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AlphaMensae

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Everything posted by AlphaMensae

  1. 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.
  2. 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
  3. 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 It was originally made for Twitch streamer Rocketology for a BARIS career he was doing, and he wanted something to for all the static testing you do with BARIS.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.
  4. 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
  5. 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
  6. 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.
  7. 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
  8. You have to use left-shift when dragging the offset gizmo's arrow handles to get 20m of offset range.
  9. Modular Launch Pads v2.0, with the new Soyuz Launch Base, is now out!
  10. First, the release does have a subassembly for the shuttle pad (no shuttle) in the Subassemblies folder. It's complete and ready to attach. Second, there needs to be a free attach node below the bottom (or on the bottom) of the External Tank. All the launch bases have a node in the center for attaching to a rocket. The v2 release has MM patches that adds an extra node to the Cormorant and DECQ External Tanks. I wad going to make one for benjee10's SOCK, and thought I did, but it seemed to have gotten lost in the release rush. I'm going to push out some more patches and craft files, but in the meantime, here's a patch for the reDIRECT STS Tank: @part[DIRECT_STS_tank]:NEEDS[reDIRECT] { node_stack_bottom02 = 0.0, -8.0, 0.0, 0.0, -1.0, 0.0, 5 } Copy the above into a text editor (e.g. Notepad), and save it as a .cfg file somewhere in GameData.
  11. I'm still editing the OP in small steps...will have lots of screenshots. @Drew Kerman I added tower nodes to the small test stand, as in the vertical configuration with its tower off, it can be used as a launch stand too.
  12. I'm hoping to get v2.0 out tonight (my time, US CDT)! Hit a snag last night as I found out the new Milkstool's hold-supports were broken. It was a result of a stupidly misguided action on my part some time ago when for some reason I thought Unity assets were specific to a scene, so, trying to shorten the loading time for my General Pads scene, I deleted all the Saturn and Shuttle assets. Whoops! No, assets are a global thing Fortunately I did have a backup, it wasn't from just rightvbefore that misadventure, but I hadn't made any changes to the Saturn and Shuttle assets for quite a while, so copying over the backup made things right again. Well, almost...I had forgotten about the changes to milkstool since that backup, changes that resulted in broken hold-down supports. The problem only showed up since I did a complete rewrite (export) of the parts from Unity. I also forgot what I exactly did with them, so instead of recreating the way they were , I put in adjustable hold-down supports likie those in the general bases, single ones that can be moved with a deploy limit slider, which is a whole lot easier to make. I finished that up before going to work today, and they function fine. I just need to check for any other problems, and make up a craft file for the Cormorant shuttle, and possibly a few others for some smaller rockets. I already have the BDB Saturn V craft file made, and even recorded the process for the assembly guide video (to come later). Then I have to make a new OP for the thread (with lots of screenshots from members who have used the dev parts), and then it will be Spacedock time. I'll see if I can get that done tonight, otherwise it will be tomorrow night.
  13. Ah, that's good, as I only use B9PS for changing meshes, textures and nodes, I don't touch any other values. This will probably make me switch to using this version for v2.1 (or v2.2) of MLP.
  14. @blowfish How does the auto-info work with subtypes that are not fuel related. i.e tanks and resources? Like, say, my launch pad bases and towers with all their mesh variants? Can the auto info be disabled or changed, as things like resources and temperatures don't matter with what I do.
  15. Also been stomping bugs and correcting things I'd forgotten to do earlier....like changing the texture paths for the B9PS texture switchers to point to ModularLaunchPads and not AlphaDev This the last time I do a separate AlphaDev thing, from now on I create a KSP dev install so I can change ModularLaunchPads without messing up the current release.
  16. Getting closer! Got all the .cfg files and folder structure set, tech tree nodes reworked and custom categories revised. The name changing was much more extensive than expected, as just about all the dev parts have had their names changed, even many of the ones already with the "AM_MLP_" prefix. I made them follow more of a standardized format for easier MM patching. New in v2 is Community Category Kit support, complete with a custom icon I made (very simply ), but there is still the custom stock category too, fully revised. A new tech tree node was made, called Launch Stands. This has the Large Launch and all the tier 1 and 2 towers, crew elevators and other parts, and branches directly from the Start (which still has the Small Launch Stand). The Soyuz Launch Base now also branches directly from the start, with the same 5 science cost as Launch Stands . The Saturn and Shuttle base nodes still branch from General Launch Bases. I also did a better arrangement of the custom nodes for the UnKerballedStart tree. Now just have to make some craft files and subassemblies.
  17. Oh, I found out why B9PS was showing that error about the SoyuzArmEndPad: I simply had forgotten to remove that line from the B9PS texture switch module when I copied it into the gantry's .cfg from the base's .cfg...which is the one that does have that transform. The fixed .cfg will be in the v2 release.
  18. DONE! After more than a year of work, with all kinds of turns and dead-ends, I've finished work on the part modeling for version 2.0. The last parts were the clamp versions of the Saturn and Shuttle launch bases, which will be the default ones in the v2 release, with the free-standing ones being moved to an "Extras" folder in the .zip. They are on the github in the AlphaDev branch, the FINAL AlphaDev. It will not be updated any more, but the patches and craft files/subassemblies will be deleted. They work quite well, and since I made the support leg (cylindrical like the real ones) mesh only 0.5m tall, the shuttle FSS now can sit on the ground; it took me a while to realize that the minimum height for a launch clamp is determined by the height of the mesh for the stretchy "tower" portion. They even can be rotated properly, though the legs will be on the wrong sides of the base, they won't be sticking out. Now it's time to clean up the .cfgs and build the release version!
  19. @MacGyverNL First, the B9PS complaint about no transform named "SoyuzArmEndPadB" is curious, as it is in the Unitt hierarchy and the .mu file. There are two arm end pad meshes, used to switch the color of the clamp "pad" when the base's overall color is switched, and I just tested with B9PS v2.8 in KSP 1.7.2, and the end pads do change color. So it actually is working; the new B9PS can throw these spurious warnings for issues that are actually fine. I think it may be due to the fact that the end pad color is done by mesh switch, and they use a different texture than the other green/gray-drab parts use. Second, all these .cfg changes will happen with the release version of v2; I'm not going to bother with updating something that very shortly will become obsolete. The General Crew Arm can be retracted either left or right, done by two separate animations rotating the same transform. Of course, each animation expects the arm to be in the same starting point it was set up for, or weird things will happen. The fuel generators will fill to "full" from whatever level a tank was at. It's the same ModuleGenerator the stock launch clamps and RTG use to output EC, but it can output any resource. With the crossfeed issues, I think you may have to enable crossfeed on decouplers so fuel resources will go past them, then disable crossfeed when it comes time to launch. In any case, fuel tanks surface-attached to the launch bases will fill up any tank in the rocket, no yellow fuel lines needed. I'll be leaving AlphaDev up when v2 is released to ease the transition, for the parts that will change names will still be available, just hidden.
  20. I kind of forgot myself why the American and Russian Launch Stands only had the fuel generators I think it was because they were meant to be an early-career 1-part launch clamp base, and I was inspired by Galileo's Almost Free Launch Clamps to add a fuel generator. In any case, in v2 all the launch bases, plates and stands will have fuel generators, and I will make sure crossfeed is enabled. Also, the Russian Launch Stand is no more, it's been combined with the Soyuz Pad to create the Soyuz Launch Base. The American Launch Stand and Saturn Launch Stand are now the Small and Large Launch Stands.
  21. I've made a change in plans, now the part name changes will happen with the official v2.0 release. This way AlphaDev can be kept to allow for a smooth transition. The AlphaDev parts will be hidden, but still present to avoid breaking craft files. The folder structure for the Saturn-Shuttle parts will also change, and I just saw no point in doing all of these changes for AlphaDev, so I'll just leave it as is
  22. You can either add this directly into the .cfg file for the launch base, or make a Module Manager patch: copy this into a text editor, modify the values as necessary, and save it somewhere in GameData as a .cfg file: @PART[SaturnMobileLauncherNew2C] { node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 5 } The first 3 values in the node def are the X, Y and Z positions; the next 3 values are the angle vectors-bottom nodes are typically -1; the last value is the node size (how big the green ball is).
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