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KSP2 Release Notes
Everything posted by AlphaMensae
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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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The implication of the Saturn mount option is for it to be used on the shuttle FSS tower..... I might just make an slimmer version of the Saturn mount, to be used with an alternate option for the crew access section floor that has no front railing, so the arm could be moved off to the side of the tower. The crew access section was already due for a minor re-redo anyway, so it's be easy to do then.
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One more detail to be added, a version of the arm mount bracket for the Saturn tower: The Saturn tower crew access section already has a center-location opening in the railing, so it was already set up for the new general arm. Just needed to add a new node for the arm, which I might make switchable with the nodes for the Saturn-Apollo crew arm.
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In preparation for adding a SpaceX-style variant to the General Crew Access Arm, I've reworked the existing arm to be a center-mounted type able to be retracted either right or left, and the side-type pod hatch interface can now be switched to either side of a command pod. I made it a center-mount arm to make the Unity hierarchy simpler; keeping it side-mounted meant having separate right and left-retracting versions. The SpaceX-style variant won't be an exact replica, for it will have to fit in the existing Unity structure of the open-truss style variant (which means variable length), and I might add extra trim detail to break up the long wall panels. It will also utilize the existing General Pad color options for the wall panels, so it won't have to be just light gray (what passes for a white color option).
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At last the Modular Multi Tower is done! And the .mu is under 25MB! I took a break from the General Crew Elevator to finish the Multi-Tower when a simple and all-too-obvious solution to node issues with the existing small variant came to me. Basically I just chopped the top section for the small tower in half, making it 1.25m in height, so the 2.5m small core section's top nodes wouldn't interfere with the base section's. Now, making a short tower this way probably would never be done, but it's good practice to make sure the tower works with any combo of size and heights. This enabled me to eliminate the full and core-only versions of the tower combos, making the full .mu file with all three tower sizes in it under 25 MB, so I could put it on the Github. It's now on the Github, in both the AlphaDev and v2_General_Pads branches. The name of the .cfg file has been changed, so be sure the old one is deleted, or just redownload the v2_General_Pads branch.
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Yep, that's due to how a launch clamp is set up within Unity and the .cfg. There are three specific transforms-one each for the footing, stretchy columns and column topper called the "pivot" (since in a radially-attached clamp this is where the arm rotates)-that ModuleLaunchClamp requires, and they do not rotate. This causes that mis-alignment with a non-symmetrical shape like the rectangular stand's main plate. I wanted one stand to be non-square or round, so this will stay, but can add a square version of the the same width.
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Updated car for the General Crew Elevator:
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One problem with the auto-doors: when the car is put at a lower height via deploy limit, the doors are closed...oops So the doors are manually opened/closed now, and can be turned off entirely as well. I'm also going to put an extendable walkway into the car's floor pad, so the crew elevator tower can be used for pad access as well, replacing the separate pad access elevator. It could also be used as a simple spacecraft access walkway, as it will have railings too.
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The General Crew Elevator is already going to be reworked into a one-part modular tower like the service tower. In a test, I'm going to include the base section-which has the actual elevator transforms and animation--in the part. This means additional tower sections will have the elevator animation toggles, but if the base is switched off, so will the elevators, and those extra toggles won't do anything. Need to right-click the base section to activate the elevators. Another change: the simple elevator pad has been made into a full car with swing-out doors to keep Kerbals safe inside.
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Work on the General Crew Elevator is progressing, it has gotten up to the 85m height option: And it's gonna go higher...to 105m at least. I'm also going to add a cage structure with swing-out doors to the elevator pad, making it more of an elevator car, to keep Kerbals safe as the ride down can be a little rough.
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Something else about B9PartSwitch: stack node moving was added in v2.5.0, which was for KSP 1.5.1. That alone is extremely useful for me, but I've held out using it since blowfish doesn't do backports for B9PS. Once transform moving is added as well, it will be very hard to continue to not use the newest B9PS. I just did a test, and v2.6.0 of B9PS (recompiled for KSP 1.6.1) does work fine in 1.5.1...maybe even in 1.4.5 as well (not tested). So potentially only KSP 1.3.1 will be dropped, as the post-1.3.1 version of B9PS do not work in 1.3.1 (I tried it ).
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Thanks! As I mentioned, I work a full-time job now M-F, so dev time is limited during the week, so major news and updates will come slowly. I have started work on the general crew elevator, but it's still in the modeling phase, so nothing really to report I am also still pondering what to do with with the modular multi tower. Splitting it apart would be simplest and keeps 1.3.1 support; the B9PS solution is on hold pending the update from blowfish.
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Well, I was going to upload the updated General Modular Multi Tower to the Github, but the .mu is too big to upload at 34MB; the limit is 25MB. I could .zip it, but that putting a .zip into a repository is just bad form. I have other options: One, split the tower into the three parts, the small, medium and large sizes. Or two, use a potential feature in the newer B9PS versions that allows moving a transform; this would result in a much smaller mu file, but would mean dropping KSP 1.3.1 support.
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The large variant of the General Modular Multi Tower is done! Next on the to-do list is the General Crew Elevator, the General Swing Arm umbilical, and the SpaceX-style variant for the General Crew Arm. I've decided to put that variant with the General Crew Arm, as that one is already set up for multiple lengths and hatch interface options.
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Oh, I just realized that I never put the updated Tech Tree Nodes .cfg I had made a few months ago (now has a node for the general pads) on the Github. It is now on the AlphaDev branch. Overwrite the existing tech tree .cfg in ModularLaunchPads/Tree with this new version. Or delete the one in ModularLaunchPads and use the new AlphaDev version. The Large size for the Modular Multi Tower has been made, now have to add the attach nodes. The three tower sizes: Small is 1.25m square; Medium is 2.5m square; Large is 5.0m square. Tower core heights ( without the base and top sections, which are each 2.5m high): Small: 2.5, 5.0 and 10.0m; Medium: 5.0, 10.0 and 20m; Large: 10, 20 and 40m.
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Progress update! I have not been idle.... The General Multi Tower has changed. The Atlas V and Delta II variants have been split off into separate parts, so the Multi Tower is now just three widths of a truss-type tower. That isn't all though, as it is now a one-part modular tower as well. Separate full and no-top section versions of each of the three heights of each tower size are available, and the base section can be turned off as well, allowing the sections to be stacked to create a taller tower. The demo here only shows the Small and Medium sizes, the Large one will be built next. It took some thinking and some wrong turns before I finally came up with a system that worked. It's not as elegant as the other mutli-switching parts of v2, but I didn't want a bunch of extraneous attach nodes visible for the various tower section sizes and heights, so there are separate full and core-only variants for each of the heights for each size. They had to be separate options so I could customize the umbilical and top attach nodes for each size and height. I'm also going to convert the Saturn tower to this new modualar system. It will require that the elevators be moved into the Mobile Launcher Base itself, but as the Saturn pad is now a specialized pad, I have no problems with this. The benefit is the elimination of two parts, as the base and top will be integrated into the tower section. The crew access section will remain separate, as it's too specialized to be integrated. The new Atlas V and Delta II towers, plus the current WIP General Modular Multi Tower, will be on the Github shortly. Warning: it could break craft files!
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The only tower static included with Tundra's Space Center is the Titan II one; the Saturn and Shuttle ones shown in the pics are from my Modular Launch Pads v2 dev builds on my Github. I have a Falcon 9-style strongback too, but the one shown is @damonvv's.
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@CobaltWolf Awesome pic! And to be honest the current v1 release is basically just the Soyuz and Saturn pads...and the Saturn pad is the only one sort of "modular". I did what I could to make it something like a general-use pad, but it just isn't suitable for that role...just too big. Version 2 is essentially going to be an all-new mod. -------------------------------------------------- Oh, and a dev update: I'm going to make the Atlas V and Delta II towers separate parts, with the title of "Special Tower:". They're just too different from a general-use tower to be included with the Multi-Tower, and I want them displayed individually in the part picker window, so you'll know they exist. The Multi-Tower will now be just three widths (with different heights) of truss-type towers. There will be more than just three heights available, as it's easy to do the attach nodes for umbilicals with simple symmetrical towers: each taller variant includes the previous one's node, plus some new ones, and I just repeat that for each height.
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