ----------------------------- The work I do is solely for my own enjoyment and knowing others get to share the fun by downloading my work is reward enough but if anyone ever wants to say "thanks" by paying for a coffee to keep me going they can click: donate
  5. i was wondering if theres gonna be a update for RN Series for The 1.12.0 KSP Version ?
  6. I recently made a R-7 with a Soyuz in Kerbal Space Program and was pretty happy with my results but I kept feeling like it wasn't realistic enough but I'm not sure where to start. Can I get some constructive critism and ideas of what to include so I can have a design that closely mirrors the current iteration of the Soyuz and R-7 Launcher? https://steamcommunity.com/sharedfiles/filedetails/?id=2481446423.
  7. Hello Kerbonauts, this is The Guardian Squid Expeditions Finance Department! We've recently been "gifted" a duo of KeR-7 Launchers and a Koyuz MK-II connected to a third KeR-7. We need to quickly get these off of our hands and into space! We're tasking you with building an interplanetary spacecraft with a lander. You'll launch the Koyuz first and put it into LKO then launching two other payloads and rendevouz with them in orbit above the KSC to hide it from our competitors at the Woomerang Space Center who got two Munollo launchers. The payloads you'll need to build are a Reuseable Lander of any kind of fuel (No Kraken-Powers) and a Ferry Stage using any kind of fuel (Still no Kraken-Powers). You'll get to take your new craft as far as you like! The Craft: A Soyuz and R-7 Replica mated together for the challenge is available in my Steam Workshop at this link: https://steamcommunity.com/sharedfiles/filedetails/?id=2481446423. Rules: -Both DLC's are required to participate. -No Fuel Tank Part Clipping without taking a corresponding amount of Fuel and/or Oxidizer, Xenon, and Monopropellant. -You can however clip fuel tanks through the base of the Fairing (The part that you don't build). -No Engine Clipping unless it follows the rules regarding the Fuel tank clipping. -All of the Kerbals must return home to Kerbin. -Minimum Two Kerbals, Maximum Three. -The Koyuz can't be edited outside of the stated rules. -The Koyuz's Parachutes can be changed. -You can change the levels of ablator, monoprop, and Fuel in the Koyuz. -You can mess with the SRB throttle and fuel levels in the Koyuz descent module. -You'll modify the KeR-7 by removing the Koyuz and adding your payload. -You can remove the parachutes on your two KeR-7s. -You can only extend the faring by ONE meter either in radius or height. -You can't refuel your craft outside of the fuel and resources you bring in the three rockets you launch. -ISRU is allowed but must be mentioned in your submission. -You can leave debris in orbit but do mention it in your submission and how much. -You can remove the Launch Escape System on the Koyuz and your KeR-7s. -Feel free to use any number of gravity assists and waiting however long to go from place to place. -Badges will be custom made upon request after completing objectives. -Reference the Allowed Mods Section for later. Have a Question? Feel free to ask! Mods: -No parts mods, MechJeb is Okay. -AmpYear and it's Reserve Batteries are allowed. -Keep the Game mostly Stock (Physics and layout, but not Graphics) Objectives: (You don't have to reach/meet all of these!) -Start the Challenge! -Visit Moho (Orbit and/or Land) -Visit Eve (Orbit and/or Land) -Visit Gilly (Orbit and/or Land) -Re-Enter Kerbin -Visit the Mun (Orbit and/or Land) -Visit Minmus (Orbit and/or Land) -Visit Duna (Orbit and/or Land) -Visit Ike (Orbit and/or Land) -Visit Dres (Orbit and/or Land) -Visit Jool('s Upper Atmosphere) -Visit Laythe (Orbit and/or Land) -Visit Vall (Orbit and/or Land) -Visit Tylo (Orbit and/or Land) -Visit Pol (Orbit and/or Land) -Visit Bop (Orbit and/or Land) -Visit Eeloo (Orbit and/or Land) -Capture and Asteroid and Enter it into the Orbit of a Planet or Moon. -Use a Nuclear Transfer Module. -Use an Ion Transfer Module. -Use a Lqd+Ox Transfer Module. -Use a Nuclear Lander. -Use an Ion Lander. -Use a Lqd+Ox Lander. How do I Prove my Work? -Post a Video/Timelapse of your Missions! -Make an album with an image of each objective completed and another image showing the cheats debug menu showing. -The Album must include the crafts in the VAB, on the Launchpad, and all the other locations you've visited with the resources menu showing. (You can also post an additional image without the resource menu) Your Starting Badge! As a Reward for Participating, You'll get this badge! (Note: Feel Free to Resize it) Minor Advice from our R&D Division: -Little cheat for those of you who want to use the Dawn engine. The Koyuz actually has a small container of Xenon onboard that's empty that's only there for visual aspects. If you want to, fill 'er up! -If you need some design ideas, look for minimalist missions on YouTube. There are some really good ones! -You don't need a lander but it would count towards the ranking of your mission. -Maybe as a Transfer/Service Module you could use the upper stage of the KeR-7 with a larger fuel tank and some docking adaptors. -You could also use the upper stage as a lander. -Bonus points for always being connected to the KSC through direct connection. Leaderboard for the most Bodies with Gravity visited: 1) 2) 3) 4) 5) 6) 7) 8) Leaderboard for the Heaviest Asteroid Captured 1) 2) 3) 4) 5) Leaderboard for the Cheapest but Furthest Reaching Craft: 1) 2) 3) 4) 5) Leaderboard for the Lighest but Furthest Reaching Craft: 1) 2) 3) 4) 5) Leaderboard for the most Creative Craft: 1) 2) 3) 4) 5)
  8. Hey guys. I'm just experimenting with my Soyuz LES System. And everything worked well except for the last part. The Parachute won't open up after the Descent module seperated with the Orbital Module. https://youtu.be/fLJSeuiBGds The Descent module has been seperated from the orbital module succesfully, but why did the descent module parachute didn't worked? This isn't normal, when seperating the orbital module and the instrumental module after de-orbiting, it worked. Never been a unsuccesfull parachute deploy after entering the kerbin atmosphere. So please help me with this problem. Thanks
  9. As the title said, one thing that I would really enjoy to have is the ability to make "full Soyuz style" spacecraft instead of just Vostok, so having also the "descent module" alongside the "orbital module". What do you think guys? Do you also feel that is a little bit incomplete right now?
  10. Hello all, since a few times I have been asked to fill in all the work of one page from now on all the work will be a representation (or update) here. At the moment this new rockets. ANGARA: Young rocket, its first launch occurred only in 2014, the main emphasis on modularity thanks to the first stage. Author Angara RO cfg MoNsTroo, thank you! DOWNLOAD: version 1.3.3 http://spacedock.info/mod/815/Angara Rocket Pack SOYUZ: The legendary rocket, pioneer in the exploration of outer space and simply beauty. Rocket comes with spacecraft Soyuz, and the cargo ship Progress. It does not RO cfg. DOWNLOAD: Upgrading to version 1.2.2. Has a functional IVA, updated textures and solar panels. https://spacedock.info/mod/1297/Above the Sky - Soyuz TMA and R7?noedit=True Also a cyclogram on @kerbinorbiter with add-on KOS. Author's quote: it only includes the Landing and launch scripts i have also editied the scripts so the Apoapsis is 151Km and the periapsis 141Km. https://github.com/Kerbinorbiter/KOS-scripts-DECQ-s-soyuz/releases/ KOS add-on. KerbalX (Analog SpaceX) Put on the stream add-on KerbalX (SpaceX), I will not work on it on this if you do not like something correct it yourself. The rocket and ships are not a copy of their real counterparts, do not take this work seriously. v1.2.2 DOWNLOAD: https://spacedock.info/mod/1387/KerbalX-Falcon rocket (analog SpaceX rocket) Authors addon: DECQ Dragon01 Thank you for helping MoNsTroo, KerbinOrbiter and Cerberus All rights reserved.
  11. I've wanted to make a stock soyuz for forever now. It has finally happened.
  12. I had this experience before with the making history parts since every tie I try to hot stage, the engine heats up the fuel tank below before I can even decouple the stage below. I have tried with a heat shield and it doesn't work. Maybe make the soyuz-style 1.8 decoupler behave like a powerful heat shield?
  13. Soyuz This model represents the original Soyuz 11A511 carrier rocket and its payload: Soyuz 7K-OK. The 11A511 was derived from the Voskhod 11A57, upgraded to increase lifting capacity and reliability for crewed missions. It also featured the "Type 1" SAS tower, distinguishable by its dome-shaped fairing. Soyuz flew in this configuration from starting in 1966 with Kosmos-133, up until 1971 with Soyuz 11. Following missions would carry the second generation Soyuz 7K-T. They would also use the "Type 1a" SAS tower which lacked the dome. As for the spacecraft itself, the Soyuz 7K-OK represents the first generation of Soyuz spacecraft. They were commissioned to practice rendezvous, docking, and crew transfer techniques ahead of the Soviet lunar program. To accomplish this, most 7K-OK were equipped with special "probe and drogue" docking ports that allowed them to dock with other spacecraft. Soyuz 7K-OK-A were fitted with the active "probe" port which fit into the passive "drogue" port installed on Soyuz 7K-OK-P. These ports lacked an internal crew passageway, and so crew transfers were conducted via EVA. In addition to these ports the 7K-OK used an early radio-based rendezvous system known as "Igla". Igla was linked to the thruster control system and allowed the Soyuz to approach and dock with its target automatically. Soyuz 7K-OK-A in orbit Flight History Craft Info I started working on this back in KSP version 1.5.1 shortly after the completion of my Proton build. I had built the Proton at 75% scale and so I set about scaling up my existing Soyuz to match. I hit quite a few snags trying to replicate the Soyuz's SAS and the project wound up shelved for over a year. Anyways, I recently tried a new grid fin design which seemed to fix all the problems I'd been having with reliability and stability and whatnot. I found this pretty motivating and so I finally made the final push and finished it! So here it is! Key design features of the rocket include an authentic "Korolev Cross" booster separation sequence, hot-staging between stages 2-3, and of course the SAS launch escape system. On a related note, I'd like to credit @MaianTreyfor suggesting the use of ant and spider engines as LOX vents back on reddit. The Soyuz spacecraft feature special docking ports that attempt to replicate the look of the original "probe and drogue" docking ports present on the 7K-OK models while remaining functional. When properly aligned the clamp-o-tron jr. ports on each Soyuz come close enough to attract each other. This'll keep the Soyuz from drifting apart without actually being docked. Timewarp at your own risk, however. Like I wrote earlier, this is meant to represent the first generation of the Soyuz rocket and spacecraft. I thought I'd start here to provide a good base to iterate on for future variants and upgrades. So stay tuned as I'll probably post more Soyuz variants in the future! And thanks for reading Controls 4: Stage 3 (Block I) shutdown 5: Deploy solar panels and antenna 6: Descent module RCS toggle Backspace: Activate SAS (launch escape) 0: Detach descent module after abort Instructions For the best booster separation, stage at exactly 1:29 or T+89s After achieving orbit with stage 3 press 4 to shutdown the engine. Then stage while throttled up to get the stage 3 vent effect. ***There seems to be a bug where if you try to EVA from a command seat while the kerbal is facing directly towards Kerbin, the kerbal will get stuck. So… don’t do this! Downloads 7K-OK-P (Passive port) https://kerbalx.com/tehmattguy/Soyuz-7K-OK-P 7K-OK-A (Active port) https://kerbalx.com/tehmattguy/Soyuz-7K-OK-A 7K-OKS (SSVP probe port) https://kerbalx.com/tehmattguy/Soyuz-7K-OKS Salyut 1 (SSVP drogue port) https://kerbalx.com/tehmattguy/Salyut-1
  14. I wanted to make my trusted KV-3 Spacecraft go to the Mun so I built a similar Lander with the KV-2 Pod and a large Launcher similar to the ill-fated N1 Soviet Moon Rocket. I am aware that it "might have one or two" historical Inaccuracies but I never wanted to do an exact Replica. The only practical Use I can think of is Tourist Contracts, as it is cheaper and has a lower Tech Level than my other Designs that can get two or more Kerbals to the Mun/Minmus but hasn't even nearly the Potential for Science as they do (Saturn 5 for the Mun and something SLS-Style for Minmus). Theoretically it could also be used to fly Scientists/Engineers to the Mun and Minmus for levelling up. If you Launch form the KSC it has quite excessive ΔV as I designed it with the Baikerbanur Space Center in Mind. You can Download it from the Steam Workshop; the Link is in the Video Description (I don't want to put to much Links here) The LKO Launcher for the KV-3 Spacecraft is inspired by the Soyuz Rocket, I can post it too if you are interested.
  15. I haven't printed it out yet, and it needs to be painted afterwards, but here is my progress for now...
  16. Hello there! Lets introduce myself, I am a big fan of the aerospace, and what I love above all is the inside of cockpit space craft, I like to remake missions from inside cockpit, with the IVA mod (ASET) on the last ksp updates. The matter is that I would like to make some missions with the Making history Spacecraft but I don't have the knowledge and the time to make by my own all the IVA cockpit... Someone could make it?
  17. How to install Realplume for Raidernick mods WITHOUT RO?
  18. I've installed RSS and RO alongside with RN Soviet Spacecraft and Rockets mods. What I'm trying to do is to recreate the Soyuz 4-Soyuz 5 mission and dock two Soyuz spacecrafts. The launch site is Baikonur while the orbit's inclination is 51.7°. To achieve orbit I'm using MechJeb2 with Powered Explicit Guidance. When trying to launch the second spacecraft to the same plane as the first one I can get at minimum a 0.77° of difference between the two, difference that requires to much delta-v to take care of (105m/s, the Soyuz only has 172m/s). What can I do to perform a precise rendezvous? I'd prefer to not have to fly by hand as it seems extremely difficult. What about kOS?
  19. So I was thinking about my favourite real world rockets yesterday, and got curious, what are your favourite rockets?(specifically the booster stage, not the payload). I quite like the Soviet R7, an ICBM repurposed as a spacecraft? Hell yeah!
  20. Hey guys, I've been searching the internet, but haven't been able to find the answer to this. Maybe I'm using the wrong keywords or something, but then I remembered the well informed people on this forum, so I thought I'd ask here. Why do the R-7 family of rockets have their liquid boosters inset? What I mean is, most other rockets I see with boosters just strap cylindrical boosters to a cylindrical core, but R-7/Soyuz have a tapering core that has the boosters far closer together. I assume this makes it more aerodynamic, but how much difference does it actually make, and are there other considerations I don't know about? Thanks!
  21. In KSP I got this mod that adds Soviet Rockets and Spacecraft like the Soyuz and Vostok. While playing around with this mod, i decided to launch a N1 Rocket with a crew of 3 with A Soyuz LOK and LK Lander to the Mun. This is my challenge that i came up with: Launch a N1 Rocket with a crew of 3 and a Soyuz LOK and LK Lander to the mun, successfully land on the mun, and successfully splashdown back on Kerbin. As i do this alternate history mission challenge (because in real life the N1 failed), i will post images of different stages in the mission. If you attempting this too, post your images in the comments below!!! The N1 sitting on the launchpad shortly before launch: On July 4, 1969 N1-L3 Launches with a manned crew and Soyuz LOK and LK Munar Lander. The N1's first stage, Block A, has a thrust of 45,400 kN (10,200,000 lbf) and burns for 125 seconds, there are 30 engines in Block A. After 2 minutes and 5 seconds, the first stage shuts off and the second stage engines ignite. The N1's second stage, Block B, has 8 engines, a thrust of 14,040 kN (3,160,000 lbf) and burns for 120 seconds. After reaching over 35,000 meters, Block B begins the gravity turn for the N1. After 2 minutes, Block B's engines shut off. The N1's third stage, Block V, Ignites its Engines and the fairings separate, revealing the payload. Block V will put the rest of the rocket in orbit, including the trans-lunar stage. The N1's third stage, Block V, has 4 engines, a thrust of 1,610 kN (360,000 lbf) and burns for 370 seconds, putting the payload into Low Earth Orbit. You can clearly see the Soyuz LOK, LK lander, and the Block G trans-lunar stage. After entering orbit, Block V is jettisoned and the first views from inside the Soyuz LOK are transmitted to Soviet Mission Control.
  22. I love LonesomeRobots works, and i will ask if it's possible to make Soyouz launcher and spacecraft and STS shuttle on LonesomeRobots, it will be so Wonder full ! then can it be make ?
  23. TWILIGHT I think I'm going to make a music video for every planet and moon on Kerbal Space Program excluding those you can't actually land on. (JOOL)
  24. I simply can't stop looking at it for about a month now... I mean, this sound... this melody! Launched from Plesetsk with Uragan M-44 onboard.
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