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KSP2 Release Notes
Everything posted by AlphaMensae
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No need to remove the S-IC, just push the whole stack upward. The launcher base attaches to a size 5 node that appears below the engines, it's actually added to the engine mount.
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What biohazard15 said. I'd push the Saturn V up through the roof of the VAB to get enough clearance underneath. Likewise when adding stuff to the top of the tower, push the whole thing down through the floor. The correct height for the launcher base is when the base's elevator pad is sitting on the VAB floor, or slightly under it, as the collider is a thin one at the very top of the pad.
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v2.2.3 is now on Spacedock and the GitHub. It just has the Small General Swing Arm fix for the UI groups.
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Thanks, that was due to not having ModuleAnimateGenericExtra in two of the B9PS UI Group definitions. Another minor update will be coming. The fx group thing just means there is no fx defined for the parts that use Staged Animation, a holdover from its Animated Decouplers origin. It's harmless, KSP just expects a decoupler module to have the stock puff FX (or something).
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Don't have the launch base as the root part, or nothing will work. Make sure Staged Animation is installed.
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That node is for mounting the whole thing onto a launch base. The rail portion surface attaches (and decouples the same way) to a rocket, so I'd guess the RN Aerobee doesn't have surface-attach enabled in the .cfg, which being a Raidernick mod isn't surprising. An MM patch can fix that, just change the attachRules to 1,1,1,1,0, or at least the 2nd and 4th digits, which is enable surface attach (attaching the rocket body/tank to something) and allow surface attach (letting other parts attach to the rocket) respectively.
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The rails surface attach to the rocket (or vice versa), which would have to have that enabled. The botttom node you see is for mounting the rail on a launch stand or base (or anything, really). RO already resizes the MLP parts by 1.61x. I don't use Tweakscale so I'm not making any configs for it.
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With thanks to Zorg for moving (and remaking) the Delta IV tank umbilical ports, I was able to get the positioning of the umbilical masts set (at least for the BDB Delta IV), and put the umbilicals themselves in, since I reused existing umb pipe meshes Also put the outer pairs in as well Next will be some more structural details and the hold-down bolts.
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Very early rough WIP look (not textured or even UV mapped yet), currently in the fitting layout, right now getting the umbilical masts' shape and position right...very close, just some fine tuning to do. Ignore the clamp stuff, that's from the Titan III stand I used as a template I think those pairs of small dark holes in the lower tanks are the connectors for the umbilicals; they're certainly in the right spots.
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It will probably end up sharing a lot of the visual look of the Titan III stand. I got the general shape to be pretty similar, but the details will be more of my making than the actual ones. The hold-down bolts and umbilical masts will be fully adjustable, so they will have the same functionality of the Titan III Stand's bolts. It also may be just one color, as I might have to make a custom texture for it if I can't fit the main structural parts into the Launch Stands series of textures. May have to chop the UV Maps into a lot of small sections, which means using what I call "ribs" and "nubs" to hide seams and provide detail, lots of which are on the Titan III stand.
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Uploaded v2.2.2 to Spacedock and the GitHub. Changelog: Updated Bluedog Design Bureau patches to give larger extra attach nodes to some of the tanks and engines to prevent catastrophic wobbling upon spawn. Restored missing CCK tag to the Saturn Hammerhead Crane; it's now visible in the Modular Launch Pads CCK category. I tried an experiment by integrating the Command Seat module into one of the crew elevators cars; it just needs an empty transform for the "seat", the module takes care of the rest. I was able to board a Kerbal into the invisible "seat", but it didn't move with the car, just got left behind on the bottom of the tower. I did this to see if I could provide an option to deal with the blasted anchoring system trying to pull free-standing Kerbals down through the floor of the car, without having to use the external command seat, which does work but requires Animated Attachment. Unfortunately it turns out to be a dead end, as I have no idea how to move the integrated seat with the car, or even if it's possible (could be a stupid KSP thing). The transform for the seat does move in Unity, but alas, not in KSP. In other news, I have started on making the Delta IV Launch Stand. I had to simplify the general layout, both to reduce complexity (it's more complicated than I thought, and seems to change from launch to launch) and to enable it to handle 2.5m size core tanks as well as the 3.125m BDB Delta IV. The core and side booster hold-downs and umbilicals (those wedge-shaped boxes on one side of the stand) will each be separately adjustable using deploy-limit sliders.
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I added that ring to the old BDB Sarnus I engine mount because way back then BDB didn't have a Saturn IB engine mount, which was fully circular without any cutouts or indentations. The hold-downs for the Saturn IB attached to the base of the fins, and with the indentations, 4 of them arms didn't fit right, so I made up a ring of the proper size and stuck it into the BDB model to cover up the indentations. Now that BDB has a proper Saturn IB engine mount, there was no more need for that ring, so it has been removed in MLP v2.2.1. The fix is very simple, you can do it yourself by going into the Compatibility_Patches folder of ModularLaunch Pads, open up the main BDB patch .cfg, go to the BDB Sarnus I Engine Mount and delete the MODEL{} lines. Also, I'm going to be putting up another minor update for MLP that increases the size of many of the extra nodes that MLP adds to various BDB engine mounts and tanks for attaching to a launch base. Some were too small (and thus too weak) and could cause catastrophic wobbling when spawned on the launch pad.
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Well, it already has rectangular exhaust hole shapes for 2 SRBs, and that will stay, but I'm not doing anything for 4 SRBs other than raising the max temp to something high enough to withstand them firing into the base. In fact, the Saturn base will become even more of a specialized launch base supporting just the Saturn V (with 3 exhaust hole shapes) and the SLS (with just one shape and integrated hold-downs for the SRBs). I'm not Cobalt, I don't do things for paper rockets
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Yeah, the extra bottom attach node (size 2....it came from Zorg ) that a MLP patch gives those AJ260 SRBs is too small. I tried it out too, and had the same results. Made the node size 4, and upped the breaking force and torque to 40,000 each (100x the value in BDB) as well. No problems with it after that You can change the node values by going into the ModularLaunchPads/Compatibility_Patches folder and opening up the BluedogDB-Solids_MLP_Patches.cfg file. Go to the Saturn AJ260 in line SRBs and change the last value in the node definition from 2 to 4. The increase in the breaking force and torque may not be necessary, a size 2 node is way too small for those huge SRBs. I'll update the patches and do another minor update for MLP.
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KSP sometimes glitches like that, or it could be a problem with post-1.8.1 KSP versions and KJR and/or World Stabilizer if you use them (I use neither in 1.8.1) Use the stock autostruts instead, and autostrut the base to the root part.
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The old BDB Saturn V was very undersized, and the Saturn launch base was not designed for a 64% scale C-8 unless rescaled larger.
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I just posted v2.2.1 on Spacedock and the GitHub. It has @UnanimousCoward's updated CryoTanks patch, and I removed the ring that Modular Launch Pads added to the Bluedog Design Bureau Sarnus/Saturn 1 Engine Mount to make it the Saturn IB version, which was fully circular without the cutouts and recessed sections (the ring only covered the bottom of the recesses to provide a place to attach the hold-downs). The new BDB Saturn I engine mount now has a Saturn IB variant, making the MLP-added ring unnecessary. The lines that added the ring have only been commented out in the BluedogDB_MLP_Patches.cfg located in ModularLaunchPads/Compatibility_Patches folder for now, so if desired the '//' in front of the MODEL{} node lines can be deleted to restore the ring. Once the new BDB Saturn parts are officially released, those lines (and the .mu for the ring) will be deleted.
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I added that ring because BDB back then didn't have a proper Saturn IB engine mount, which was fully circular without those cutouts that the Saturn I had. The Saturn IB hold-downs attached to the base of the fins, and there needed to be a solid surface all the way around the engine mount, so I did a little secret addition to it. With a true Saturn IB now in BDB, I can remove that ring in the next MLP update.
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I have thought about it, but don't know when I'll get to it. Doesn't seem too complex, maybe in the next month or two.
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Hold down the left shift key when using the offset gizmo to get 20m of free movement.
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The Saturn tower was originally sized for a 64% scale Saturn V and Saturn IB (my own, actually), which means a 6.4m diameter S-IC and S-II, 4.25m S-IVB and the default 2.5m Apollo CSM (which I used as the baseline). The old BDB Saturn V is undersized, except for the Apollo CSM which is still 2.5m. The S-IC and S-II stages are very undersized at 5.625m, and the 3.75m S-IV is also undersized. This is why the old BDB Saturn IB on the milkstool did not line up with the tower arms, as the Saturn V was too short. My own Saturn IB fit perfectly as with the IRL one. The new BDB Saturn V, while much better, is still undersized compared to the CSM, with a 6.25m S-IC and S-II (needs to be 6.4m to match the CSM). Cobalt unfortunately still likes his 0.625m multiples. Whenever I find the desire (which may be never as I'm burned out) to remake the MLP Saturn tower and launcher base, they will still be sized for a full 64% scale Saturn V and Saturn IB. Use the DECQ Saturn V for a proper fit.
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If you get duplicates of the custom category, go to GameaData/Squad/PartList and delete the CustomCategory.cfg file (or similar name) that will be there. With mod-provided stock custom categories, you can't manually create your own in-game or click on (even accidentally) the little '+' sign that will be in the corned of the part icons, as KSP will create its own custom category .cfg and copy all the mod-provided ones into it, resulting in duplicate icons.
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May be more of a KSP problem, but having the launch base as the root part will also not properly show delta-V information. It's always best to attach the launch base after the rocket is complete, or you probablty forget to reroot to the probe core or pod or whatever at the top. I know you fixed it yourself, but I will add that the StagedAnimation included with ModularLaunchPads is actually the v2.0 version, as NathanKell gave me the updated .dll before putting it on the GitHub as v2.0
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It does have two extra height variants, but otherwise it's the Titan II GLV erector/elevator and not meant for the Titan III. Titan III was stacked atop its mobile launch platform in those various buildings of the ITL complex; if a crewed Titan III was ever launched, most likely a separate crew elevator would have been added to one of the pads....much like how one was added to SLC-41 for Atlas V-Starliner
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The Agena/Centaur tower is a simple one because by the the time I got around to it, I was sick of making Atlas parts and did not want to spend even more time making all the various towers that Atlas used over the decades. So I said "screw it" and made the basic mini-modular type for Atlas-Agena/Centaur. I was going to make the Agena arm usuable with the general towers as well, but it would have been even more work to add the switchable front wall those tower sections, so I nixed that idea too.