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AlphaMensae

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Everything posted by AlphaMensae

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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?
  8. Both of these Atlas-Centaur towers are for the upcoming v2.8 of MLP, though everything that has been completed is available on the GitHub master branch.
  9. I'm making the Atlas I/II (and I think the Atlas III as well) umbilical tower and the custom arms for it. It's the companion to the earlier Atlas-Centaur SLV-3 tower.
  10. Ok, the arms are definitely angled, but I can't figure out how much without knowing where the tower is located in relation to the launch mount. Haven't found a direct front or rear image showing them, it's all side views or angled views. Until then I'll make a judgement call pick an angle that's not too severe.
  11. Not sure if they were angled that much, they don't look that angled from straight-on side views. Maybe a little angle depending on what I find.
  12. First arm done, the simplest, not sure what it was for, but seems to hook to some kind of vent on the bottom of the interstage (1.875m cylinder shown as a stand-in for the Atlas I/II). Also not at the proper place on the tower. The arm folds downward as the "retraction". All three arms on this tower retract in different directions; of the other two main arms, one swings left and the other swings right.
  13. This is the last major addition for 2.8. Then I'll (eventually) start work on v3.0, which will be a huge remake of most of the parts. SLS might show up by the time Artemis 3 launches
  14. Ok, it's been quiet in here, even beyond the forum going down. I needed a break after the Atlas-Agena tower, that took longer than expected to make and it wore me out. But I have been working on the Atlas I/II tower, just been taking it a lot more slower this time. Anyways, here's what I have so far, still very much a WIP and in a bit of a mess right now: One note on the Wings3D screenshots: I use the shaded view for the images, but work in the unshaded view, with all the edges shown (hard edges are orange). Easier to work with, but not as pretty.
  15. Kind of still flaky right now, was getting 502 errors minutes ago
  16. The attach node on the base and the extra one for the BDB S-IC are not aligned in any way, just placed at random spots. Just have to offsrt them into proper positions. They'll get aligned in the remake, but that's for the future.
  17. I also updated the separate versions of the Centaur arms using the revised models. The retractor (that tripod-like thing behind the arms) can be moved downward with the slider or toggled on/off. They're also on the GitHub now.
  18. Ended up modifying Arm 1 (the angled upper one) instead. Looking at one of the good images I have more closely, I realized that I could extend the umbilicals by adding a short fixed section, long enough to align with the Arm 2 umbilicals without having to move either arm backwards. I also tweaked the two inside umbilicals of Arm 2, shortening them by small bit. Now the arms match the old ones:
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