-
Posts
1,782 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlphaMensae
-
The modular mini crew elevator parts are now on the AlphaDev branch of the GitHub. Only has three parts: the base, 1.25m section and 5m section; there is no top plate. The base is taller than the others so it can be used a short elevator by itself, with the front wall toggled off. Both the tower sections also have a toggleable front wall for crew access.. There is also only one elevator car max height, 32.5m, so the mini elevator can be used for rockets taller than 20m; lower the car with the deploy limit slider to under 20m for use with the tier 1 launch pad.
- 2,291 replies
-
- 1
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Ok, all the Large Crew Arms are done and now on the AlphaDev branch of the GitHub. There are three arms with the mount for the Small Crew Elevator, and three with the mount for the Large Crew Elevator. The old General Crew Arm was removed, and the part name is now used by the Small Mount Style 1 arm. I also revised the Mini Single-Piece Crew Elevator, adding a third height (a short variant), with the other two heights now named the Medium and Tall variants. This was done with only a slight increase in the .mu size as the elevator was broken into separate sections, and each variant turns on the appropriate sections. The "smart" way to do this, rather than simply making three complete elevator towers. The new tech tree node .cfg is also on the Alphadev branch, and the stock custom category was also updated. I also now have two versions of B9PS on the AlphaDev branch, one for KSP 1.8.1 and one for KSP 1.7.3. The 1.8.1 version is the better one, as my deploy limit animations remain with their related B9PS switchers, since the switchers don't get all lumped into the bottom of the PAW in 1.8.1 This will carry over into the release of v2.1
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
All I did for CKAN was to just check the CKAN box on Spacedock when I first uploaded. I don't use CKAN anyway so I don't care. Animated Decouplers also is still at KSP 1.6.1, so that could be screwing CKAN up too. It works just fine in 1.8.x, and it is included the download .zip along with B9PS and CCK.
- 2,291 replies
-
- 2
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Ok, I was a bit premature with the .mu file size reductions. I forgot that the open-truss style was the simplest, and the alt enclosed style much more detailed, and it ended up being 3.9MB in size. I also gave each arm style a different default color: style 1 is the dark gray, style 2 is the med gray and style 3 is the light gray. The small-mount versions are done, now to make the large-mount versions (not that difficult ). I've also moved the custom tech tree nodes so they are in a single vertical column to the left of the start, both for the stock/CTT and UnKerballedStart trees; the special platforms (Soyuz, Saturn and Shuttle) are in the lower half and the launch stand and general parts are in the upper half. All nodes are directly connected to the start. I might be splitting the general pads node into several ones, depending on how many parts there are in the end.
- 2,291 replies
-
- 2
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
The Large Crew Arms are also getting a third length variant. Just completed the first newly split arm (open-truss style with Small Mount), and noticed that the old combo arm has a .mu size of 13.2 MB, but the new split one is just 1 MB--and that's including the third length variant. So the six separate arms will total 6MB, less than half of that of the old arm. I've done some restructering in Unity to remove a lot of mesh duplication, now the length variants are formed from separate pieces. It makes the arm a bit more complicated, but saves a lot in .mu size.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
The side-hinge style requires that the rotation point (an empty gameobject in Unity that holds the arm meshes) for the crew arm be moved outward for a wider elevator tower, which means an entire duplicate of the arm is needed for a larger mount. This is much easier to done by making a separate part for the larger mount size, so that's why there are now two Small Crew Arms. For the old General Crew Arm, there's going to be six separate versions of it, each arm style in both Small and Large Elevator mount types. They will still have the two swing direction options, which of course means that there will be two copies of the arm on each part, as switching the rotation point means that it also has to be moved.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
New single-piece Mini Crew Elevator and revised Mini Crew Arm--now called the Small Crew Arm and available in two mount sizes--are done and now on the AlphaDev branch of the GitHub. A modular version of the new Mini elevator will follow soon. The now-named Small Crew Arm comes in two types, one with a mount for the Mini Elevator and one with a mount for the Small Elevator.
- 2,291 replies
-
- 2
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Looking for a mod (Split from another thread)
AlphaMensae replied to Jebihean Kerman's topic in KSP1 Mods Discussions
It's ShipEffects Continued -
Revised the large elevator extension section based on some feedback: The crew arm mount now has an alternate (left) side option, so the section doesn't have to be rotated, breaking the pattern of the vertical beams. Also, the arm mount now just sticks out from the side of the extension section, without any overlapping beams above and below the floors, which would cause problems if a stack of two or more sections was used. The revised section is now on the AlphaDev branch of the GitHub.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
It's optional....which is why it's called "Extras".
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
I just discovered that by reducing the height of the elevator car with the deploy limit slider, the reported height in the Engineer's Report is also reduced; this lowered height is based on the max height setting of the elevator in question. So I don't actually need to limit the max height of the car to that of the tier 1 or 2 launch pads, just reduce the height of the car with the slider until it's below the pad's limit. Yes, KSP still counts all the meshes in a .mu, even the B9PS disabled ones, when determining the height of a craft. I've thus added a 62.5m option to the Small Crew Elevator Base, so taller elevator towers can be made, yet still retain the ability to work with the tier 2 or even tier 1 launch pads. The revised base is now on the AlphaDev branch of the GitHub. Remember, the Engineer Report's height is based on the highest max height option, which is now 62.5m for the Small Elevator. If using this setting and using the slider to adjust the actual height downward, then the visual height and reported height will match. If using a lower max height setting, then the visual height won't match the reported height.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
The new new Small Crew Elevator (already a v2.1 thing), now in modular sections, is done and on the AlphaDev branch of the GitHub. The base section has three max elevator height options, with the highest at 32.5m so it can be used with the Tier 2 launch pad in career mode. Same 2.5m detail section and 10m core section as the large elevator, but no side panels or alternate truss options, I left the tower as is, since it wasn't meant to be that fancy.
- 2,291 replies
-
- 1
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
The fuel generator respects cross-feed rules, so you'll have to temporarily enable cross-feed on all Decouplers to fill upper stages...I think. As for the elevators, that's a KSP thing, you can usually raise the car when focused on a Kerbal, but for all other actions you have to switch to the base and elevator. You can also try action groups.
- 2,291 replies
-
- 1
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
By request, I've made a side extension section for the large crew elevator. It's a multi-configurable 2.5m tower section that has accessible floors, allowing to make side-mounted walkway sections....i.e. something like the Atlas V-Starliner crew access elevator and arm. The top floor is accessible, and there is also a middle and bottom floor that can be switched on as well, or in combinations. Each of the four walls can be toggled on/off. The bottom floor also has a brace beam option, and a front crew arm mount can be switched on as well. The section can be rotated as well, allowing to mount the crew arm sideways to the tower. It's now on the AlphaDev branch of the GitHub. The 2.5m tower detail section also now has a switchable front node type: swing arm attach (for the tower core type), crew arm attach and extension attach.
- 2,291 replies
-
- 2
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
New modular General Large Crew Elevator and the renamed Saturn Launch Stand with separate tower pedestal are done and now on the AlphaDev branch of the GitHub. The crew elevator sections are like the service towers, with a base, 10m core and 2.5m detail sections, and the top plate with toggleable railings and antenna mast. The elevator car is now on by default, as I used the Icon_Hidden tag in Unity to hide it from the part icon (only found now out how to properly use that tag ). Same car max heights as before, and use the deploy limit slider to adjust downward. The 10m core section only has the switchable truss style and side panels (either 3 or 4 sides), while the 2.5m detail section can also be switched between tower core, partial crew access (everything from the front except the top horizontal beam, plus the front of the elevator shaft is removed) and full crew access (the top beam is also removed) types. The full access type is to allow same-type sections to be stacked, creating a taller full-length opening for exiting the elevator. The crew arm attach node is the size 2 node, while core section types also have a center size 1 node for swing arm/umbilicals. There are also size 1 nodes on the sides of the tower sections. Coming next is a side-mount extension section for the tower with multiple detail toggles for creating side walkways.
- 2,291 replies
-
- 3
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
In preparation for the revamp of the Large General Crew Elevator, I did something to the Large Launch Stand--oops, it's now back to the Saturn Launch Stand. The tower pedestal is now a separate part. And I'm going to add the Saturn-style truss structure as an alternate style to the large elevator, as there originally was going to be a tower for the Saturn Launch Stand, then I used it as a base for the General Crew Elevator, then I realized it was silly to have two of the same thing, so the General Crew Elevator became the tower for the Saturn Launch Stand. Now it's going to have the Saturn tower style as an option.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
The Size 3 Launch Plate is now on the AlphaDev branch of the GitHub. I've decided for now to cap the sizes to three, not sure how needed a bigger one is, plus I want to move on to other things. I've also removed the alternate rotated rectangle shape, it was becoming a lot of wasted space, as you can easily just rotate the rocket (below the controlling probe core/capsule) 90 degrees to fit the single rectangle shape. And for some reason the square shape won't sit flush to the top of the pad static...not going to worry about now, though.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Version 2.0.6 is out! Changelog: Added a drag cube definition (the one from the stock Mk1 Fuselage) to the parts with a deploy-limit adjustable animation to prevent the "Generating procedural drag cube" message spam in the console. Moving the deploy limit slider changes the shape of the part, and without a predefined drag cube, KSP will make, then remake again and again, a new procedural one. Another interim point release until v2.1 is done, I've fixed the "Generating procedural drag cube" message spam in the console that was caused (not all the time) by the parts with deploy-limit slider animations. It was a simple solution: add a defined drag cube to those parts' .cfgs. Without one, KSP calculates a procedural drag cube, and with parts that have movable pieces via the deploy limit slider, the movement changes the shape of the part, so KSP then recalculates the drag cube...again and again and again. Now with a drag cube defined (I just used the one from the Mk1 Fuselage) KSP doesn't need to create a new one. The message doesn't even appear if the slider is being moved in the flight scene, which would happen even if there was no message spam. The drag cube additions have also been done to the v2.1 dev parts on the AlphaDev branch of the GitHub
- 2,291 replies
-
- 1
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Size 2 Launch Plate is done and now on the AlphaDev branch of the GitHub. Also removed the colliders from the extended bases in the general hold-downs so they could be used with the launch plates.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Before starting the splitting and rework of the crew elevators, I'm making what I had mentioned earlier: a series of true launch plates, ultra-low profile clamp rings for when a larger stand or base is too big or not appropriate for the launch pad static (like the Woomerang pad, which is actually a platform and putting one of my launch bases on it looks silly, or rockets which don't use mobile launch platforms, like the Delta II). They're basically just mounts for the hold-downs, to make it look like that's all there is holding the rocket down. These plates are designed to sit flush with the "ground" (the top of the pad static) by using the offset gizmo to move them down to the VAB floor. The only colliders are in the plate itself, not in the footings, legs or caps, so no problem with moving the plate down that far. Of course, they are still launch clamps and can sit as high as desired, but there is nothing fancy below the plate, and they are meant to be flush with the floor. Four sizes are planned, with size 1 (1m wide opening) done and now on the AlphaDev branch of the GitHub. Each size has a round, square and rectangle shape, with the rectangle one coming in both normal Z-axis orientation and rotated X-axis orientation, so it cen be used both ways without looking weird. The plates also do have attach nodes for towers. Oh, and I've updated the stock custom category as well. It now has separate sub-categories for the launch plates and hold-downs; the Saturrn hold-downs are also in that sub-cat in addition to the Saturn Mobile Launcher sub-cat.
- 2,291 replies
-
- 2
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Did you install Animated Decouplers? That's what allows staging of the hold-downs and arms.
- 2,291 replies
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
Oh, I forgot to add that there is only 4 parts like the other towers, as I was able to combine all the detail options into the 2.5m section, and the 10m plain section is for quickly building up the tower core.
- 2,291 replies
-
- 1
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
The modular Delta II tower parts are done and now on the AlphaDev branch of the GitHub! I also added the "stringers" to the spaces between the platforms, both in the single-piece tower and modular parts. A note on the front pole and platform stringers: They are designed to work between two of the 2.5m detail tower sections stacked atop each other with a max 2x (2x1.25m) spacing between platforms. What is NOT supported is the lower section set at "Platform Low" and the upper section at "Platform High". That is a 3x (3x1.25m) gap, and is considered a break between two separate platform groups, and the real tower doesn't have that big of a gap between the platforms.
- 2,291 replies
-
- 3
-
- launch pad
- saturn
-
(and 3 more)
Tagged with:
-
I've revised my Delta II tower, the new single-piece version (sized for the BDB Delta II with no other heights) is ready and on the AlphaDev branch of my GitHub. New modular sections for the tower will follow soon, these will have more toggleable options--like the side panels, to create an unpaneled version which was used for earlier Deltas.
-
After several days' worth of work, the new Delta II tower objects are done. The single-piece tower is in game and now on the AlphaDev branch of the GitHub. The modular sections still need to be exported to Unity and have .cfgs made for them. The single-piece version has no height variants (which will be a common thing for these versions) or other toggles, only the 8 color options, and is sized for the BDB Delta II. It uses the part name of the old Delta II tower. The modular sections will have various detail toggles. There's also two kinds of tower sections: Core type, in 5m and 10m heights, with only toggleable side panels (on/off); and detail type, in 1.25m and 2.5m heights, with the toggleable panels and other details as well: the platforms, back structure thing and the front "platform poles" as I call them. The top plate has two kinds of masts and another structure detail thing. I moved the gaps in the old tower's side panels, as that was not an intentional thing but an error in the modeling. I left it in as I didn't want to bother with fixing it then, but now I did. There's also only one umbilical/arm mount rail and set of attach nodes, and these are offset about 0.34m, to prevent the drop umbilicals from falling onto the platforms (and seems like the real ones, which look to be not in the center of the tower). Just move the the tower to center the umbilicals/swing arms on the rocket.
- 2,291 replies
-
- 2
-
- launch pad
- saturn
-
(and 3 more)
Tagged with: