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KSP2 Release Notes
Everything posted by AlphaMensae
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Hold down left shift when dragging the offset arrows to get unlimited offset
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Latest WIP: The original intended American Launch stand, reborn and remade as the Saturn Launch Stand, still based on the original LC-34/37 pads for the Saturn I and IB: In keeping with the launch stand theme, there is no deck, as in my terminology a "stand" is an open-frame type rocket holder with no deck, and towers go on the side; a pad has a full deck that is accessible by Kerbals and on which stuff like towers can be mounted. So this one is open I-beams and central ring. The integrated hold-down arms are styled after the ones used for the Saturn I/IB, they'll be able to be switched off and separate hold-downs used. Core size configurations are 4.25m, 3.75m, 3.125m, 2.5m and 1.875m.
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@Gordon Dry Looks like I never uploaded the gray hammerhead crane texture, must have forgotten about it in the initial upload. It's in the Github now. Edit: Actually, I deleted the entire 3D_Assets_Dev folder from the Github a week ago, and reuploaded it...the folder I uploaded the files from must have been missing that one.
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@CobaltWolf Thanks! I've stayed out of the whole how-to-split-up-BDB, but I feel the best way would be just have two parts: A core pack and an expanded pack. The core would only have the stuff that has actually flown, and if there are multiple variants of a rocket/engine that did fly, then just pick a representative version, e.g. the Titan III-E Centaur for the Titan III. The expanded pack would have everything else: all the other variants (like Titan III SRBs), the paper rockets and engines, all the ETS stuff, etc.. Atlas V only differs in fairing size and number of SRMs, so all of its parts could be included in the core. This way there would be smaller, simpler BDB with the stuff most people want, and an expansion pack with all the stuff for the alt-history crowd and total rocket geeks. So I think the core pack could be this: Mercury-Redstone Jupiter-C Vanguard Thor+one type of SRBs for the early Delta Diamante Atlas One version of the Able, Agena and Centaur upper stages Gemini-Titan II + one set of Titan III SRBS Apollo-Saturn IB-Saturn V-Skylab , just the historical spacecraft, stages and engines, and Saturn I goes into the expanded pack. Atlas V Delta II Athena II for the Peacekeeper-derived lifters (though all those lifters and associated parts could go into the expanded pack since they are kind of niche).
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One final thing (? ) for the American Launch Stand pack: a switchable swing arm option for the small tower umbilical: In keeping with the early tech look, it's just an I-beam with the hose slung underneath...no fancy trusses here. Arm color is selectable as well, in tandem with the long mount's, so the two will be the same.
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It's on the Github now, in the AlphaDev branch, AlphaDev folder, v2_American Stand.
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Longer demo of the completed Gemini Crew Elevator. It will be on the Github real soon.
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Latest WIP, the Tier 2 crew elevator to go with the Tier 1 service tower...alos inspired by the Gemini-Titan II one: Still adding more height variants. The height of the elevator car and access floor (inside the tower) can be adjusted using the deploy limit sliders. The car itself also has an animated gate (with collider) that raises and lowers automatically.
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Ah, yes, that's due to how launch clamps are set up in Unity and ModuleLaunchClamp. Clean rotation isn't always possible, especially with non-round or square clamps. There's three specific transforms required, and they stay fixed in place, and don't rotate with the rest of the part.
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They use the Animated Decouplers plugin so they can be animated by staging in addition to manual animation. Rather necessary for early career mode if you don't have action groups from the start, as well as providing an alternative to using action groups. This was a requested feature rather early on And I should do something about those small nodes in the rectangular stand, if that's what you meant.
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The new v2 Saturn/Shuttle tower and pad accessory parts are going to get another redo, a smaller one this time, in order to improve the textures and consolidate as as much of the parts on two texture sheets: a big 2k one used for the platform/base and a whole lot of other things, and a small 512k (plus another for the gray versions) for the various tower and other small stuff. Going to change the UV maps and rebuild the tower sections so I can put shadow lines inside the I-beams, something I started doing with the American Stand towers, and makes them look better by providing fake ambient occlusion.
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Ok, it turns out I didn't replace the B9PS texture-switch module paths to the new v2_American_Stand folder for most of the American Stand parts. I've made the needed corrections, and the revised .cfgs are now on the Github. ...this is what happens when you change the folder structure in the middle like this @Gordon Dry There were also lines in the log about the v2 Milkstool....apparently I never changed those texture paths either...or even the texture names....ughhh...concentrated too much on the modeling...cfgs got into a mess...and the v1 Milkstool was a mess of several textures. That's fixed and on the Github too.
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@Gordon Dry That's not happening in my KSP. Vessels attach to the large center node in the stand, not the smaller outer ones. You might have a mod or mods causing trouble with launch clamps.
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The Tier 2 tower is now on the Github, along with some revised .cfg files Also now in the Github is a revised umbilical with an additional color option (black) and a switchable mount type, either short for the Tier 1 towers or long (on a beam) for the Tier 2 tower (so it extends past the platforms).
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And the latest WIP: The Tier 2 launch pad tower, this one inspired by the Gemini-Titan II one:
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Complete American Launch Stand package is now on the Github, AlphaDev branch. The whole thing is in a separate folder--v2_American_Stand--under the AlphaDev folder.
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You're welcome! I think bulkhead profiles are the drag and strebght settings and such for the given node size, but not entirely sure about that. It's optional too. Mercury crew elevator is just about done:
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If you're adding the node to the tank, you have to take into account its height and the engine mount that goes on the bottom. The node needs a (-) Y-axis value (values are in meters) large enough to clear the bottom of the engine mount, otherwise it will be hidden inside the parts. That's why I used the engine mount; the -5.43 came from the CA tank patch and should be sufficient to clear the botom of the mount and the engines that go onto it. Ok, took a screenshot: The reDIRECT main tank is a bit longer than the CA shuttle ET, and with the engine mount on would mostly hide the added node. With the node added to the engine mount, there's plenty of clearance. If you want the node on the tank, make the Y value -6.5 at the minimum, make it -8 or greater to clear the engines when attached as well.
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Also, use mirror symmetry with them, not radial. Same with the tail service masts. @xD-FireStriker As an interim patch, here's a patch to add a size 5 node to the reDIRECT Jupiter engine mount. Copy this into a text editor and save it with a .cfg extension somewhere in the KSP GameData folder: @PART[DIRECT_jupiter_engineMount]:NEEDS[reDIRECT] { node_stack_bottom02 = 0.0, -5.43, 0.0, 0.0, -1.0, 0.0, 5 }
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They attach to the platform using the nodes in the SRB exhaust holes.
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Yep, that's what the included patch does, adds a large node to the CA ET. I'll make a ReDirect patch too.
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Yeah, the center node is the only one that can be attached to rocket or other parts; all the other nodes are for my pad parts only. Mercury crew elevator is working! It ended being more like the Atlas elevator, with the upward-rotating crew walkway, but does roll back like the Redstone one. Some details still need to be added, like short railings to the walkway.
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Ah, yes, I forgot to mention that...the nodes are off by default to avoid node spam when attaching it to the base. Well, you can surface-attach things to the platform and tower. Aside from the main node to attach the shuttle ET or other rocket, the other nodes are for attaching the other shuttle pad parts, like the Tail Service Masts, SRB hold-downs and the FSS base; the nodes have their orientation reversed to prevent confusion when attaching the ET. As for Engine Ignitor, I haven't used it and so have no idea if the pads are compatible with it or what it would take to make them so. I'm just concentrating on making the pad parts right now, extra stuff like that I'll leave to others.
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The Saturn mobile launcher base requires an insert that goes into the large rectangular opening; it has all the extra accessory nodes. With the current release version, there's a square and rectangular version. The v2 dev version only has one multi-configurable insert.
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