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AlphaMensae

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Everything posted by AlphaMensae

  1. @xD-FireStriker First align the crew arm's white room with the pod's hatch with the offset gizmo, then move the floor of the tower's crew access setion using the deploy limit slider to make it even (or close enough) with the walkway of the crew arm. If necessary, the crew access section has a 2x height option to get more vertical space to move the floor. Then move one of the elevator pads (has to be switched on first to one of the height options) with its deploy limit slider to get the pad even with the crew access floor.
  2. During the earlier phases of the v2 development, the regular ModularLaunchPads folder was still needed, as it had the parts I hadn't yet remade. The patches for other mod parts and the custom tech tree and category .cfgs were also in there; AlphaDev only added onto the MLP tree .cfg Now, all the old parts have been remade and are in AlphaDev, so the parts folders can now be deleted if they are no longer needed. The Tree and Patches folders are however still needed by AlphaDev .
  3. Also, I might have uploaded a Soyuz Launch Base .mu with the large fuel arm in the retracted position...I just noticed it was like that in Unity. I put it back in the raised position, and put the corrected .mu on the github.
  4. I also just uploaded a revised small fuel arm, I had forgot to move the colliders for the mount: they were still in the original position, which was nowhere near the centered position of the separate arm. @rogerwang86 Sounds like a decoupler in the wrong stage.
  5. Separate single arm version of the new Soyuz Launch Base clamp arm is now on the github. This version of the clamp arm surface attaches like all the other hold-downs, so it can be used with all launch bases, plates and stands.
  6. Added the separate version of the Soyuz Base small fuel arm to the Github, plus made some tweaks to integrated arm to match the separate one, as well as .cfg tweaks to the base itself. The aux (auxiliary) nodes are now off by default. This attaches to one of the aux nodes , and has three more height options, and the umbilical is now full-length for all heights, and can be adjusted horizontally via deploy limit slider.
  7. Yeah, I discovered that the part names changed in the latest TantaresLV....I've been using an older version as it was already made. I'll have new patches once I figure out which part to add the nodes to .
  8. There's a Tundra patch in the current release (1.3.8) of Modular Launch Pads that adds an extra node to the Mothra (Falcon1) first stage tank, it will appear well below the bottom of the tank, even below the engine. This extra node is for attaching one of the launch bases. The v2 dev build, on my Github in the AlphaDev branch, has all the new stuff that has been used in many screenshots...including a mini version of my General Strongback. Damon's own strongbacks included with TE are far more like the actual SpaceX ones; mine is only SpaceX-ish, intended to be a more general design.
  9. Thanks for that, I also got one from Zorg. I needed a guide, as all the Soyuz tanks seem to be broken down into multiple bits, and I couldn't make sense of titles like "Tank 1 Size 1 A" and such Now I can go into the .cfgs and rename them with the proper names
  10. Soyuz is much stronk, da! The Modular Launch Pads v2 Soyuz Launch Base is now on my Github, in the AlphaDev branch. All the arms are integrated into the base, but soon there will be separate versions for greater adjustment range. The gantry arm on the side of the ladder has the working crew elevator...now if there was only a way to board a Soyuz through the fairing...
  11. The v2 Soyuz Launch Base (the integrated version) is now on the Github! The integrated large and small fuel arms have a limited range of umbilical adjustment via the deploy limit sliders, and there are only 3 height options for the small arm (again over a limited range). I should be able to add an additional height option or two (maybe three) to the gantry arms. The separate versions of those arms (to be done next) will have more adjustment range.
  12. Ok, I sort of already forgot the exact reasons I didn't make the clamp arm top "pads" (as I refer to them) have the yellow outside with the holes, and the railings green (or gray-drab)...maybe I got confused with the gantry platforms, or didn't want to go that detailed. However, since they do look like that in all the images I've looked at, I went ahead and revised the appearance. Also corrected the auto-scaling when the arms are moved inward; had to scale the Y axis as well. So, a little demo of the arm positions deploy adjustment (goes from 3.75m tank to 1.25m):
  13. Yep, I will be modifying the shuttle launcher parts to accomodate SOCK, but it won't happen until a later update of Modular Launch Pads v2. The changes most likely will require modifying the launcher base itself as well as other parts, and if I'm going to do that, it might as well as be a part of a larger remake of both the Saturn and Shuttle bases ...which is what I'm going to do. That's going to be major project, so it'll have to wait until after v2 is official.
  14. Short answer is that it's not possible to do such a thing It could be done, but not easily, as the 3D model(s) for the stock parts would have to be imported into a 3D modeling program, and be remade to match so it could use the texture image, or alternatively rearranging the texture image to math that of the stock model's UV map...i.e. a huge amount of work. Or just, you know, use BDB instead and get rid of the stock parts.
  15. Thanks for the additional detail! I think I will still call it the "large fuel arm", so it's clear what it is, and to complement and separate it from the small fuel arm, which will be present as well. I'm working on the small one now, and am reusing the angled truss mesh I had made for it (after doing a lot of fixup first), but with added straight sections at the base for additional height options.
  16. Latest addition to the v2 Soyuz Launch Base: the large fuel arm, though I think it's a service arm for the spacecraft inside the fairing, raised upward after the gantry arms are retracted. But I'm calling it the large fuel arm anyway, LOL. The arm is off by default, and doesn't have switchable heights, but the umbilical at the top can be moved in and out, and up and down (telescoping support truss), with the two deploy limit sliders that follow the on/off switcher.
  17. To all: I found the cause of the animation reset when staging the retraction of the Saturn Tower Swing Arm - BDB type: In the animation module for Animated Decouplers, the layer was still 2, a remnant of the failed experiment I had done with different layer numbers for the manual and AD animations. Somehow this change remained in the .cfg I used for the v2 Saturn BDB arm. Changing the layer back to 1 fixes it The fixed .cfg is now on the Github, but all that needs to be done is to open up the Saturn-Tower-Swing-Arm_BDB.cfg and go to the last module, which is for Animated Decouplers, and change "layer = 2" to "layer = 1": MODULE { name = ModuleAnimatedDecoupler ejectionForce = 0 staged = true explosiveNodeID = top animationName = SaturnBDBArmRetractCopy waitForAnimation = false layer = 2 } I'm still going to rebuild the arms, as I want to combine the two types into one part and make other model changes.
  18. It uses the the separate hold-downs. There is a Saturn IB-specific type, which is designed to go under the fins, but some others can work as well. Also, the Saturn IB has to sit higher than expected (engine nozzles don't go below the deck too much or not at all) so the fins will clear the deck.
  19. OK, I'm at work, so don't have access to all my pics, but I did link to this way earlier in the thread: That's the v2 Saturn launcher base and milkstool.
  20. It shouldn't be too small for the BDB Saturn IB, it's what I designed it for, and I haver launched the IB from it a bunch of times.
  21. Yeah, they just have to be repositioned for JNSQ, I think. If you're handy with KK, then you can do it yourself...lot of work though
  22. Sorry, it won't, it will have to be rebuilt to work . JNSQ is natively at 2.7x scale, which totally breaks KK statics designed for the stock Kerbin.
  23. I'll be including patches for RN rockets. As for RSS/RO, that's for the RO group to do. I could make some Tweakscale .cfgs, but it's a low priority thing. Some of the launch bases when scaled up to RO sizes would be too big for the stock tier 3 launch pad static, and would require custom KK statics.
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