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AlphaMensae

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Everything posted by AlphaMensae

  1. You have to use left-shift when dragging the offset gizmo's arrow handles to get 20m of offset range.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. @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.
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. @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.
  12. 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.
  13. 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
  14. 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).
  15. The new Shuttle FSS tower multi section is also now on the github. Both of the new multi-sections have names with the new "AM_MLP_" prefix, so they're good to go.
  16. Here's the new Saturn Tower Multi Modular Section: The Shuttle FSS tower will done like this as well. It's now on the github...the "final" AlphaDev will be a series of small uploads
  17. The separate version of the Soyuz Launch Base Gantry is now on the github. It has two extra height options, these are in 4m increments rather than the 2m ones with the 3 shorter heights. It's also attaches to an extra node in the center of the base which is turned on when the Auxiliary Nodes of the base are turned on. And that completes the Soyuz Launch Base for v2.0. The final steps for AlphaDev will be the combining of the three separate Saturn Tower and Shuttle FSS parts into one multi tower/FSS part; nothing fancy, just lumping 3 separate .mu fiiles into one, each kind of tower part (regular sections, crew sections and the top section) will be a separate switcher option. So it won't actually reduce part count for the towers, but will reduce the number of parts in the part window by 4. I'm also going to make a launch clamp version of the Saturn and Shuttle launcher bases the default ones. KSP can be still sometimes be twitchy when you move a vehicle into physics range of the free-standing bases, causing a massive explosion, and I just want to end that for good. The older free-standing ones will still be available as a separate extra in the regular ModularLaunchPads download. Also, as mentioned earlier, all v2 dev parts without the "AM_MLP_" prefix will have it added to their internal names. These will not be new parts, as the .cfg files' names will not change. This mostly affects the Saturn and Shuttle parts. You have been warned. This will be the final AlphaDev. Once those steps are done, v2 dev parts will be frozen, and the official v2.0 release will be prepared.
  18. Just put a revised Soyuz Launch Base on the Github. The gantry arms now have three height options, with the 3rd height matching well with the 1.875m TantaresLV TLV (Soyuz).
  19. You can use any of the new General hold-downs (they're just for appearance, as they do not attach to the rocket), but there are specific ones for the Saturn V and Saturn IB. All of the new hold-downs surface attach to the deck around the exhaust hole typically in 4x symmetry with angle-snap on. Also note, the Saturn launcher base's origin (the X = 0, Z =0 point) is in the center of the exhaust hole, which is NOT centered in the base itself. The base will have to be moved using the offset gizmo so the front legs are touching the outer edge of the big white circle on the VAB floor: This makes the back legs just inside the edge of the stock pad static; you don't want the back legs off the top of the static, or Bad Things will happen Or use the LC 39 pads in the KSC Extended Kerbal Konstructs pack, which is a properly scaled size of the actual LC 39 pads, which means they are far larger than the stock Tier 3 pad. Don't move the front legs too much past the front edge of the circle, or the some of the engine's plumes won't go down the grating in the pad static. I have to make a new guide. But for a quick reference, here are some screenshots: (Note: This is going to change soon, as I'm going to combine the three tower section parts into one part, but it will still have the same functions.) 1> You turn the elevators on in the tower base, which also can be the default large angled type or a shorter square version. The elevators are off by default, as having one visible made the part window icon for the tower base very tiny compared to the other tower parts. There are different heights because as the max height gets higher, there is less precision in adjusting the elevator pad using the deploy limit slider, so if you don't need 80m of travel distance, you can set it at a lower height: 2> The regular tower section has multiple height options: 3> The crew access section has two height options and an adjustable floor to match the height of the crew arm. The 2x height option removes the beams and cross braces from the front and back, allowing more room for crew arm and elevator alignment if needed. The walkway can also be turned off for "front" access to something like the Milkstool: 4> Adjust the crew arm, crew access floor and elevator pad to match up (or as close as possible, as it may not be a perfect alignment): 5> Lastly, put the tower top section on. This closes off the tower with a "roof", and has the mount for the hammerhead crane:
  20. Separate version of the Soyuz Large Fuel arm is now on the github. This version now has 6 height options. I also added a second, lower umbilical to the large arm, for both the integrated base and separate versions. The large arm services both the spacecraft and third stage below it, and in pics two umbilicals are visible, so I did a quick addition to my arm. The lower umbilical moves with the upper one, and is positioned with a Soyuz-sized fairing (i.e. not too wideer than the third stage) in mind. In any case, there are no colliders on the umbilical tubes, so they can be clipped in quite a ways if desired.
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