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AlphaMensae

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Everything posted by AlphaMensae

  1. As part of the new set of Launch Plates, I've finally got around to making the Falcon 9-type launch plate: It's not like SpaceX's (use the Tundra Ex one by Damon if you want that), as it shares the same style and construction as the general launch plates. Both the Strongback and FSS tower attach nodes are placed to put them in the exact position needed, with the Rodan Crew Arm (at max length) centered on the Rodan's hatch. Have to add some more side panel options to the FSS Crew Access Section, as the double-height variant was needed for the arm, and right now the front of the section has to be bare.
  2. They also said that 1.11 is being worked on as well, but no details were given. So get ready!
  3. @bjornadri Did you copy over just the Mercury parts from the BDV dev version to your existing BDB folder? That's what I did at first, and had the same problem with the airbag. Turns out the BDB.dll or something was updated to make the airbag work, so I deleted the whole Bluedog_DB folder in my GameData, and copied over the v1.7 dev one, ensuring all needed files were present. The airbag worked properly after that.
  4. I've revised the Atlas stand as I had planned, but I didn't replace the rectangular deck style frame, just made it an alternate option. The new default style is a tubular frame, and the default color is now dark gray, as the Atlas mount was never red IRL The red color is still an option, it's now the first alternate. I also added a rotation switcher, using B9PS to rotate the whole stand assembly properly, as the new tubular frame is not square.
  5. Thank you! Yep, the stock generic animation module doesn't allow for custom labels for the deploy limit sliders, so it can be confusing when there is more than one. Fortunately, the newest B9PartSwitch has a new UI Groups feature, allowing you to put various B9PS switchers and animations into a custom-labeled group. I've been adding those UI Groups to the newest v2.1 parts, and will be adding it to the older parts as well.
  6. Use the offset gizmo while holding down left-shift to get 20m of free offset range. Except for some special cases (like the Saturn and Shuttle bases) most of the tower/accessory attach nodes on the launch bases are just a starting point; the towers have to be moved into the actual position. I am going to make a specialized Falcon 9-type launch plate which will have dedicated attach nodes for the general strongback tower.
  7. I will be adding N1 and Energia-Buran launch bases and towers for v2.2 of Modular Launch Pads, which I will get to after v2.1 is done. It will be part of a "Big Rockets" update, as it will also have a remake/revamp of the Saturn and Shuttle pad parts...which will be done first. The N1 base and tower will be designed around the Tantares N1 as the default, so it's a good thing Beale is remaking it
  8. Thanks very much! Yep, the Agena and Centaur umbilical arms were a major impetus to the Atlas set of launch stand parts; I wanted to do Atlas right. The whole Launch Stand category has grown far beyond the basic general types that had existed, as I revisited an old idea about making a series of specialty launch stands based on actual historical ones. I will disagree about my modeling and texturing "always been great", as I am not an artist, can't even draw a straight line freehand with a pencil, so my limited skills are best suited to structural parts like I-beams; just do bucket-fill and no brushes. I have gotten better, but I now look at the Saturn launcher parts and am horrified at what I did way back then---I did not know nearly as much as I thought I did, or I wouldn't have tried to UV Map the entire angled base section for the tower at once. For v2.2, the Saturn and Shuttle parts are going to get fully remade or at least re-UV Mapped.
  9. Hmm, all I can think of is to make sure the launch base is not the root part, or strange/bad things will happen. I have never had this happen, so it could also be some KSP fluke thing.
  10. The Atlas-Centaur Umbilical Arm is done and now on the AlphaDev branch of the GitHub. The Centaur shown is the new one from the v1.7 Development branch of Bluedog Design Bureau. I've included two craft files, one for the old (current release) Centaur and one for the new Centaur and SAF fairing. The Centaur arm assembly is designed for the Centaur style of the Atlas Mini Modular Tower (node attaches), but it can surface attach to the top plates of the larger General Towers The main frame nests inside the tower, but can be offset upwards over a short range for fine adjustment with different towers, launch stands and bases The tall arm can also be adjusted both horizontally and vertically over a limited range with deploy limit sliders, for positioning with different fairing heights and/or widths By default, the arms are designed for the base SLV-3 Centaur, bracketing it at the interstage and fairing junctions as shown
  11. Been working on the Atlas-Centaur Umbilical Arm, and it was rather complex. But it's just about finished! I'll have a demo video up here later. I think I'll make the arms also available as separate parts so they can be used with other towers, surface-attaching to the top plates.
  12. Great idea, thanks! I'd hold off until dev work on v2.1 is done, as there will be some changes to how the general towers will be structured as well as other fine tuning fixes. I can add more umbilical colors.
  13. Do not copy it over the current version, it will indeed cause problems, as many file names have changed with v2.1. It is a complete version of Modular Launch Pad, not a patch or partial one. Delete the current ModularLaunchPads folder first, and then copy over the one from the AlphaDev download into your GameData. Some of the v2.0 craft files included won't be the same; they will still load, but a lot of the parts have changed, and so the crafts won't look the same. Some v2.1-readt craft files are also included in the v2.1 AlphaDev; the rest will have to wait until I'm ready to update them.
  14. New Atlas-Agena Umbilical Arm and Atlas Mini Modular Tower are now on the AlphaDev branch of the GitHub! The Atlas Mini Modular Tower is the 4th in the Mini Modular Tower series, but a little different. The tower section has 4 height variants (2, 4, 6 8m), and two truss styles, "Agena" and "Centaur". The front details (side truss, rail, top beam and center pipes) can be toggled off in different ways, to create space for the Agena Arm retraction. I'll add this feature to the General Towers at some point. The Agena Umbilical Arm is a vertical retracting "swing arm" with umbilical lines on the end, used for Atlas-Agena launches. The arm umbilical section has three height variants, and each of the three umbilicals (the bottom one is a combned pair) can be separately adjusted vertically and horizontally.
  15. You'll have to get or make some TweakScale patches if you want to go that way. Another way is to make Module Manager patches that change the rescaleFactor of whatever parts you want.
  16. I could add them to the Falcon/Ghidorah 9 launch plate, but they'd be cosmetic only with no FX, unless someone wants to make a rainbird water shower plume for me.
  17. Thay part is from the v2.1 dev build on the AlphaDev branch of the GitHub. There have been changes made to the Saturn and Shuttle towers.
  18. Just checked it out, and seems the same to me: The [NEEDS] does need a change to SPACE_SHUTTLE_SYSTEM, so I'll make a new patch for this updated version.
  19. Actually, the solution was always there, I just forgot all about it: B9PartSwitch can also rotate transforms. Since all the launch clamp stuff and indeed everything for the stand is in a child transform to the root gameobject (needed to make ModuleLaunchClamp work), I can use B9PS to rotate the stand, legs and feet and all. This makes rectangular frames and decks possible now too. And no need for duplicate meshes.
  20. I actually want to revise the Atlas stand, as the real one did not have a deck-like frame, nor was any part of it red, it was just a mess of pipes and tubes that were yellow or gray. There does seem to be some kind of framework in that mess of tubes, though. However, I am constrained by the KSP launch clamp requirements, so I need the four support legs, and they need to be in a square pattern so the stand can be rotated properly (the legs and feet do not rotate, so there is a mismatch if they are in a rectangle pattern). Also, I think people expect having a red variant. So, I'm thinking of a minimalist tubular square frame that supports the clamps and umbilicals like the real one. The tubes will be red as the default color.
  21. The crew access floor is now a separate part, and attaches to a node in the center of the crew access tower section. Finer positioning can be done with the offset gizmo compared to a deploy limit slider, so now the crew arm and the floor can be aligned with each other
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