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AlphaMensae

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  1. And now the modular version of the Titan II GLV tower is done and now on the AlphaDev branch The platforms in the tower core sections can be turned off, or with the tall section, have one or the other turned off. The single-piece tower version can't be exactly replicated with the modular parts, as that one has custom-placed platforms, but it's close enough for use with taller or shorter rockets. The modular parts are in the Special Service Tower subcategory of my stock custom category, and in the General Launch Pads custom tech tree node. The single-piece tower, the Titan II tower umbilicals and the mast are in the Launch Stands tree node.
  2. Just updated the single-piece Titan II GLV Service Tower on the AlphaDev branch with the final pieces: Alternate attach nodes for the General Umbilicals, alt color options (still only three as I continue to modify the new LaunchStands texture series), and I made the fixed pole "arm" structural detail toggleable so the tower can be better used as a conventional type with the general umbilicals.
  3. Well, Zorg just showed the now old Titan II-styled tower of mine....here is the new one The real one is a big mashup of unsymmetrical bits; I imposed symmetry while keeping some of the features, and it's squared-off so I can make a modular section version.
  4. The single-piece Titan II GLV Service Tower is (mostly) done! Still have to add the alt set of umbilical nodes and maybe some .cfg tweaks, but it's now on the AlphaDev branch of the GitHub. It's sized and customized for the BDB Titan II GLV rocket, and is mostly snap right in, with little adjustment needed.
  5. The v2.1 Large General Crew Elevator and Large General Crew Arm have options now to make something like the Starliner tower. @Lupi has made one for his own Atlas V-style rocket. The main part addition is a side-mounted tower extension section with a multiple heights of accessible walkways and walls that can be turned on or off is various combinations. In the future, I may make a dedicated Starliner tower. I also don't know where that image is from
  6. Ask the RO people for help with using Modular Launch Pads in RO and especially in RP1, as it is a do-it-yourself situation.
  7. I've finally got something to show of what I've been working on for the past 2+ weeks: the Titan II GLV service tower. It's been a rather complex process, as the tower doesn't have much symmetry to it--it's like a big mashup of structural bits. I've been able to impose symmetry while keeping some of the features of the actual tower. These pics show the core single piece tower, without the platforms, as I've gotten the top and bottom in the right spots. Also has the large angled umbilical arm with the separate Gemini umbilical attached on top. The Titan II GLV tower has it's own umbilicals, with switchable (fixed) arm types, but I'll include an option for standard umbilical nodes. And yes, the TItan II GLV umbilicals were attached sideways like shown. I'm going to try to get the platform positions to match between the single-piece tower and the modular sections, but it may end up that the single-piece version has customized platform positions. In that case, the modular part version will be for things other than the Titan II. And I think CobaltWolf put in the main umbilical port for the BDB Gemini service module, as it's in the right place, and I aligned the topmost arm so the umbilical end matches up with that port.
  8. I got the idea from Galileo's Almost Free Launch Clamps, that ModuleGenerator can output any resource, not just Electric Charge, so I added fueling capability to my launch stands and bases. They output Liquid Fuel, Oxidizer, Monoprop, and if using CRP, LqdHydrogen and LqdMethane. Yes, the fuel is free when doing it this way, BUT the generator respects crossfeed rules, so it will not fill tanks above or past a decoupler or anything with crossfeed disabled--not even a fuel line will overcome it. You have to temporarily enable crossfeed on decouplers to get second/upper stages filled. An alternative which does work for all stages is to attach (either via a free node or just surface attach) fuel tanks to the base, and then offset them onto the ground to make a "tank farm". Then just use the fuel transfer function in the right-click windows. You can even run fuel lines between the tank farm and launch base for effect, but they are not necessary. This way the fuel is not free.
  9. There's already one included, modified a bit for the upcoming v2.1. The current Shuttle FSS tower parts have also been revised to include the black&white color sceme and the side mesh panels. Yes, I do plan on making a PSLV-style Launch Base for a future update. Whether it will be a standalone base or one of the reworked series of General Launch Bases, I don't know yet.
  10. New Titan II Launch Stand for v2.1 of Modular Launch Pads; the remade Titan II GLV tower and crew elevator will follow.
  11. The new Titan II Launch Stand is done and now on the AlphaDev branch of the GitHub. It's based mostly on the stand used at LC-19 at the Cape for the Titan II GLV, which isn't shown in most images I looked at since it's buried behind all kinds of stuff. For the details, I based it on a mish-mash of the stands at the Cape and Vandy with some of my own ideas. It's designed so the hold-down bolts on the top mounting blocks line up with the corresponding holes on the supports that are on the new LR-87 engine in Bluedog Design Bureau. The Titan II actually sat flush on those blocks, so the bolts will be hidden, but they are there. The attach node for the stand is placed so the BDB LR-87 will sit flush when placed. There's also a configuration for standard 1.875m tanks or engines. Next up is the remake of the current "Tier 2 Service Tower", which was already styled after the Titan II GLV one, but it can be a lot better. Single-piece and modular versions will be available, as it's going to be another of the Special Service Towers, but still located in the MLP Launch Stands custom texh node.
  12. @linuxgurugamer How hard would it be to add customized names for deploy limit sliders? So they don't say "Deploy Limit", but anything you'd want.
  13. I think the primary attach point is whatever is used to attach the clamp to an engine, tank or whatever. The stock clamps are simply surface attached, so that point is what releases. Anything attached to the clamp after that will not release. The same will happen, I think, with my launch bases. There is a center node for attaching to a rocket, and other nodes for attaching towers and stuff. If one of the tower nodes is used to attach to a rocket, that one may become the release point instead. I think I will just adapt what are now called the Flat Launch Bases to be a Structural Mount Base, without a center hole, and something like 50m extensions to the footings to accommodate uneven terrain.
  14. I'll admit that I didn't think about my launch bases being used off a launch pad The stock launch clamps get their functions from ModuleLaunchClamp, and the decoupler action is part of it. There is no way to deactivate it, the clamp will release anything attached to the primary attach point. You'd need a custom module (like what EL uses) to get different behavior. What I can do though is to have an alternate footing type for some of my launch bases, or maybe make a dedicated mounting platform for structures. It wouldn't be a distinctive foot pad, but just a continuation of the support column, extending well below the normal launch pad static ground level, so it could be used on uneven ground.
  15. I also forgot to make the front tubular thing (looks like a net in some of the images) for the Vanguard tower in the rush to complete it. Fixed that oversight, and the updated tower is now on the AlphaDev branch of the GitHub. It's in both height variants, and can be turned of as well.
  16. Oh, a note about the RO basic patch that's in the Extras folder of the download: Do not use it with RP1, as RP1 has it's own .cfgs apparently, and it overwrites the simple patch I've included. Someone else as having the problem of the MLP parts not showing up in RO+RP1, and that is why.
  17. Succesful launch of Vanguard SLV-4 from my new Vanguard Launch Stand and Service Tower (both now available on the AlphaDev branch of my GitHub).
  18. The Vanguard Service Tower is now done and on the AlphaDev branch of the GitHub! As I had mentioned, the tower has a half-height (9m) variant, and the base frame and top can be separately toggled off, allowing multiple towers to be stacked (within pad height limits of course). The red&white color scheme is a new texture option as well, and is the default. Next up is the Titan II-GLV launch stand, and the remake of the current Titan II-based Tier 2 tower into a full Titan II GLV specialty service tower, with single-piece and modular section variants.
  19. And the Vanguard Launch Stand is now on the AlphaDev brance of the GitHub! I added the 1.25m tank hold-down options, but caution: Do not use en engine with a full 1.2m cylinder collider, like with the stock Reliant and Swivel, or they will explode from collider clipping with the hold-down structure and/or deck. I did add an option to turn off the hold-down structure so other hold-downs can be used, but the exhaust hole is 0.95m in diameter, and while the deck colliders don't go all the way to the hole's edge, it's not much, so a too-wide engine collider needs to clear the deck. I tested the BDB Redstone engine, and it works fine. Now for the Vanguard tower!
  20. More colliders added, including the ladders: Just need to tweak the tower attach nodes and update the dark gray and red color textures (all I'm doing for now until the layout is finalized), and it will be good to go. Next will be the Vanguard tower, which will be a 1-piece tower but with a half-height variant. The base plate, whatever the top is like and the front tube-frame thing will be toggleable so multiple tower parts can be stacked (obviously not with the tier 1 launch pad ).
  21. The new Vanguard Launch Stand is almost done! Alternate configuration: There's also a configuration without the side umbilicals/hold-downs for the Vanguard bare engine variant or 0.9375m tank; will add another hold-down botk option for 1.25m tanks.
  22. I've always used KJR, but in KSP 1.8.x and up, there's a major problem with KJR (both the Continued and Next forks) and launch clamps....and since my launch stands and bases are launch clamps, I've been forced to drop KJR and use the stock autostruts instead. The autostruts can work nicely, you just have to use them properly. Don't autostrut everything to the root part or heaviest part; instead, just do root or heaviest part for the first 2 or 3 parts, then create a chain of grandparent part autostruts. Makes everything rock-solid without causing problems.
  23. Which N1? I've launched the Tantares N1 just fine (it's in the v2.0 trailer). BDB and DECQ's Saturn Vs, and the SOCK shuttle as well, Make sure to autostrut everything.
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