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Everything posted by AlphaMensae
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Beginners Part Modding Tutorial
AlphaMensae replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Should be the same, just install PartTools. For quite a while now (probably not long after Beale created this tutorial) PartTools installatiom has been simpler, it's just a single asset package that you import into Unity. Of course, there is no real reason to use Unity 2019 for making KSP parts, unless you want to use the new particle system and/or shaders. Me, I'm still using Unity 5.4.0, as I have zero reason to use newer versions. -
Beginners Part Modding Tutorial
AlphaMensae replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Just make a cylinder of the same size but with less faces, and export it as the mesh to use for a mesh collider in Unity. A basic fuel tank is indeed just a cylinder, but you can make it fancier by adding domes at the top and bottom (slice a sphere into two halves). Make it even fancier by insetting the top and bottom faces of the cylinder, extrude them inward a bit to make the tank walls visible, and place the domes inside the walls like real rocket stages. -
As Dylan said, the whole mod is designed to work in a 2.5/2.7x scale Kerbin, so something is very wrong. It would be helpful to know what other mods you're using, as well as seeing some screenshots.
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[1.10.1] Dodo Labs - v1.3.1 - Stockalike Electron
AlphaMensae replied to tygoo7's topic in KSP1 Mod Releases
It's on the AlphaDev branch of the Modular Launch Pads GitHub repo: https://github.com/AlphaMensae/Modular-Launch-Pads/tree/AlphaDev Just download it as a .zip, and install like the release version, as it is a complete edition with all the same folders. Do a fresh install by deleting the release version first, as many .cfg names have changes -
[1.10.1] Dodo Labs - v1.3.1 - Stockalike Electron
AlphaMensae replied to tygoo7's topic in KSP1 Mod Releases
Yep, it is! In v2.1 under development, there is a mini-style strongback tower if you want something more like the real thing: -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
AlphaMensae replied to Divico's topic in KSP1 Mod Releases
I don't know much about KSP statics ot Kerbal Konstructs, but I do know that launch clamps anchor themselves to the launch pad collider and not the surrounding terrain. That collider may have a specific name that's used by the launch clamp module, but that's a guess. The position of the collider may be important too. And I would also say that the position of the spawn point is imporant too, it appears it's too low, but I would not know what the specific height would be needed. -
Took another short side trip to revise the Large General Crew Arm yet again, this time using smarter techniques to replace the 6 separate arms with just two: one with a mount for the Large Crew Elevator, and one with a mount for the Small Crew Elevator. Each has the three style variants, but the third one was replaced with a hybrid of the Style 2 type and the Rodan Crew Arm type; it now shares the same basic arm structure as the other two styles (i.e. squar-ish cross section), but does have windows and solid sides. Using much more B9PS mesh-switching and transform-moving, I was able to include 6 length variants for the Large Mount version, with just the 3 shorter lengths for the Small Mount version (reason being a 20m long arm isn't appropriate for the small elevator ). The style variants are also more efficient, with only the side walls being switched (and roof panels added for styles 2 and 3). The net result being that the .mu for each new merged arm is much smaller than the previous 3 separate ones combined. Also, I made the transfer airlock option switchable in flight, so if you do the stock rescue contracts and have had the misfortune of getting one for one of the arms, now you will be able to turn on the airlock and EVA the Kerbal out of the arm. The new Large Crew Arms are now on the AlphaDev branch of the GitHub. NOTE: The six existing AlphaDev Large Arms have been deprecated by fully hiding them and removing them from my stock custom category and the CCK category; they are still in AlphaDev though. One change is that the the new Large Mount arm has taken the "GeneralCrewArm" internal part name that was previously used by one of the older separate arms. And craft files that used that old arm will now have the new Large Mount arm instead. The 6 old arms will remain in AlphaDev until the time v2.1 is officially released, then they will be removed for good, and won't be in the 2.1 release.
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I have been busy with the new simple general droop-style umbilicals. I had to scrap several nights' worth of work on them as I realized I had taken the wrong approach and was giving myself a lot of needless work, but it at least set the ground work. They are now done and on the AlphaDev branch of the GitHub, They come in 4 length sizes, each increasing in 0.625m increments, which are not adjustable like the straight ones, but the mounts have three alternate mount types, each a simple beam&pipe in different lengths to allow the whole umbilical to be moved inward for more precise positioning. And after making those, I then decided to revise the Thor/Delta Fallback Service Tower to have the same style of droop umbilicals: All three are now separately adjustable in vertical and horizontal position using deploy limit sliders, with B9PS UI Groups for each. The horizontal adjustment is done by scaling the "mount" mesh (just a solid-color pipe) shorter while moving both the mount and umbilical inward. The net result is that the mount appears to shrink as the umbilical moved inward, without the mount pipe sticking out the back of the tower. The Thor-Able MLP v2.1 craft file on the AlphaDecv branch has also been updated with the revised tower.
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Make sure the launch base is not the root part. Beyond that, it may be a Tundra issue, you might not have everything it needs.
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I have made additions to the Shuttle FSS Tower in v2.1 of MLP, available now as a dev build on the AlphaDev branch of the GitHub. It now has the black&white color scheme and the mesh side panels as options. The RSS hinge has been made a separate part and has a bare option as well to replicate what it looks like now. The SpaceX-ish general crew arm variant has been converted to the Rodan Crew Arm and made to fit onto the Shuttle FSS tower crew section. I don't have the Falcon 9 launch plate yet, but will add one in the near future; for now the Medium Launch Base works well, if not like the real thing.
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Doing some thinking, and I could make a simpler 2-segment version for the General type droop umbilical. It'd basically be a "V" shape. It would be far easier that way to make length variants, sized for standard tank diameters from a fixed origin point.
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Made a simple droopy-style Titan II umbilical: I'm not sure I want to make general versions like this, as the setup and animation for this was much more complex, and each length/size variant would require its own custom animation. For the Titan II tower, it's ok, as it's the same umbilical for both the arms and the Gemini mast.
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The Round and Rectangle Launch Stands have been renamed the General Round/Rectangle Launch Stands, to better separate them from the specialty real-type launch stands. The General Rectangle Stand has now been remade, and is now on the AlphaDeb branch of the GitHub. Both of the General Launch Stands use B9PS UI groups to make the PAW better organized: Due to its nature, the Rectangle Stand has fewer hold-down bolt and arm configurartions available. Also, after thinking more about droopy-style umbilicals, I'm testing out a simple droop type for the Titan II Service Tower. It's not going to be real curvy, and won't be adjustable, but if it works out ok then I'll make some General Umbilicals in the simple droopy style.
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There was a hinged roof panel, but it would just add needless complexity, and having the open top does make it easier to see inside. Yeah, the front panels can be separately retracted.
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I simplified it for the sake of ease of use....and to show off Cobalt's purdy Titan II even when it's upright Certain realistic things just get in the way of KSP gameplay, which is also my main problem with RO--sure it's awesome, but I don't need all that complexity
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The remade Gemini Crew Elevator is now on the AlphaDev branch of the GitHub! A note: There is only one color for it, red with white front panels and white room interior. The red&white texture for the two towers that have that color option (Thor and Mini 1) is set up in a way that the white can be turned off for the other single-color variants. The new Gemini Crew Elevator can't have other two-color options without also making those two towers have two-color options as well. And the Gemini elevator is tied to having those white color sections. So the result is only one color option for it. I also added some probe core modules to the Titan II Launch Stand's .cfg, so the elevator can be controlled without a crew aboard the spacecraft. I'll be doing the same with the other launch stands, plates and bases as time goes on.
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Ok, the new Gemini Crew Elevator needed a bit more work. The big thing was changing how the height variants were set up. Turns out that using the transform move feature of B9PS allows the actual height to actually match that of the chosen setting, so a lower height variant doesn't exceed the launch pad height limit. I already had the whole upper section of the elevator tower being moved upward; I then redid the actual elevator cars the same way. There are still three separate elevators with the increasing travel range, but now the meshes start out at the same height in the .mu and B9PS moves them upward as needed. Anyways, one more .cfg tweak is needed before it goes on the AlphaDev branch, but here is a little Gemini launch demo I made:
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Did Donner just come in off the turnip truck?
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It comes with everything needed. Without more detailed information, I have no idea what's going on.
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Gonna add one or two more height variatnts, but the new remade Gemini Crew Elevator is done and working!
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