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Everything posted by AlphaMensae
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Thank you! Yep, always something new during the dev period
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Do you mean the included patches, or do you want to make your own? The included ones run if the associated mod is installed; there are two for RN stuff: US Rockets and Soviet Rockets. Unless you didn't copy over or deleted the patches folder, then just copy it from the .zip back into ModularLaunchPads.
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That front setting is for conventional KSP capsules (like the stock Mk 1) on non-Atlas rockets, where the Mercury umbilical wouldn't be used.
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The only thing that I would make are the Ariane V hold-downs and maybe the"tower", but that will be for the future. The rest is better suited for Kerbal Konstructs. Speaking of which...... There is a KK pack for the ESA pads!
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All I was able to do was to add four diagonal-positioned (at the 45° "corners") to the Atlas Launch Stand. This is better, as manually rotating the elevator allows the offset gizmo in local mode to match the rotated axes. Really, if this is too much trouble for a more realistic setup, then either rotate the capsule 45° or just use the Mk-1 pod. The revised Atlas stand is now on the AlphaDev branch, along with a revised Atlas Elevator walkway (fixed up a minor mesh and texture issue). An updated BDB Mercury-Atlas MLP v2_1 craft file is also on the AlphaDev branch; it now has the Atlas Launch Stand.
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Yeah, I know, I was just kidding. The Mercury was just like all the other capsules, but nooooooo, he had to go make it, gasp, real!
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Blame CobaltWolf for rotating the hatch on the new BDB Mercury capsule I'll see about adding some rotated nodes for the Atlas elevator.
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Thanks all! It was a long time coming, to finally render those FASA "Atlas" clamps obsolete. Now to finish out the whole Atlas set: > A 4th Mini Modular tower, larger in size and with multiple heights in the single section. Will act as the Atlas-Agena/Centaur tower with a switchable truss style and external pipes, so it might get called the Atlas Mini Multi-Modular Tower or something. Obviously other towers can be used as well. > Special Atlas-Agena and Atlas-Centaur umbilical arms, those weird upward-rotating arms for those upper stages. The Agena one is a single bent type, while the Centaur arm is actually two beam-like things which are located on top of the tower, so there will be multiple mounting options for all the various towers..
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The new Atlas Launch Stand is done and now on the AlphaDev branch of the GitHub. Also on the AlphaDev branch are the separate standalone versions of the Atlas Side Clamp Arm and Side Umbilical, for use with other launch bases and plates (the separate side umbilical may not be as easily used though ) There also is a craft file for the BDB Atlas on the new stand; it's just the Atlas with no payload/upper stage/spacecraft, and no towers or other accessories. It's mainly for demo purposes, showing how the Atlas is placed on the stand.
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Animation added, here's a quick demo I made:
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Oh yeah, if you didn't know what those pipe bits are on the BDB Atlas booster skirt, I'm pretty sure they are the RP-1 and LOX fueling inlets, as they have pipes connected to them in photos. So I put in some fueling pipes to connect to them. They will be toggleable on/off if something other than an Atlas is being used with the stand. I'm also going to make the Atlas Stand's clamps and side umbilicals separate parts for use with other launch bases.
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Much progress on the Atlas Launch Stand; modeling work is done, all that's left is the animation and come .cfg work.
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
Ok, then, you have to replace the Part Variants module with the B9PartSwitch module. You can edit the .cfg file directly, but it'd be better to make a Module Manager patch, so it will work every time the mod is updated. Copy the following into Notepad or other text editor, and save it as a .cfg file in your KSP GameData: @PART[KK_SPX_F93_S1tank] { !MODULE[ModulePartVariants]{} MODULE { name = ModuleB9PartSwitch moduleID = textureSwitch switcherDescription = Tank Style switcherDescriptionPlural = Tank Styles affectDragCubes = false bottomOfWindow = false switchInFlight = True SUBTYPE { name = block5new title = Block 5 (New) primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_main currentTexture = F9B5_main } } SUBTYPE { name = block5used title = Block 5 (Used) primaryColor = #ffffff secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_main_used currentTexture = F9B5_main } } SUBTYPE { name = block5worm title = Block 5 Worm (New) primaryColor = #E50000 secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_worm currentTexture = F9B5_main } } SUBTYPE { name = block5wormUsed title = Block 5 Worm (Used) primaryColor = #E50000 secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/F9B5_worm_used currentTexture = F9B5_main } } SUBTYPE { name = heavy title = FH Booster (White) primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_heavy currentTexture = F9B5_main } } SUBTYPE { name = heavy2 title = FH Center Core primaryColor = #ffffff secondaryColor = #eeeeee TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_heavy2 currentTexture = F9B5_main } } SUBTYPE { name = used title = F9 used primaryColor = #ffffff secondaryColor = #995121 TEXTURE { texture = Launchers Pack/Rockets/SpaceX/f93_tanks_burned currentTexture = F9B5_main } } } } -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
Well, you posted "F93_S2FuelTank", did you mean "F93_S1FuelTank"? -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
Ok, I understand now: KK doesn't use B9PartSwitch, it uses the stock Part Variants module, which isn't switchable in flight. The second stage only has one texture variant; you'll have to add your second one to make it selectable in the VAB. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
And which first stage tank is it? I'm not too familiar with KK's F9, there are several folders with F9 stuff -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
What mod is this tank from? If it's Tundra Exploration, the soot change is done with a custom plugin and shader, and is not selectable. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
You have to add "switchInFlight = True" to the specific B9PartSwitch Module of the tank's .cfg, the one that changes the appearance. If there is only one ModuleB9PartSwitch, then it'd simple. -
@LawnDartLeo Some time ago, KSP changed the way attach nodes are cached or saved or something like that. The end result being that if a part's nodes have been changed and/or removed, the changes won't appear in existing copies of that part in craft files, or even if you are building something in the VAB and then load in the new part cfgs. You have to remove the existing parts and replace them with the updated ones, as you found out. Some of the BDB craft files included in MLP are now rather old and haven't been updated yet with the new BDB versions, so I'd expect some node weirdness like you've seen.
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
AlphaMensae replied to blowfish's topic in KSP1 Mod Releases
You have to add that line to the specific ModuleB9PartSwitch in that tank's .cfg MODULE { name = ModuleB9PartSwitch moduleID = hatchSwitch switcherDescription = Transfer Airlock switcherDescriptionPlural = Transfer Airlocks affectDragCubes = false bottomOfWindow = false switchInFlight = True uiGroupName = ArmEndInterface uiGroupDisplayName = Arm End Interface -
Probably a duplicate part category .cfg was created in the Squad folder. Happens if you manually add a part to a custom category in the VAB when there is a mod-created custom category (like mine) as well Go to GameData/Squad/PartList and delete the PartCategories.cfg file if it is there.
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So that's what those are! Oh, Cobalt....... Oh yeah, I'm also going to make the Atlas-Agena and Centaur umbilical arms, those weird ones that rotate upwards. Not sure how fancy they will be, but will make something like them.
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Not for v2.1, but probably something in v2.3, the planned General Pads update and expansion. v2.2 will be the Saturn and Shuttle partial remake, plus adding N1 and Energia-Buran bases and tower parts.
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I've been quiet with the dev news, but that's because I've started work on the Atlas Launch Stand, and between trying to figure out how to make the thing and certain distractions cutting into dev time, it has taken a while to get anywhere. Progress is finally being made, and I have the main (front and back) clamp arms installed but not animated yet. Still to come are the side clamps, which look more like umbilicals; they're the taller ones with the top piece that flips back really fast to get out of the way of the Atlas going up. WIP pic with just the main clamps installed: The clamps will have two color options: the yellow used at some times, and a darker blue-gray for all the other times Atlas was launched.
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Not quite the simple beauty of "SCE to AUX", but yay Dudmon!