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KSP2 Release Notes
Everything posted by AlphaMensae
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Finished the base part of the Large General Pad at last! Well, for now... Yes, the nominal 15m extended size can accomodate 1+4x 5m cluster stacks like this......thing--the "BFR Thicc"--with room to spare, especially if rotated 45 degrees Saturn V-style. (Yes, it's the older Tundra Exploration BFR; it's what I had in my 1.3.1 dev install). The base has been revised yet again (several times since last lol), now the standard core sizes have just the three shapes, with optional extra hold-down supports (or extensions) in two variants available separately. The three separate extended sizes (10m, 12.5m, 15m) now also have optional extra supports, a combo 45 and 60-degree one. There is also an extended deck size option, to give more room for towers and such with the extended hole sizes...or even the standard ones. Now I can start work on the various towers, crew elevators and hold-downs.
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Dev progress update on the Large General Pad: All the standard core size "inserts" are done: Next to do will be the extended sizes, which will be separate, starting at 10m, and only include a single square shape with all additional hold-down arm supprorts present. An extended deck switcher will also be availabel, to make the deck bigger in area, in case the standard deck is too cramped. In a design change, ALL the attach nodes for hold-down arms or other accessories are turned on, in 2 (might become 3) independent sets. What can be changed with a switcher is the stack symmetry, with a choice of 2x, 3x, 4x, 6x or 8x symmetries. This allows for much more configuration options.
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Yes, staging is the normal way to release it. There's a manual animation as well so the arm can be "raised" by the Kerbal pad crew on the intertank access arm (yes, that's how it was connected IRL).
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Yes, it is retracted at launch, and falls away pretty fast (as it has to).
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I just uploaded the shuttle version to the Github. There is one big issue with it though: Attaching the FSS base prevents the platform base from sitting low to the ground like it's supposed to, no matter how much you offset it. Without it, the platform base sits fine. I'm going to have to make the FSS base a launch clamp too, and even might have to integrate it into the platform if keeping it separate still prevents the platform from sitting low.
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And I forgot to update the base's elevator transform in the animation...derp! New .mu and .cfg files uploaded to the Github.
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@slaintemaith and everyone else. I have made a launch clamp version of the Saturn Mobile Launcher Base, available on the Github. It works like a node-attached launch clamp, and is not free-standing. This should eliminate the "earthquake" issue where the stock pad static blows up on vessel spawn. Stick the .cfg file into the AlphaDev/v2_Saturn folder, and the contents of 3D_Assets_Dev into the existing AlphaDev one, overwriting any files. Important: DO NOT leave as the root part if placing first; launch clamps don't work if they are the root part. It's designed to sit as high as the free-standing one if you want to use the pad access elevator. Put the elevator floor on the floor of the VAB. There's no shuttle version yet....
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I actually do dev work in 1.3.1, I just test thing in 1.4.x/1.5.x to be sure they work. I rarely have the earthquakes on vessel launch. I always move the base's legs below the VAB floor before launch, and make sure the rear legs will sit on the stock pad static. If the base is off-center too much, with the rear legs hanging ovet the edge, it can become unstable and destroy the static.
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If you mean World Stabilizer, it does not like the free-standing pads...causes the earthquake every time. Otherwise, I was able to launch the existing Saturn mobile launcher (with a larg-ish test rocket) and the full v2 CA shuttle pad without problem in 1.5.1. However, I can make a launch clamp alternative version of the Saturn launcher base to see if that eliminates the earthquake issue.
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Progress on the Large General Pad: Got enough done (after several wrong turns and dead ends) with the 3.125m exhaust hole "insert" (actually an integrated shape) to do a test launch! Yeah, tweakscaled 3.125m BDB Titan II parts with the Rodan pod from Tundra Exploration. Gotta remember to DL the LDC Titan for BDB... No tower or anything else, and used the existing bottom-mount bolt hold-down, as nothing else is made yet, LOL.
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The crew access tower section has an adjustable floor, it can be moved up and down with the deploy limit slider. Adjust the crew access arm to where it's needed, then move the floor of the crew access tower section to match the arm's height.
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Latest WIP pic of the large general pad, now with switchable colors! Next will be to add the integrated switchable multi-size "inserts". More color options will be added too, I have some in mind, but am open to suggestions.
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v1.3.8 is now on Spacedock and the Github. Another minor bug fix. I guess I should have tested adding "layer = 0" and "layer = 1" to the Saturn pad parts (mostly the tower arms) that use both ModuleAnimateGeneric and ModuleAnimatedDecoupler, just found out that when those parts are staged, they will reset once the animation is finished. Removing "layer = 0" from ModuleAnimateGeneric fixed it. So the fix has been applied to all the parts, and a new release is up.
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I should add that the things which are KSP version- specific are the two required plugins, B9PartSwitch and Animated Decouplers. Both 1.3.1 and 1.4.5 versions of each are included in the download.
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First WIP dev pic of the Large General Pad, still very much unfinished...not even fully UV mapped yet
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Ok, uploaded the new new Saturn launcher base and insert to the Github. For now they are new parts, and won't overwrite the existing ones. Both have "v2B" in their names. Currently the center-mount hold-down assemblies that can be used with them aren't made yet, as they will be usuable for the Saturn and general pads, so will wait until the large one is complete first to do them. I also have made the Shuttle RSS usuable with the alternate FSS base location, that being with the launch platform rotated 90 degrees so it's pointing east. It was mostly just tweaking the FSS base, so now both variants use the same attach node; no need to reattach it after selecting the "Alternate" option. The RSS switcher has been renamed "RSS Configuration", and now has three options: default, Alt Position and Alt Pad (used for any proper Kerbal Konstructs LC-39 pad). The revised RSS and FSS base are also now on the Github. Pic of the Alternate FSS position:
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The shuttle pad parts are on the Github, in the AlphaDev branch. The v2 parts will go there until there's enough for partial or "soft" release.
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Finished all the configurations for the new new Saturn mobile launcher base insert...whew! Now starting on the large general pad, which will be large indeed....the largest exhaust hole option will handle a cluster of 1+4 5m tanks.
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Update on the new Saturn mobile launcher base insert: It's starting to fill in now, just have to finish assembling all the configurations in Unity... Oh yes, the Saturn base is now limited to three core sizes: Saturn V (6.4/5.625m), SLS (5m) and Saturn IB (4.25/3.75m). It's partly due to how below 3.75m, the differences in the exhaust hole sizes start becoming too small to justify all the custom shapes...and partly due to me getting sick of making them
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I realized what happened to cause that texture glitch in the "old-new" Saturn base, and removed all the additions for the "new-new" base, leaving as it was before I started revising it. New SaturnLauncherBaseOld.dds file is on the Github now.
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Ok, the AlphaDev branch on the Github has been updated. It was more of a mess than I had thought, with more than a few missing assets and files. The old 3D_Assets_Dev folder was deleted, and a newly written one was uploaded, now it only has the v2 Saturn and Shuttle pad parts. The hold-down arms are not in it, as they are still holdovers from v1.3.7 One note, the v2 Saturn launcher base's deck has some dark strips on the edges, this is because both it and the insert are in flux right now, as I'm revising them. The main texture for the base now has the shuttle base on it, as well as areas for the inserts. I reverted to an older version, so it mostly looks like it did earlier, but the model and UV map for the deck have changed, resulting in that texture glitch. Once it's all finalized, it will be ok. There's also a subassembly folder now, with the shuttle and v2 Saturn pads as plain subasssemblies, with no shuttle or Saturn stack on them.
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Been spending what time I've had this week working on the new insert for the Saturn mobile launcher base. This thing is proving to be a lengthier job than I had expected. But it's also laying the groundwork for the new general pad bases, which will use the same system and eveb objects, just integrated into the bases themselves. The Saturn pad insert is finally starting to fill in a little, as this early WIP demo shows: Still a lot more to put in.... A major change is how side-booster hold-downs for the rectangular shape exhaust hole will be handled. The normal hold-downs for the core won't be used, instead optional nodes can be turned on for a new "center-mount" hold-down assembly, which will go into the bays for the side-boosters. These will be switchable among various sizes to match the selected insert configuration. This new center-mount hold-down can also be used for the core, with or without the normal hold-down supports (which can now be turned entirely off).
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No, I will do it eventually, just know it won't work like the Apollo crew arm. I actually kinda want to see it with an actual Crew Dragon first...
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Do you have KJR installed? I have it in all my KSP installs, and I think Farram said starting with KSP 1.1 (or 1.2?) that KJR would be using the new stock physics ease-in feature, I wonder if KJR does something in addition to that. I've had the whole shuttle and platform assembly be dropped onto the stock pad static, but it has never caused a problem, though I usually move the platform's legs under the VAB's floor first.
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I may just make the large versions by altering the rescaleFactor in the .cfg, which all Tweakscale does, it just does it dynamically while KSP is running. Of course, that would double the number of parts, so they would be in a separate folder in the download .zip, and you would pick which size you want. Or just say screw it and make Tweakscale .cfgs... The Falcon 9/H strongback will be an option for the upcoming large General pad base (square base that will be a launch clamp, not free-standing), which will be able to have the shuttle FSS tower attached it as well. The strongback probably will be able to be used with the shuttle launch platform as well, though it would look a bit odd... Also, the SpaceX crew arm for Dragon 2 works differently than the default command pod orientation in KSP, where the hatch is normally facing the right wall of the VAB when looking towards the doorway (the Apollo CM's hatch was like this). Making it true to the real one would require rotating the command pod or whole rocket 180 degrees or whatever the orientation of the Dragon 2's hatch is.
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