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AlphaMensae

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Everything posted by AlphaMensae

  1. The Small General Service Tower has now been split off and is on the AlphaDev branch of the GitHub. The current multi-tower will be left on AlphaDev until after all the sizes have been split apart. Pic showing the new options available in the separate towers: side panels (in multiple configurations) and an antenna mast for the top The section type switcher is now like the Saturn tower, with all types (base, tops and tower cores) individually selected. No more need to turn on/off the base and top sections to stack tower cores. Side panel options are one (in front), two (front-back or left-right), three (left-front-back) and all four sides. The normal flat-roof top is called "Top Bare", and has an attach node on top; the antenna version is "Top Full" and has no node, but the mast does have a full-length collider.
  2. The Large General Launch Base now has the mesh detail revisions the other sizes received and is now on the AlphaDev branch of the GitHub. The extended size deck also got more detail greebles to break up the large flat areas it has. Finally am now working on splitting the general service towers.
  3. Did a little rework with the Extras folder on the AlphaDev branch on the Github: Moved the hide parts patch to the Extras folder, so they'e not hidden from the structural tab by default, you have to add it yourself. Got a basic RO compatibility .cfg from the RO Discord server and added it to the Extras folder. It doesn't require Tweakscale, may not be fully complete, all it does is just do a blanket 1.6x rescale of the MLP parts and adds the RO values. Here it is: @PART[AM_MLP*] { %rescaleFactor = 1.61 RSSROConfig = True } @PART[AM_MLP_*]:FOR[xxxRP0] { %TechRequired = start %cost = 5 %entryCost = 5 RP0conf = true } Also, the Small and Medium General Launch Bases got some small mesh and texture detail revisions.
  4. A note about KSP 1.8 and Modular Launch Pads: MLP itself is fine in 1.8, and the current versions of the dependencies--B9PS, Animated Decouplers and Community Category Kit--also work as is, with one exception: B9PS mesh switching works fine, but the texture switching (used for the color variants) may not show the switched color on a copied part in the VAB. Once in flight mode though, the part will have the switched color, you just may not see it in the VAB at first, until you revert to the VAB, and then it will have the right color shown. This issue will of course go away once a version of B9PS compiled for 1.8 is released.
  5. I use the dev branch of BDB, as CobaltWolf does such very long release cycles that the dev branch becomes the current version. Also, the old Titan parts are going to be removed; right now they've been given rusty colors in the dev branch to indicate they have been deprecated.
  6. One note about the craft files included with MLP: Some, like the Saturn V, were made with the BDB craft files, so the rockets are complete and usable. Others, like the Titan II-Gemini, I made myself to be just demos of different launch base combinations, and the rockets themselves are incomplete, with just enough parts to get off the ground with . I don't think the Titan II even has decouplers for the SRBs, and the Gemini doesn't have all the RCS thrusters, and the ones it does have were just slapped on anywhere, and I'm sure it's missing other stuff as well.
  7. Ah, yeah, I forgot I had used the development build of BDB for the Titan II GLV as Cobalt had remade all the Titan parts. The Medium General Launch Base has now been revised with the new rainbird detail object, and a small mesh error with a few of the new railing posts was fixed as well.
  8. Which parts are missing? If they're BDB parts, it could be an outdated craft file. If they're MLP parts and you're using the v2.1 dev build, some of the launch stand and general parts have changed since that craft file was made for v2.0.
  9. Been revising the Small General Launch Base, which was more extensive than anticipated, as I did make it slightly bigger to have the interior opening size be the one for the upcoming Mini General Launch Base, 9.5m square (the 0.5m is to accomodate the walls of the exhaust hole walls, something which I have to do for the other base sizes), so I can reuse all the exhaust hole+deck combos I just remade The Small base will be remade again, this time with a 12.5m opening. I also did some revisions to the cosmetic rainbird detail objects, just some texture improvementss. Now I have to replace the old ones in the other bases with the new ones. New Small Base is now on the AlphaDev branch of the Github! Next to do is the splitting and revising of the General Service Towers.
  10. The new railings and ladders have been added to the Medium General Launch Base. I also forgot to adjust the attach nodes for the Large base, so that's been done too, and both updated sizes are on the AlphaDev branch of the Github. The Small General Base will be the next to be revised. The dimensions will stay the same for now, as the full remake will part of a larger project to rebuild and re-UV Map almost all of the General parts (bases/plates/stands, towers and arms).
  11. No, just cosmetic. While they are styled after the shuttle platform's deck rainbirds, they are just details to help fill out and break up an otherwise vast empty space.
  12. The new separate Large General Launch Base is now done and on the AlphaDev branch. This was only a partial rebuild of the Large Base, with only the exhaust holes, decks, railings, ladders and details being remade or modified. The full remake will come later. There are many more exhaust hole sizes now in the large base, with the max square one being 20m in width, the max long rectangle (3x) being 6m, and the max short rectangle (2x) being 10m. Square and rectangle sizes are set separately to allow more flexibility in the number of sizes each shape has. The exhaust hole sizes go from 3m to 5m in 0.5m increments, 5m to 10m in 1m increments, ad for the square shape only, from 10m to 20m in 2m increments. The extended deck is larger, and can be toggled on for all exhaust hole sizes. The railings and ladders have been converted to a new system that will be put into the other general bases and launch plates. Their color is now separate from the base itself, and can be switched between three variants: yellow, red and dark gray. Ladders still have a short/tall option and multiple configurations. The General ROFI has also been revised, the deploy limit slider and animation for adjusting the height has been removed, and the fuel amount and ISP have been tweaked to give a 15 second (KSP clock) burn time at full fuel level. Pics of the new large base:
  13. .mu is a Squad proprietary format, created with their PartTools script, and can't be loaded into Unity. If you use Blender however, Taniwha made a plugin for it that loads and exports .mu files, so the animation could be changed there. I don't use Blender, so have no idea if it would work.
  14. Hi ChrisG! Yeah, I also don't know what the "animation speed" line actually does. The only way to change the speed is to change the actual animation in Unity.
  15. Well, styled after it, or I guess "inspired by" is a better way to say it. It's not going to look exactly the same, going to add I-beams and stringers and such to break it up.
  16. Yep, the runway, or there is the Walkabout mod which allows a Kerbal to be spawned outside any door in the KSC https://forum.kerbalspaceprogram.com/index.php?/topic/130575-13-walkabout-v171-17-07-2017/ There's an unofficial fork for it which works in KSP 1.7.x You could also use Kerbal Konstructs to place additional spawn points where you want.
  17. You could do it yourself if desired, but I don't see the point, as I use command chairs for testing purposes all the time. The idea for the crew elevators is to drive a crew up to the base.
  18. And in one of those sleep-on-it moments, I'm revising the planned remake sizes to add an additional base, an in-between size of 9m exhaust hole. This will e the new Mini base (ironically what I first called the Small base), and the 6m one will be the Micro base. The Micro base will be styled after (i.e not an exact replica but taking cues from) the PSLV launch platform, so small but rather tall and blocky.
  19. Ok, a report on what I'm doing now: Currently remaking the exhaust holes and decks of the large general launch base. Added an I-beam to the outer edge of the deck, which will be added to the extended deck as well. The interior max exhaust hole size is now 21m square, which required moving the support columns and footings outward a little bit, enough so that the footings are no longer completely on the top of the stock pad static--they slice into part of the sloped sectiom. I already had footing base extensions installed, so nothing is floating in air. And on the LC-39 pad in KSC Extended, the footings will still be grounded on the top of the pad. There's going to be a lot more exhaust hole sizes in both the square and rectangular shapes, max sizes are now a 20m square and 10m short rectangle (10x20). WIP pics, still have to add the ladders and a lot more decks: The longer-range plan is to remake all the general launch bases, changing the dimensions of them. The large base will have a 24m square max exhaust hole, and the whole thing will grow in size. The medium base will have an 18m exhaust hole, the small base will have a 12m exhaust hole, and the new mini base (which will I'll make for v2.1) will have a 6m exhaust hole. And after that there will be an extra-large base, which may or may not be the Gojira base I talked about a while ago.
  20. Ok, I apparently didn't test out the new General Crew Arm in KSP itself that well, as there was some position issues with the arm-end segment using the alternate swing direction, and a smaller one with the large mount type. They were due to wrong position values in Unity, and not updating the arm-end segment deploy animation when I changed how the arms were set up. All issues have been fixed, and the revised arm is on the AlphaDev branch of the GitHub. I also revised the current Large General Launch Base, adding all the original tower attach node names of the former merged sizes. I had onlly included the former large size ones, and so if a craft file had the general launch base in the small or medium sizes, those nodes weren't present, and so the craft would be broken.
  21. The General Swing Arm, Crew Arm, Umbilical and Small Umbilical can already be adjusted like this. The Saturn swing arms are have fixed preset sizes for the Saturn tower. The general version will eventually be changed to a slider adjustement style, but the Saturn V variant will still have fixed sizes, as I want to preserve the one-piece look for thst arm.
  22. The revised General Crew Arm with the toggleable "transfer airlock" is done and now on the AlphaDev branch of the GitHub. This can be turned on and boarded by Kerbals, who then can be transferred to a spacecraft inside a payload fairing. In effect, the arm itself has a crew capacity of 3, but the hatch and room thing have to be switched on first. I even added the stock generic 3 IVA. I also added a milder version of the older arm's angled pod interface to all three styles of the arm.
  23. The Saturn IB also couldn't put a fully-fueled CSM into orbit, so for the LEO missions, only the SM's sump tanks were filled.
  24. There is also another issue that I have to fix, and that deals with the newest versions of B9PartSwitch. The UI was changed, and now all the switchers are grouped together at the end of the PAW, separating them from the deploy limit slider animations associated with many of them, and removing the context which described what the sliders adjusted. So I'm going to remove more integrated things from various MLP parts that were adjusted with the slider, leaving only one. Prime examples are the Soyuz launch base will only have the clamp arms integrated into it, all the other ones will be removed, and the separate ones (glad I made those!) used instead. Also, the small launch stands will have the service pole removed (again, a separate version already exists), and the hold-down bolts will be non-animated and fixed for each ring size; the side clamps will stay as is. Other things here and there will be revised as well.
  25. What was to be a simple split of the General Launch Base has turned into a partial remake of them. Aside from adding the ladders, it's mainly the decks for the medium and large bases that are being remade. Extra exhaust hole sizes also will be (or have been) added: the small base got a couple extra, the medium base got a lot more, and likewise the large base will get a buch more too, plus the deck extension will again be made a toggleable option. Extra details (some tiny) have been added to the medium base, and the large base decks will get an I-beam rim around the outer edge, among other things. The small base will get some extra details too. Also, an extra set of attach nodes have been added to each base. The newly split launch bases are now on the AlphaDev branch on the GitHub. The medium base is done, but the others are still a WIP. The large base retains the original part name and node names of the General Launch Base, so that's what will show up when you load a craft file with the original merged base. I also added a small MM patch to the Category folder that hides the MLP parts from the stock Structural tab. Since I include and support Community Category Kit and have a stock custom category as well (accessed from the Advanced Mode in the VAB/SPH), having all that part bloat in the stock tab was no longer necessary. A side affect of this is that a search will no longer turn up the MLP parts, but the CCK and custom categories are unaffected. So if you don't want the parts hidden, just remove the patch or rename it with a .txt extension. I also have an idea to make the crew arms work with a manned spacecraft inside a fairing: add a toggleable "white room" extension (which will actually be the color of the arm) with a hatch and give the arm crew capacity. That way a Kerbal can use the elevator and arm, and still board the spacecraft by entering the access room and using the crew transfer function.
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