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KSP2 Release Notes
Everything posted by AlphaMensae
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Oops, my mistake, somehow I didn't upload the new .cfg for it, even though I thought I did....strange. The new .cfg and .mu are now on the Github.
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That patch file is in the current release of Modular Launch Pads, it's still needed for the patches. Only new patches will be put on the Github, like for the CA shuttle and the new BDB Atlas V (the lower tank of the first stage has a different name). How is is not working?
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I've started work on the next multi-tower variant, the Delta II-style one. Not much to show right now, but it's going to be a square truss tower with wall panels on two sides (and on a third up at the top where the mini-platforms start). It was what I concluded the real one was like after looking at photos for a couple of hours, and in any case makes for an easier build.
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Also have finished the new v2 general tower drop umbilical, which has two adjustable length options, 6 color options for the umbilical and the 8 general pad color options for the mount. Here's a demo of them with the Atlas V variant (height 3, medium gray) of the Multi-Tower on the Small General Pad; the Atlas V is from Bluedog Design Bureau. Edit: The general drop umbilical and current WIP version of the multi-tower are also now on the Github, AlphaDev branch, AlphaDev/v2_General_Pads Only the Atlas V variant is in the tower right now, and only umbilical attach nodes for height 3 of the tower (the one sized for the BDB Atlas V) are included so far; the other variant nodes will follow, as well as the other tower variants...next one is the Delta II-style tower Edit 2: I also uploaded to the Github a new MM patch file, to add a node to the new BDB Atlas V lower tank for use with the pads. I'll include it here as well, just copy and paste into a text file, save it as a .cfg somewhere in GameData @PART[bluedog_AtlasV_CCBLowerTank]:NEEDS[Bluedog_DB] { node_stack_bottom02 = 0.0, -7.5, 0.0, 0.0, -1.0, 0.0, 5 }
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Ok, I've revised the fallback tower (my version of the SpaceX LC 39A strongback) to have a switchable upper section, either the normal one for use with a fairing or a stubby "topper" for use with the Crew Dragon (the Rodan pod from Tundra Exploration). It was brought to my attention (and shown in the recent photos of the DM-1 pod on a Falcon 9) that with the Crew Dragon, the normal-height upper section isn't used, and could interfere with the Rodan's shroud. So now my fallback tower can be adjusted to match the payload. The revised fallback tower is now on the Github; only the .mu and .cfg were changed.
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Be sure to turn on the tower nodes on the general launch pads; all the acccessory nodes are off by default to prevent node spam when attaching the pad to a rocket and vice versa. Hold-down arms use the smaller nodes around the exhaust hole, while towers (including the fallback tower) attach to the larger nodes. Hold left-shift when using the offset gizmo to get unlimited offset, it's a necessity with these pads.
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Ok, I've decided there will be 8 height variants for each tower style, as it allows for a greater range of heights. The Atlas V-style tower is set, along with the 8 color options; Height 3 is the one that best matches the real one with an Atlas V, while Medium Gray is closest to the actual color.
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Actually, the only things in MLP that are KSP version-specific are the two plugins, B9PartSwitch and Animated Decouplers, and there are only two different KSP types for them: One for 1.3.1, and another for 1.4.x/1.5.x/1.6.x. The B9PartSwitch included is still the KSP 1.4.4 one, which works in 1.4.5, 1.5.1 and 1.6, since nothing changed in those later KSP versions to break B9PS. Same story with Animated Decouplers, the last version for KSP 1.4 is woking in 1.5.x and 1.6.x. So you can use the latest MLP release version, 1.3.8. The only changes are minor bug fixes, and it would be good to have them.
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Revised the Atlas V tower slightly, making the outer edge of the inter-section plates the same color as the main sections so they don't look like dark lines: Those plates were a way to break up the the tower vertically, as well as to hide the UV seams between each section. Also have six height variants made; each of the tower styles in the Multi-Tower will have six height options, varying according to tower style.
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Yep, it would seem so. I would need more info to say exactly what. 1.6 though does have a bug with the partdatabase.cfg file, and anytime GameData gets changed it causes weird stuff to happen. Every time you add or removed a mod ot make any kind of change to a file in GameData, you need to start KSP, get to the opening menu, then quit and restart KSP again. This will fix the problems, until Squad fixes it in 1.6.1 (hopefully).
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Starting work on the General Multi-Tower, the unmanned service tower for the General Launch Pads, with switchable styles, heights and colors. First up is the Atlas V-style variant (no umbilicals yet): Shown in the med gray color.
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New craft files and subassemblies for the Saturn Mobile Launcher have been put on the Github. They are generic builds, not fitted to any specific rocket, but are provided as a starting point. One is the full Saturn V Mobile Launcher, one is the Milkstool version, and the last is the gray square tower, general arms and short rectangular exhaust hole. These use the newly revised Saturn Launcher Base and Milkstool. Also uploaded were revised assets and configs for the two lightning masts, fixing some errors and missing bits.
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You're welcome! I had a feeling the v2 parts would work better. It's the usual cycle, most modders come to hate their earlier efforts.
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Sorry about that, but earlier I had to explain to someone how to use Github, so now I do it all the time now
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https://github.com/AlphaMensae/Modular-Launch-Pads/tree/AlphaDev Click the green "Clone or Download" button, download the repository as a .zip file, and from the .zip, copy the AlphaDev folder to your GameData folder; do not put it in the existing Modular Launch Pads folder, as it's a stand-alone dev build (but still needs the plugins the full mod has).
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I will admit that the version 1 pads are not optimized very much--in fact, not at all--and can cause lag on slower systems. I was transitioning from custom-welding models in .cfg files to 3D modeling parts and working in Unity, so the Saturn and Soyuz pads were assembled in Unity from quite a lot of small objects that I modeled in Wings 3D. Try using the v2 Saturn parts on my Github, as they are now largely properly modeled as single (or 2-3) objects. Some of them are still not the best they can be, and I'm currently going back and revising them yet again, cutting down the number of separate objects used to the minimum needed.
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I've also created a new branch on the Github for the v2 General Pads (which includes the Saturn Launch Stand and tower), called v2_General_Pads. All new and updated general pad parts and assets will go there now, no more need to download the whole AlphaDev branch, just download the v2_General_Pads branch, which will give you a v2_General_Pads folder; replace the existng one in the GameData/AlphaDev folder with the updated one.
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Just uploaded to the Github the new general pad access elevator, something also long-delayed. It's an elevator to allows Kerbal access to the pad decks from the ground, necessary if a crew elevator is mounted on the pad and not to the side. Has four height options--2.5m, 5.0m, 7.5m and 10.0m--but the 2.5m one will probably fit most pad heights unless the pad is put in a high position. It attaches to one of the tower nodes on the general pads, use left-shift with the offset gizmo to move into the desired position. The elevator pad when all the way down should be almost flush with the VAB floor (the collider is a thin plate at the top of the visual mesh):
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The new Mini General Pad is now on the Github, AlphaDev Branch. The other general pads and all the associated textures have been revised as well. All the general pads now have a blank animation reference (literally an empty animation clip) for ModuleLaunchClamp, as being launch clamps, a release animation is expected, so adding a blank one will prevent possible problems.
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New Mini General Launch Pad: It acts as a bridge between the small American Launch Stands and the Small General Launch Pad, and able to handle full tri-core rockets of 1.875m, 1.5m and 1.25m sizes, as well as single-cores of those sizes. It's basically a beefier version of the launch stands, with a full deck upon which small towers can be attached. Shown with the Mothra One from Tundra Exploration.
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Oh, yes, action group it or do it manually. Staging only works with the 1-step fallback.
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No, don't do them at the same time....I don't know what would happen. The partial retract is done pre-launch, then at liftoff comes the full fallback. For IRL Falcon 9 lauches, the small partial retract is done I think to get the upper clamp assembly clear of the rocket.
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