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AlphaMensae

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Everything posted by AlphaMensae

  1. Oops! I made a late change to the Atlas Stand, removing the colliders from the clamp arms, but didn't do it to the revised stand, but the old one Correct one is on the GitHub now.
  2. After some final tweaks, it is fully complete now, ready to put on the GitHub. Have this little build and launch demo: It's now on the master branch of the GitHub. I have some housekeeping things to do with all the launch bases, and I think I'll add some fixed legs as an option to the general bases that currently only have wheels. Then v2.8 will be ready for official release.
  3. And now it's all done! Had to modify one of the general droop umbilicals into an Atlas I/II version, as the general ones, while they could work, didn't really match the actual one. This one is asymmetrical, with separate deploy limit sliders for the inner and outer segments.
  4. And now the modeling is done! Last details put in place (including an adjustable side plate for banner decals). Time to put it all into Unity and then into KSP. Screenshots from Wings3D show the "everything on" version, and don't have the arm umbilicals, as most got moved into their Unity positions.
  5. More progress, the topmost tower section is done. While I was at it, I realized the upper stairs really were on the outside, not inside, and so decided to make them better . Call it Stairs, second draft. They're not perfect, but they'll do for now, it's practice for later. Some of the details will be toggleable, as this tower has appeared in various forms over the years. I'm not going to make every variant, but a few representative ones.
  6. Progress! The blasted piping to the arms is finally done. The tower pipes have two variants: the default one for the exact placement of the arms as shown here, and an alternate one that allows te arms to be moved up and down and still be connected to something. The connector pipes on the arms themselves can also be turned off. Now for the rest of the tower details....
  7. Still a lot of detailing to be done with the tower, but got the wind damper arm 3 in game, fixed up the connecting pipes beween the two upper arms and the tower, added an Atlas I/II tower node to the Atlas Launch Stand, and adjusted the arm attach nodes on the tower and the Atlas I/II node on the stand to precisely put the tower and arms in the right spots. All that the player needs to do is lower the whole Atlas stack so that the tower sits on the floor of the VAB; it doesn't need to be exact as the tower's collider doesn't start until 0.1m above the bottom. The tower was actually on the side of the launch stand opposite the side with the pipes leading up to the Atlas, but I will add another node for the tower so you don't have to be so exact. Yeah, Atlas II launched from LC-36, but I moved the tower in enough so it could be used with the TLC LC-14 pad.
  8. After several days of endless modifying, tweaking and reloading, the revised Atlas I/II Tower Arm 2 is done, along with a revised animation and pipe connections to the tower pipes (still a WIP). This default tower pipe arrangement obviously requires a lot of precise arrangement and positioning of the launch stand, rocket, tower and arms, so there will also be an alternate version which won't require such precise vertical positioning, and which will be useful for more general uses. Basically the pipes xoming from the arm will clip into vertical ones on the tower, which actually is how a lot of the other pipes are like anyway.
  9. In a case of going a little too obsessive over fine details, I'm modifying the Arm 2 umbilicals. After seeing what I did with Arm1, and looking again at images and the actual parts on the BDB Atlas II, I found the arm lacking. One thing I noticed that Zorg included on the Centaur 2 tank's texture two small black holes that looked like umbilical connection points (like the ones he added to the Delta IV), and they did match one of the images I've studied. So after a tedious series of modify-write-copy-reload cycles, I got two of the umbilicals repositioned. It did involved rotating the Centaur tank and interstage by a few standard small increments (shift key with the rotate gizmo and with angle snap on) to match how they appear in IRL images. Close-up of the partially modified arm (ignore the missing or misplaced meshes); those small raised rectangles on the tank are where the connection points are: And a wider view with both arms in place:
  10. Yep, I saw that image earlier, and that's my plan. There's still space for my nodes
  11. Modular Launch Pads has some custom tech tree nodes, they are arranged in a vertical column branching from the stock Start node. What does this tree do with them? Or are the parts moved elsewhere? I prefer my parts be in separate nodes from rocket and plane parts, so I may have to add a patch to Modular Launch Pads to move my nodes to where this tree's Start node is.
  12. Got the WIP tower and Arm 1 into the game. Had to make some tweaks to the arm so the umbilical connectors were better positioned on the fairing. Didn't touch the umbilicals themselves (that would have meant altering the animations), I just moved the attachment points in the arm. Probably should have learned what that part actually was before placing meshes.
  13. Final arm (Arm 1) for the Atlas I/II Tower has been modeled in standard form in Wings3D. The umbilicals attached to the flared base section of the 4m Atlas V fairing that was also used with the Atlas I and II, so that's the standard form, but I'll also add an option for a straight type fairing or a tank. Just need to make the umbilical end connectors horizontal (they are already separate meshes) and at the same distance. This was more complicated than Arm 2, as it has all kinds of curvy pipes and I couldn't really tells what was going on in the images I have, so I kinda gave up and made something that fit my model while sort of resembling the actual arm.
  14. Ok, yeah, LRTR uses the RP-1 tree, and the the RP-1 for RO puts all the MLP parts into the starting node. The LRTR version (could be using an older RP-1) may change that. If LRTR doesn't remove the MLP custom nodes, then they may still be present, just buried somewhere in the LRTR tree. UnKerballedStart shifted the whole tree to the left by a large amount, and the MLP nodes were still there but largely covered up by a bunch of tree icons and lines. I had to shift the MLP node icon column way to the left to compensate.. Otherwise this is an LRTR issue.
  15. Yes, it's Modular Launch Pads, that shown is from the upcoming v2.8 update but is available now on my GitHub. Launch site is Vandenberg in KSRSS, using KSC Switcher.
  16. In Science or Career mode, most of them will need to be unlocked first. There is a column of custom tree nodes on the left side of the stock tree, CTT and UnKerballed Start. I do not know what other tech tree mods that radically change the stock/CTT layout or alter the start node do with the MLP parts. I do know that RP-1 puts them all in the starting node.
  17. I've been busy, on and off, for the past 10 days making what has to be the most complex swing arm yet for Modular Launch Pads, what I'm calling the Atlas I/II Swing Arm 2. This was mostly due to making the piping more natural looking by using curved elbows to bend the pipes, rather than just clipping pipes together at right angles. I have a ready-made mesh for just that, a quarter-section of a 12-segment torus, which allows for 90°, 60° and 30° bends. As long as I keep track of how much I rotate things, I can align the pipes together perfectly. This arm has a lot of complicated piping, most of which I didn't fully understand so I simplified things for the sake of my sanity That and just taking some guesses while trying to keep the overall layout true. I've also settled on a 24° angle for the wind damper arm (which is complete and already in Unity), and 10° for Arm 2. Anyways, some very WIP screenshots from Wings3D, showing a partial arm in its placement position (ther missing parts will be just duplicates of the existing ones). The vertical height will most likely end up being different one I get the arm in game and see where it goes on the BDB Atlas II. The I-beams and pipes are already UV-mapped and textured, I just have to UV map the other structural bits, which won't be hard at all as they are just simple blocks. Wings3D can auto-UV the whole mess and I'll just dump the lot into an area of the texture.
  18. I'd love to see Kapybaras, but I wonder if this hype train is so amped up right now over the working title that Dean may find it very difficult to change from the cats some time from now.
  19. First, Felipe (HarvesteR) is indeed involved as a developer. This project started back in July when Dean tweeted a photo of him and Felipe together. Dean had been working on his custom game engine for a while already, and with what happened with KSP2, I think there was a mutual desire to make the true KSP successor, and so they started on the "KSP-like game" that Felipe had expressed a desire to make. Second, Take2 is not involved. Enough said/. Also, Twitch streamer and giant GSP fan EJ_SA said yesterday on stream that he has been working as a consultant to Dean & Co. ever since the project began, and in fact personally steered former KSP1 and KSP2 devs to Dean. We only know a few of the names, there are others that have not been announced yet.. Oh, third: Dean is a coder, Nate was just an artist. Who do you want leading a project like this?
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