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Everything posted by AlphaMensae
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I took a little detour from the General Pads stuff to make a dedicated test stand, spurred by Rocketology's (RocketPCGaming) request for one, as it made a lot of sense when using part failure-R&D mods like BARIS. I started with a small version, with a large one to come later; the small one may become a medium one, with a new small stand. Anyway, the small test stand is done and on the Github in the AlphaDev and v2_General_Pads branches. There's only two files for it, the .mu and .cfg, as no textures were made for it or changed. It has two configurations, a horizontal cradle and vertical tower. The cradle is meant for engine and small stuff testing, with the tower for full stage static firing; the tower in the vertical configuration has three height options, all under 20m for the tier 1 launch pad, and can also be turned off for very tall tanks/stages. The cradle can handle up to a 2.5m tank, while the tower can accomodate a 3.75m tank. Both configurations have theee deploy limit sliders that adjust the position of the various clamps. There are no actual animations to toggle, these are strictly a cosmetic feature, so ignore the remnant "toggle" buttons in the right-click menu. Probe core-type ModuleCommand, EC capacity and a generator are integrated so no separate command part or command chair is needed to control a test.
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You'll need the updated Shuttle FSS Crew Access Section (the Saturn tower one also was updated); only the .mu and .cfg were changed, so you could download just those two files from the AlphaDev branch. The Shuttle FSS Crew Section has two new options: Gen Arm C to be used with the arm's Saturn C mount type, this will attach the arm in the center with the wide arm mount; Gen Arm S to be used with the arm's Shuttle S mount type, this will attach the arm where the shuttle access arm goes (with a one-sided slim arm mount) and using the orbiter access gap in the railing.
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At last, the v2 General Crew Elevator and revised Crew Access Arm are done and on the Github! The Saturn tower and Shuttle FSS crew access sections have also been revised to allow the general crew arm to be used with them.
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@infinite_monkey Yeah, that mass of 50t is a remnant of the part I used as a template, it will get changed. As for that idea, anything like that will have to wait for a later update, I'm not doing it now.
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A heads up notice for some changes coming to the General Towers: After seeing some of Rocketology's current 2.7x mod career stream and some re-thinking on my part, I'm going to eliminate the separate Saturn Launch Stand Tower (or small Saturn Tower), and merge its functions into a revised General Crew Elevator that will be the sole one for all the General Launch Pads and Launch Stands. It will have the center rail and attach nodes on the non-crew access sections for use with umbilicals and swing arms, but still have the one-part modularity feature that I've added. The mesh part of the Saturn Stand Tower will become an alternate Medium-sized variant in the General Modular Multi Tower. In addition, the highest core section variant for all the General towers will become 30m, allowing them to be used with the stock Tier 2 launch pad. The height limits for the Tier 1 and 2 pads don't recognize mesh switching, so if any variant is higher than the limit (even if not selected), then the entire tower can't be used. Taller towers can be made by stacking core sections with the base and/or top sections turned off. The current Gemini-style Tier 2 tower will either be left as is to be another Special tower (like the Atlas V and Delta II ones), or I'll add it as another variant to the General Service Tower; not decided yet. There will also be new names for the current launch stands, they'll be standardized to a new naming system. So no more Russian or American or Saturn Launch Stands, but Small and Large Round, Small and Large Square (small still to come), and Rectangular (a large one may be made). They all are basically general-type stands, so I felt they should have general-type names. The only specific names should be for the special pads: Soyuz Launch Pad, Saturn Mobile Launcher an Shuttle Mobile Launch Platform.
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Not yet, I have to finish revising the general crew elevator first.
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After more testing, I'm going to have to remove the doors from the general crew elevator's car. For some reason, closing the doors now makes the car shoot instantly up to the max height setting when you hit the "up" button, ignoring the deploy limit and being useless to lift Kerbals. So, scratch that idea.
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@smotheredrun Awesome! Yep, the large version of the Saturn pad was an early experiment to make something support a real-scale Saturn V or some Kerbal monstrosity, though it's actually bigger than that, due to having to increasing the size again and again so the support columns wouldn't sit on the ground pipes and bridges and such, all of which have colliders. I never followed it up with a matching tower, but it's great to see it getting used. I'll probably add a large version of the v2 Saturn base, but do have plans (for a later update) for a truly monster-sized pad, which I have taken to calling the "Gojira Launch Pad"
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Just checked, used the BDB Delta II 7320 craft file, added the large general pad; works fine. 1.6.1 craft file is on the Github, in AlphaDev/Craft_Files. Make sure the SRBs aren't clipping into the pad.
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@Starwaster KSP.log and Output_log, plus the .cfgs for the two Saturn Arms, are in a .zip on my dropbox: https://www.dropbox.com/s/ubomv9tcaxlbjnq/KSP_Logs.zip?dl=0 The Saturn BDB arm is the one that resets, the General arm is fine. I just put one of each arm on a short Saturn tower, launched it, and hit the spacebar, then reverted to the VAB.
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OK, will have them later today as I'm on my way to work and on mobile.
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I might just have to remove Animated Decouplers from the Saturn arms if the problem can't be found; they'd have to be action-grouped. Now the general crew elevator tower is not working right either...may have to remove the animated doors.
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The whole Saturn Mobile Launcher is made up of separate components for use with a variety of rockets, so the arms are individual parts, using B9PS for mesh-switching among various styles. The Mobile Launcher Base itself is free-standing and not a launch clamp, but I do have other pads and launch stands that are launch clamps, but they use separate towers and umbilicals/arms as well....that's the "Modular" part of the name. Originally the animations were only manually activated, but a way to have them staged was requested, so I used Animated Decouplers as an alternate option. It worked fine through 1.3.1, and only now in 1.5.1/1.6.1 one Saturn arm in particular is resetting itself after being staged. The two types of Saturn arms are mostly indentical in setup, only differing in mesh-switching options, and use identical animations, but with different names.
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@Starwaster I use Animated Decouplers in Modular Launch Pads, strictly for allowing staging of various animated parts like swing arms and hold-down arms. It works great, but I have this issue with one of Saturn tower arms for version 2 where the arm resets after the animation runs when staged. An alternate version of the Saturn arm does not have this problem, neither do the swing arms in the current release of Modular Launch Pads. Both the v2 Saturn arms worked fine in KSP 1.3.1, this issue showed up in 1.5.1 and 1.6.1. Additionally, if the the arm with the problem is manually retracted and then reset, it the works fine when staged. A little video demo: The top arm is the problem v2 arm, bottom one is the alternate v2 typs, middle arm is from the current MLP release. The retractions were done by staging.
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I've sent messages to Starwaster, as I don't know what's going on. The same arm that worked fine in 1.3.1 has this issue in 1.5.1/1.6.1...and the other v2 arm is fine, plus the current release arms. In the meantime, you'll have to use an action group to retract the BDB arm.
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This is weird, as the general version of the Saturn arm works fine...and the two arms have pretty much the same .cfg file.
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Needs a few touch-up details, but the SpaceX-style enclosed variant for the General Crew Arm is in the game now!
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Oops, my mistake, as somehow unfixed versions of the arm .cfgs remained in my dev folder; they've been fixed and the github updated.
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Use the latest version of MLP (1.3.8), I had to fix a misguided idea about layer tags in animation modules that didn't work...that is the result.
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You mean the Shuttle FSS? One, I'm going to wait until SpaceX finishes what they're doing with it before making a new color variant; two, it would require a redo of the UV map, something I'm going to anyway with the Saturn/Shuttle tower parts.
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How is the dev version installed? The whole thing can't be just put into GameData, just the AlphaDev folder from the Github download zip. MLP is still needed for the all the Sozuz-Russian pads and the hold-down arms.
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Yes, you do need the released version, especially B9PartSwitch and Animated Decouplers.
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Another WIP Wings 3D dev image, showing the core section of the SpaceX-style crew arm; it will be called the "Enclosed" version in the switcher. It's still in a raw form, but that's the shape. The angled exterior panels and the lower and upper columns will use the 8 existing General Pads color options, with the Light Gray one being closest to white. The middle columns in the "windows", the roof beams and the trim detail will be black or very dark gray. The floor will use the existing General Crew Arm'truss-type version's walkway (it's literally the same mesh object ). The hatch interfaces, as I call them, will be the same ones for the truss version, with some modifications to blend them in with this version. This is the smooth-shaded view:
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It uses the General Crew arm, as well as all the other General Pads parts. This will be made clear v2 is developed.
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Ok, first go to the AlphaDev branch, either by this direct link or selecting it from the "Branch" drop-down menu Then click the green "Clone or download" button and select download. This will downoad a copy of everything in this branch as a .zip file. Put the AlphaDev folder from the .zip into GameData, as a separate folder; do not put into the ModularLaunchPads folder. These dev builds are standalone, but they don't have the other things that are in the current release of Modular Launch Pads. The folders with the launch clamp versions of the Saturn mobile launcher base and shuttle launch platform can be merged (or copied into) the AlphaDev folder. Craft files and subsassemblies go into their respective folders in your KSP save folder. The v2 Saturn parts can be searched with "saturn v2", and the shuttle pad parts can be searched by "shuttle launcher"; general pads found by "general". The part descriptions are still a bit rough and unfinished, so there might be confusing bits in them. Thankls, @Cheesecake ! I still quoted my earlier post about it.
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