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AlphaMensae

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Everything posted by AlphaMensae

  1. The latest B9PS (v2.16.0, as well as v2.15.x) is for KSP 1.9.1 I don't actually use CKAN (just clicked the CKAN button on Spacedock), I was just notified of this issue by someone else who does use it, so I don't really know what's going on.
  2. That's the 1km spawn bug, caused (If I remember this right) by animated colliders spawning below the ground. It might be an issue with whichever KK pad static you used.
  3. @HebaruSan I was alerted to an issue with Modular Launch Pads on CKAN, in that it needs to have its dependencies listed or CKAN won't install them. So they are: B9PartSwitch: https://github.com/blowfishpro/B9PartSwitch (the only required dependency). Animated Decouplers: https://github.com/Starwaster/AnimatedDecouplers (actually not required, but does allow the animated retracting parts to be staged and not just manually triggered). Community Category Kit: https://github.com/BobPalmer/CommunityCategoryKit (for the CCK category tab I support).
  4. The umbilicals are simple telescoping tubes for the sake of simplicity, modularity and to make them easily adjustable in length. Making them like actual curved hoses would be vastly more complex to model and especially to animate, far more more work than I want to do. They would also be of a fixed length with no adjustment possible, so there would have to be dozens of different types to accomodate all the various fuel tank and fairing diameters. They would also require a tower to be located at a specific distance from the rocket, probably also restricting the type of launch base needed. So, yeah, the straight style may not be realistic, but they are simpler to make and use.
  5. The major change in the general crew arm was a switch from a center-pivot design to a side-pivot design (like the Saturn-Apollo crew arm). This allowed the arm to rotate up to a full 180°, as well as allowing the arm to sit flush with the elevator shaft. The arm was also slimmed down a bit, so it could be used for both the Large General Crew Elevator (the current General one, but remade as separate modular sections) and the new Small General Crew Elevator. A downside to the side pivot was that a separate part was required for the small elevator, as the pivot point had moved as the small elevatow tower was narrower.
  6. Yes, it's been added to the General Crew Arm in the v2.1 dev branch. The Soyuz gantry was just a simple addition, so I was able to push that out immediately as a point update to v2.0, but the v2.1 General Crew Arm has been changed too much, so it's still in the AlphaDev branch. It's also not done being changed, as I'm going to eliminate the separate Style 2 and Style 3 variants for both the Large and Small Mounts. I'm going to fold the style 2 into the Style 1 arm (I can do it without making a duplicate arm), and the new arm will be renamed to just the "General Crew Access Arm", with separate Large (for the Large General Crew Elevator) and Small (for the Small General Crew Elevator) mount versions. The old Style 3 (Alt 2) arm has become the Rodan Crew Arm, with the mount changed to work with the Shuttle FSS Tower. As of right now I've changed the titles for the soon-to-be-removed arm variants to "*** DEPRECATED ***". They will remain in the AlphaDev branch for a little while, then be removed; they will not be in the v2.1 release.
  7. The Delta II tower in Zorg's screenshot is the revised version also in the v2.1 dev build. There is a Delta II tower in the current release, but it doesn't have as much detail as the revised version, which was also fixed to remove the small gaps between the side panels.
  8. The existing Small Service Tower 2 - Pole Type has now been remade into the Mini Modular Service Tower - Pole Type. It is now 6 styles of a 6m high tower section, and are the old tower variants broken down and split into modular stacking sections, with the base pad disabled for the additional sections. The 6 styles are: 2 all-large types, 2 all-small types and 2 half-large half-small types (large and small meaning diameter of the pole). The large pole sections go on the bottom like the original version (itself based on the LC-46 "tower" used for the Athena II). Now any height of the pole-type tower can be made, in different configurations as well. It's now on the AlphaDev branch of the GitHub. It shares the same part name as the old pole tower, so craft files will load, though they will look quite different. Also added the Gray-Drab color to the Launch Stands texture series, though so far only the pole tower uses it. Also changed the Mini Truss Service Tower to Mini Modular Service Tower - Truss Type, as it's the other "Mini Modular" tower. What's next to do: The Launch Stands crew elevators will be next to be transferred over to the new textures. The Mercury one will become two parts, one for the Redstone (with rollback animation and fixed crew walkway) and one for the Atlas (fixed, with the flip-up walkway), and the Gemini one will be remade. After that will be remaking the Rectangular Launch Stand into the Atlas (Atlas SLV and Atlas II) Launch Stand, along with adding the ummanned Atlas service tower and a special Agena/Centaur umbilical arm (which was a "fallback" vertical arm).
  9. @Climberfx Yeah, I don't have anything that uses the features in the newer (KSP 1.6.1 and after) versions of B9PS in the current release of MLP. I was just trying out the module disabling thing in a v2.1 dev part.
  10. @JadeOfMaarThe stock ModuleAnimateGeneric is pretty limited at what it can do; that Firespitter one (I presume, from the FS) may have more features. In any case, I was able to disable stock animation modules with B9PS when a subtype was switched to "Off" (the associated deploy limit sliders disappeared) but they didn't turn back on for the "on" subtypes, so I have put that aside for now.
  11. Starting now to transfer/remake the rest of the existing (now the older) Launch Stand parts to the new texture series. First up was the old Tier 1 Small Service Tower, now remade and renamed as the Mini Service Tower - Truss Type. It is now just a single 6m high tower section that can be stacked by turning off the base pad on the additional sections. Still has the red&white color scheme as the default. Also has optional side panel configurations (though they are kind of small ). I did it this way to provide a shorter tower option for small rockets while still allowing a taller tower to be made, without inflating the .mu file size with a bunch of variants that would play hell with the tier 1 launch pad height limit.
  12. Is this the version in the current release? It's pretty complex, and probably doesn't go together properly in certain configurations, and in any case, it's been remade as separate modular components in v2.1 to avoid problems like that.
  13. Craft files and subassemblies (kinda the same thing) don't go into GameData, but into your saves folder: In the KSP/saves folder, you will see folders for rach of your saves. In those folders there will be a Ships folder, and a Subassemblies folder if you have created a subassembly in the game. The Ships folder is divided into VAB and SPH, the MLP craft filed go into the VAB one. The subassemblies go into the Subassemblies folder, but if you do not have one, then just copy the Subassemblies folder from the download over into the save you want.
  14. The balloon's gone up! Push the button! Something, uh, different for v2.1 of Modular Launch Pads: the Jupiter IRBM "petal" cover used at the launch sites in Turkey. Or, another way to dress up launches with, um, "science" payloads. Cobalt was the one who suggested it, more as a joke, but I made it a reality!
  15. A quick little job to make something that I first learned about not too long ago: the "petal" cover used for the Jupiter IRBM launch sites. They had this cover over the lower part of the missile, which opened up like a 12-petal flower for launching. It's something to furthur dress up launches. It's an add-on for the new Redstone Launch Stand, and I've added an optional node for the cover to that stand. It's sized for 1.5m rockets, namely the Jupiter in BDB (v1.7 dev build). Cover opening animation can be done either manually or via staging.
  16. The current Rectangular Launch Stand was designed for the Atlas, as it was assembled on the pad with just a hold-down assembly, but other bases will work, particularly the Small Flat Launch Base (called Launch Plate in the current v2.0 release, but it's been renamed since). Use the red&yellow side clamp arm with the general bases for the classic look. That rectangular launch stand is going to be reamade into a proper Atlas SLV/II launch stand for v2.1. The force percent slider is due to those parts which have a decouple module from Animated Decouplers. It's use to just allow the animations to be staged, and has zero decouple force, so the slider doesn't do anything.
  17. And that brings up another change I did to the Large General Crew Arm: it now has crew capacity and an optional "transfer airlock" with a hatch that can be used to board a Kerbal, then transferred to a spacecraft inside a fairing. The current release Soyuz Gantry crew elevator also has this, as it was a simple addition, but the Large General Crew Arm has been changed and will change some more.
  18. Not specifically, no. However, the new v2.1 Large Crew Elevator and Large General Crew Arm can be used to make something approximate to the Starliner tower and arm. @Lupihas made one for his Atlas V-ish Dyno booster.
  19. Ah, going to render another of Zorg's screenshots outdated shortly after being posted For you fans of the early Thors and Deltas, the newest thing for v2.1 of Modular Launch Pads: the Thor/Delta Launch Stand (actually shown in the above screenshot and animated Fallback Tower (used mostly with the Able-derived upper stages):
  20. New Thor/Delta animated Fallback Tower is done and on the AlphaDev branch of the GitHub! The Fallback Tower has an animated retraction (like the real one, used mostly with the Able-derived upper stages) and three inegrated animated drop umbilicals. The top two umbilicals are adjusted as a single pair, with the the third umbilical being adjusted separately. Each umbilical has separate color options, or can be turned off. The combining of the upper two umbilicals into a single pair was done to reduce the number of deploy limit sliders in the part action window, but still allow some configurability for other rocket sizes. The upper two were always connected to the upper stage and were not too far apart, so it made sense to adjust them as a single unit.
  21. Sorry, I don't make things for KK, that's for others to do. I don't even use KK, as I have to ensure that everything I make works with the stock statics.
  22. The Thor/Delta Launch Stand is now on the AlphaDev branch of the GitHub. I also put 3 craft files for it into the Ships folder. Also added the Medium Gray color option; it's just for the Thor stand, all the other new stand and towers will follow, as well as the remaining colors. The Thor towers are next: a single-piece fallback one and a modular stattionary one (that's the skinny one mostly used at Vandenberg for Thor-Agenas, not the Delta 2 tower, which actually was first used for TAID back in 1965 or so, minus the side panels and other later details).
  23. Well, it will work like the stock launch clamp, with the rail attaching in the vertical position. Rotating the rocket will then rotate the rail. I'll make it the simple way, with the rail just surface attaching to a rocket, with a minimal, or even no, collider to prevent collisions. I may also make a fancier one, which would use actual launch rail lugs that would attach to a rocket, then the rail would attach to the lugs, with colliders keeping them in place. That may be more trouble than it'd be worth, though.
  24. @Nnimrod Yes, I do have plans for a launch rail, but it won't be as fancy as those, due to the limitations of the lanch clamp module. It will work like a standard surface-attach launch clamp, but with a rail instead of the stock clamp's umbilical. That way it can be rotated for a directional launch.
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