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Everything posted by AlphaMensae
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
AlphaMensae replied to Pak's topic in KSP1 Mod Releases
Just need the latest Firespitter .dll, can get it from the full package https://github.com/snjo/Firespitter/releases- 2,351 replies
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@TruthfulGnome Just made the freestanding Saturn Base footings toggleable on/off, and the updated .mu and .cfg are on the master branch of the GitHub. Also made that switch, the elevator switch and the mass switch operable in flight for use with the crawler. Also made the default mass 2000t, with the switch to 1t for easier moving. Shuttle freestanding footings will follow later.
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It's doable, but not in any rush, and I'll only put them on the GitHub master rather than doing a release.
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Oh, must have been not paying attention then. Change the initial mass to 1 and it will work then.
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No, they are designed to be launch clamps. The free-standing Saturn and Shuttle bases can explode on spawn or when you get another vessel within physics range, which is why I switched to making everything launch clamps.
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The elevators do have an IVA as well, the stock Generic 3 space, to provide crew portraits and the EVA button, though EVA can be done from the hatch as well. Don't think the stock generic ones have any usable props or screens.
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I did two test launches, one with the Mini General Crew Elevator and one with Small one, on my lightweight dev install (very limited mods, none of them being major gameplay altering ones) and no blackout. It must be some mod I don't have not liking the elevators (and large crew arm) having crew capacity. Here is a MM patch to remove the crew capacity from the crew elevators, leaving the Large arm and Soyuz Gantry alone: @PART[AM_MLP_*Elevator*]:HAS[#CrewCapacity]:AFTER[ModularLaunchPads] { -CrewCapacity = del } Alternatively, to remove crew capacity from all the MLP parts, use @PART[AM_MLP*]
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The only one for the shuttle is the old assembly guide video linked in the OP. Since you're using 39A, you can rotate the whole thing so it sits on the pad like the real one. If using the Tundra's Space Center static, it has the curved track for the RSS wheels.
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I think this is the same problem that came up before for someone else, and I think the cause is Connected Living Spaces having problems with the crew capacity for the large general crew arm (then) and now the crew elevators.
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Continuing with the General Launch Bases restructure, I got the new Micro Launch Base almost done: Then I realized I need a Micro Fallback Tower, and yes, it will be styled after the Electron one, just not exactly. Thinner and shorter, enough to handle Electron-class rockets. This was a fun quick job; I made the core of the deck on a previous night, then I made the frame block in a few hours in the evening.
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Version 2.5 Released on Spacedock and the GitHub! Changelog: * 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.
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Saturn, Shuttle and Soyuz elevators are done. Update coming!
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And this will now be v2.5, as the hatch additions and speed adjustments are more than just a few tweaks The general and launch stand crew elevators are done. The Gemini one was a little tricky, and I finally got one hatch collider to work at both the top and bottom, but then decicded two would work better, as top egress and bottom egress are in different directions, so the two colliders face in opposite directions.
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Now I'm thinking that since I'm adding the elevator hatches, I can go ahead and speed up the cars again as they don't need to move so slow anymore. Apologies to anyone who still tries to use the elevators as intended.
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Did some testing of the elevator car hatch with the Mini General Crew Elevator, and got it working in both directions: The bottom of the elevator car does need to be above the walkway of the crew arm, or the "hatch" will be obstructed. I can minimize the distance by adjusting the vertical height of the hatch collider, but better err on the side of caution.
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That's why I stick with KSP 1.8.1, as Squad ruined KSP for me after that. For my own use, I'm restoring the elevator cars to a faster speed. But for MLP releases, starting with 2.4.1, I'll add an invisible hatch to the elevator cars, that's a great idea
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You need Animated Attachment for that to work, and it does. Bad thing is that mod will mess up many of your other parts and screw up your craft unless you delete its config file in its folder.
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The restructuring and partial revamp of the General Launch Bases has long been on my mind. First, I'm going to add two smaller size bases, the Micro and Mini ones. The existing ones will be far more restricted in exhaust hole sizes. One thing I've noticed is that people like to put the tower on the base itself, which isn't surprising since these bases are sort of mobile launch platforms. So rather than trying to cram as many exhaust hole sizes in a given frame size, there's just going to be a few, with the maximum size being small enough to leave plenty of room on the deck for a tower. Another thing is taking the experience with the Titan III Launch Stand and some of the other launch stands, and get away from the basic launch clamp template for some of the bases. This mean adding optional railway wheels like the Titan III stand to indicate it really is a mobile launcher. So here's a preliminary lineup for the restructured bases: Micro Launch Base: "inspired" by Rocket Lab's Electron mount, a small block-style base for Electron-class rockets; 1.25m and smaller, though 1.5m ones could work. Just one hole width, with square, short rectangle and long rectangle shapes. **EDIT** Did some preliminary blocking out, and will probably get rid of the long rectangle shape. It's just too big to keep the base as micro-sized, but will know more once I build out the rest of the deck and compare it with the current Small base. Mini Launch Base: Tall block style on wheels, "inspired" by ISRO's PSLV mobile base, and got the idea when Dylan Semrau made the PSLV in the Chrayol mod; for 1.875m rockets, but may increase that to 2.5m if it doesn't make it too big. One or two hole widths, depending on how it goes, along with the three shapes. Small Launch Base: Wheeled mobile launcher for Atlas V class and (maybe) ULA Vulcan class, so 2.5m - 3.5m with the three shapes. That's it, nothing bigger, or it will shrink available deck space too much. Medium Launch Base: May add optional wheels, and restrict it to a size range centered on 5m rockets, with perhaps three hole widths. Large Launch Base: Eliminate the extended deck and make the overall size a bit larger. Size range centered on Saturn V-class rockets with a max of two small side boosters. Extra Large Launch Base (or Super Size?): This will take over the rocket sizes that the extended deck on the cuurrent large base was made for and them some. It will be BIG, and will extend past the stock tier 3 launch pad static and will require an LC-39 pad to keep the support columns on the ground--but it might be bigger than even that There will be the usual leg extensions to reach the actual ground. It will be big enough to handle monstrous Saturn MLV types like a Saturn V with 4 AJ260 SRBs and the Saturn tower, while keeping the exhaust hole centered. I'll give it some Saturn launcher styling like the vertical stringers to make it look like a supersized Saturn Mobile Launcher.
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I believe the need for 5 pads was when EOR was still being considered for the lunar missions, which would have needed a large number of launches. Once LOR was finalized (and other realizations, I think), there wasn't any need for 5 pads, so only two were built. If you look at aerial photos of the crawlerway near LC-39B, you can see where they started the work on extending the crawlerway to what would have been LC-39C before it got cancelled.
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A quiet v2.4.0 release is now on Spacedock and GitHub (GitHub was a few days ago as Spacedock was having update problems). Changelog: * 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. Decided to give the Mini Crew Elevator some upgrades after I saw NathanKell use the Mini General Crew Elevator for his Mercury-Titan craft. This is the kind of thing I actually don't mind doing. What I really don't like doing anymore is make replicas of real things. I'm so tired of studying photos and diagrams, of being constrained by reality. I had much more fun with the General Bases and Towers, when I can free-form design, and I like how one thing in particular from that group--those super-sized alt-Soyuz clamp arms--is used quite a bit. One thing I've wanted to do is tro restructure the General Launch Bases by adding a smaller and larger size, and to reduce the amount of overlap between them, so each base will have a specific range of rocket sizes it can accomodate. This is something that might actually happen over the next year.
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I'm getting a 500 Internal Server Error on Spacedock when I try to publish an update for Modular Launch Pads. Happens several times. Still happening. @VITAS
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- totm july 2019
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