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AlphaMensae

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Everything posted by AlphaMensae

  1. None of the bases should be a root part, as they won't work right if they are, so if you start with one of the bases first, you'll have to reroot to something else (usually the pod or probe core).
  2. I'm currently making a new trailer/demo/short for v2 of Modular Launch Pads, and one segment will be a Mercury-Atlas launch using the BDB Mercury Atlas. Here is the unedited video for it, using the audio of John Glenn's Friendship 7 launch. Visuals are not Zorg-level, they're bone stock, but I can't afford to slow things down with lots of visual mods. Yeah, I used mostly swing arms, as I wanted to be different, and I just like them better.
  3. Hold down left-shift when using the offset gizmo to get 20m of free offset range; unless you've been copying over the same settings file from KSP v1.0.5 or before (it was added some time after that), you'll have this. I've been saying this repeatedly, and it's also in the new OP here, right near the top.
  4. If I did that, then the node would be up inside the engine mount and not visible, in which case you might as well use the center F-1's bottom node, I provide node-aadding patches as a convenience, to make it much easier to attach a launch base to a rocket (or vice versa); in only a few cases is the extra node a necessity, as most engines have bottom nodes. So they are going to be of a generic nature and very visible, and the exact positioning left to the use. The offset gizmo is a stock tool, and it needs to be used with my launch bases.
  5. Version 2.0.2 is out. Changelog: Removed alternate height variant from the Shuttle FSS Tower Base, as it was causing the whole shuttle platform to sit above the pad static in KSP 1.7.x
  6. Aha! I found the cause of the floating shuttle launcher base in KSP 1.7.x: It was the alternate height variant of the FSS Base that was pushing the whole platform up into the air, as that variant was for the alternate orientation of the platform, rotated 90 degrees so when on the stock pad static, it would match that of the IRL one...except that the shuttle would be pointed to the east, and the FSS would be sitting on the ground, not the pad. It could be something to do with B9PartSwitch or KSP, I don't know. Removing that variant put the base back on the pad static. v2.0.2 will be up soon!
  7. Ok, the quickest solution would be to use the free-standing version of the shuttle base, the two files for it are in the Extras folder of the download. Copy them over to ModularLaunchPads/Saturn_Shuttle. I'm going to revise the clamp version by integrating the FSS base into it, that should solve the problem, and put it out as v2.0.2.
  8. EDIT: This appears to be KSP 1.7.x issue with the new clamp shuttle launcher base. It's fine in 1.5.1 and 1.61. The difference between the Saturn and Shuttle bases is that the ground access elevator on the Saturn base is built into the base, while the FSS base is a separate from the launcher base. For some reason in KSP 1.7.x, this won't let the Shuttle base go down to the proper height. Yes, it will, it's the same as the original release, just with some .cfg file changes/addtions and some new craft files.
  9. Version 2.0.1 is out. Changelog: Added separate patch for Bluedog Design Bureau Soilids. Revised reDIRECT patch to add a node to the STS ET for SOCK. Updated patches forTantaresLV, Raidernick and Tundra Exploration. Added craft files for SOCK shuttle and TantaresLV 1.875m TLV. Added missing CCK tag to Small Service Tower Umbilical.
  10. Thank you! The only thing that may need changing for KSP 1.6.1 is B9PartSwitch. The KSP 1.7.x versions may work fine in 1.6.1, but I have not tested it. Otherwise just get the last KSP 1.6.1 version of B9PartSwitch, which is v2.6.0: https://github.com/blowfishpro/B9PartSwitch/releases/tag/v2.6.0. I don't use any of the features in the newer versions of B9PartSwitch (well, not yet anyway), so for now you can still use even KSP 1.3.1. The versions of Animated Decouplers and Community Category Kit included (the default ones, not the KSP 1.3.1 ones) work in KSP 1.5.1 and up.
  11. With Shotcut, the video editing program I use. Like Wings3D and GIMP, it's also free. And rather simple to learn and use.
  12. Thanks for that catch, thought I had the CCK tag in the .cfg. A fixed version is now on the Github. Also changed the Craft Files folder to Ships/VAB.
  13. I've finally made the patches for Raidernick's US and Soviet Rocket packs, they are now on the Github. Well, I did have a single patch for the RN R-7 Block A, but I've added the other Sovies rockets to it. For the Aerobee in US Rockets, the node is added to the liquid stages, well below the bottom...but it may still overlap the solid stage below it. It's a size 2 node, so will stand out.
  14. I didn't build it either with the v2 Saturn base, I used the craft file in the BDB download. For the Saturn V, Soyuz and the CA shuttle, I used provided craft files. One, because it was far faster for dev work, and two, BDB and Tantares are way too lego-like for me, everything is all broken up, and not the way I made my own versions, which have full stages (just add engines). I have zero experience building shuttles in KSP, so I didn't want to bother trying to put one together. However, I did have to build the SOCK shuttle as the craft files I received or were in the SOCK download had the arm installed, and would not load in KSP 1.6.1; I don't have the BG DLC, and I still use 1.6.1 for final testing and craft file builds.
  15. Updated TantaresLV patch file and 1.875m Soyuz+Soyuz Base craft file are now on the Github. The patch file adds nodes to the new TLV Size_1_Tank_D (the bottom of the core tank), and the Corvus and Chara (Kosmos and Kosmos-2I) lower first-stage tanks. Craft file has the new 1.875m (called "Size 1.5" in TantaresLV) Soyuz on the Soyuz Launch Base all configured for it.
  16. I do know that many (if not most) KSP players don't read the part descriptions, as the stock parts really are just simple lego blocks and the descriptions are mere fluff (then there's TantaresLV, where the descriptions are basically "A large tank"...gee, that's real helpful ). But most of these parts are complex, with many integrated functions and/or variant and adjustment options, so I made the descriptions mini instruction manuals. Many of them have historical info as well, as I desribe what it did IRL.
  17. Yes, use the Q and E keys to rotate it, which is, as noted above, in the description It has a built-in reaction wheel limited to just the roll axis....took some testing before I figured that out, at first I thought it would be the yaw axis...nope The alternative would have been to make the crane motion animated, but that wouldn't have been as much fun or flexible. You also can simply rotate it in the VAB and not decouple it at all.
  18. A new patch file has been added to the Github: BluedogDB-Solids_MLP_Patches.cfg It adds bottom nodes to the Titan UA120, Titan SRMU and Saturn AJ260 Inline solid motors. It's a separate file so if you don't want bottom nodes on those solids, then you don't have to put it in. Soild patches file is courtesy of @Zorg
  19. Ok, thanks for the link issue...thought I did those The SOCK files (the ET node is added in the reDIRECT-MLP-Patch.cfg) are now on the Github, just wanted to get those out quickly. Those and some others I have to make will be part of a small v2.0.1 update coming out soon. Any more extensive changes will have to wait til v2.1. Yep, I liked making the test stand! It was originally made for Twitch streamer Rocketology for a BARIS career he was doing, and he wanted something to for all the static testing you do with BARIS. So I whipped up that test stand in a few days, using existing components when possible. There's going to be a large version of the test stand coming as well.
  20. And now the v2.0 files are in the master on the Github. The first update is a revised patch for reDIRECT, adding the STS Tank (the complete tank for the shuttle) to it. Also put a craft file for the SOCK orbiter and stack on the shuttle pad, plus a subassembly of the pad alone with the SOCK configuration. Adapting the pad to SOCK wasn't as bad I had expected: One, the SOCK SRB after skirts are wider than the Cormorant ones, so the SRB hold-downs will be mostly buried within them, except for a small portion if you clip them up a bit. Otherwise the SRBs line up with the exhaust holes, they just need to be a slight bit wider, for SOCK. and I'm going to integrate the SRB hold downs into the base, with deploy limit sliders to adjust them. Two, the crew arm was more of a problem, but by setting the crew tower section's floor to the Gen C (General Arm Center Mount) option, and then moving the crew arm so the walkway is lined up with the center opening in the railing, the arm can work. Three, the SOCK ET has a big spike on the top dome, so you can't move the beanie cap too far down or the spike will poke out of the top of the cap. Really just an aesthetic issue. Also a cosmetic issue are the tail service masts, they most likely need to moved down into the base a slight bit to get the umbilicals to match up with the connector plates on the orbiter. The intertank structure and its arms are fine as placed. Even the RSS can be closed without any glaring issues, other than the not-exact visual appearance. When closed, the RSS clears the crew arm by a good amount
  21. First, is it installed properly? I'll also need to see your ksp.log and what other mods you have, as that makes no sense, it all works fine on my end. They will work with stock parts and other mod parts, as they are multi-adjustable or configurable for many sizes. The one exception is the Saturn V-specific S-IC and S-II swing arms for the Saturn tower: it's sized for 5.625m and 6.4m tanks found in BDB and DECQ's Saturn V. For 5m tanks you will need to use for now the general Saturn tower swing arm, until I add a 5m size to the Saturn V arm in v2.1
  22. Modular Launch Pads v2.0, with the new shuttle pad, is now out The shuttle pad was designed for the Comorant Aeronology shuttle, as it was made long before SOCK appeared, but it will work with SOCK with some "do it yourself" adjustment work, until I get v2.1 out with proper support for SOCK.
  23. Modular Launch pads v2.0, with the new shuttle pad, is now out. A lot of the screenshots show it with benjee10's SOCK, but it was designed long before that appeared for the Cormorant shuttle
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