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KSP2 Release Notes
Everything posted by AlphaMensae
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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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If you know how to make Tweakscale .cfgs, I recommend doing that, as that is what I'll be doing anyway for most of the parts, as I'm not going to remake them for RSS/RO. Maybe for the simpler parts, but the focus is on stock scale.
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Hi, if you know my Modular Launch Pads mods, I have made a patch for this shuttle (adds a size 5 attach node well below the bottom of the ET) to make it usuable with my shuttle pad, which is available on my Github's AlphaDev branch. There is also a 1.4.5 craft file with the full pad and shuttle. Notes: The shuttle pad was developed for the CA shuttle, it's not quite fully compatible with the DECQ shuttle, but with enough tweaking, it can be made to work reasonably well with some caveats: The SRB aft skirts and nozzles can't be too close to or too far into the SRB exhaust holes in the launch platform; normally they should be almost even, but doing that with this shuttle causes some Very Bad things to happen at litoff due to collider interference. Also, the crew access arm won't be usable by Kerbals as it ends up located in between two levels of the FSS tower. The SRB hold-down bolts won't reach the skirts of the SRBs either, if you position them so they do, well, those Very Bad things happen.
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I have created a patch for that 1.4.5 fork of the DECQ shuttle, it and an associated craft file are on the github A caveat though: The shuttle pad was developed for the CA shuttle, this one differs in some details. You can't have the bottoms of the SRB aft skirts too low (normally they're almost level with the top edges of the SRB exhaust holes), as Bad things will happen at liftoff...I think the colliders are interfering with each other. The craft file has the shuttle positioned about as close as possible and still launch without problems. It might be possible to tweak it some more. Also, the various arms will need tweaking, and the crew arm will be inaccessible to Kerbals, as it ended up located between two of the FSS levels. The SRB hold-down bolts won't reach the aft skirts of the SRBs either (and the hold-down recesses in the skirts aren't modeled anyway...curious).
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v1.3.7 has been put on Spacedock and Github. Another minor update for v1.3, still not v2. Changelog: > Made the dummy nodes unusable for parts using Animated Decouplers by moving them to -1000 on the Y-axis. > Changed the order of the B9PS switchers for the Saturn tower arms so the color one is now last. I had noticed that the dummy nodes I had put in for the parts using Animated Decouplers might be confusing if they were too visible (many of them are buried in the part itself, but others are not). So I made them unusable by putting them at Y -1000. They are there just so Animated Decouplers doesn't throw NRE spam when they are activated. Also felt that having the color switcher for the Saturn parts that have dual colors should be the last one. v2 dev Saturn arms also got the changes, and I also merged the separate Saturn S-IB arm into the main Saturn V arm. Having it separate no longer made sense, noy sure why I made it that way in the first place. Also changed the arm type switcher labels to show what stage they are for, in abbreviated form; e.g. "1 S-IC Int" or "6 S-IVB Aft". They fit without spilling over the text box too. The changed v2 dev arms will show up on the Github soon I also have some options to handle the rectangular flame hole shape and side-booster hold-downs for the new single-insert Saturn launcher base. 1> Only make the 2x180 X-axis core hold-down arm nodes usable by having a grating/plate (with full collider) appear in the flame hole if any of the other options are selected. This will keep stack symmetry in 2x mode, allowing for proper placement of separate hold-downs for side boosters (which will have a new part), enabling them to be both adjusted using the offset gizmo. This does limit the core stage hold-downs to just one configuration, but some of them will need the grating anyway, since something like the 4x90 or 6x60 types don't work without having four walls present. 2> Make an insert for the insert. This will be just a plate or such with two nodes for the side-booster hold-down arms that will snap into the flame hole insert via a switchable node that will be off by default. This will allow for a few more core-stage hold-down configurations, but will be another part to deal with. Alternatively, the insert could be have integrated side-booster hold-downs that are adjustable in different ways, including a deploy-limit slider.
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Well, my plan to eliminate the Saturn launcher base inserts got derailed when I was re-reminded that having a non-centered flame hole screws up the stack symmetry for the hold down arms. That was why I went with the inserts in the first place...and forgot why. And only one B9PS Module per part can handle stack symmetry...oof. So now there will be just one insert for both square and rectangular holes. I have a plan to deal with differering stack symmetries too.
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@Gordon Dry It should be, as it's the exact same .zip.
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Put the current release (v1.3.6) on the Github and added a link in the OP.
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@smotheredrun Ok, 1.3.1 shuttle pad craft file is now on the Git, and both versions have been renamed. Also, the v2 Saturn mobile launcher base is being revised as I had mentioned earlier. I went through various plans for it, and in the end decided not to limit its configurability after all. Instead, I came up with a unified design style for it and the two new general pads. They will all use a common set of flame hole configurations, only being limited in which ones they use. The small general pad will be just for smaller diameter rockets, the Saturn base for bigger ones, and the large general pad being in the middle, with a bit of overlap on each end of the range. A very early WIP gif of the new new Saturn base: Most of the stuff is still missing, but it shows what the idea is.
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The 1.4.x CA shuttle craft file doesn't load right in 1.3.1 for some reason, even by changing the version line. I'll put up a 1.3.1craft file in a bit, once I get back to my computer. Oh, about the separate folder for the dev build: the v2 parts don't actually replace or overwrite the current ones and can coexist with them, it's that the paths for the models and textures are different. Don't want to screw up the current release folder for MLP, so I use an "AlphaDev" folder instead
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@smotheredrun, Ok, everything should be there now, except for the 1.4.5 craft file, which will be up real soon It's good for both 1.3.1 and 1.4.5, just need the appropriate Animated Decouplers and B9 Part Switch (which are in the latest release version, as always, if you don't have them already). If you haven't realized it yet, the v2 dev build is in the AlphaDev branch, not the master. The AlphaDev folder goes into Gamedata, not Modular Launch Pads. It's a standalone dev version (and has a bunch of older and non-v2 stuff in it right now). The craft files go where other craft files go.
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Hold off getting it from the Git yet, it's still being developed. Mainly, none of the actual 3D assets are there yet.... I'll finish putting it together now
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@x170, I'm sorry about that, I had taken a look at the RN rockets , but then I started the shuttle pad and it kept me busy for quite a while.
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Going forward, after the finishing touches to the Shuttle pad, the next thing to do is revise the Saturn mobile launcher base again. I've had a lot of time to think about it, and I want to eliminate the current flame hole inserts, and integrate the various switching options into the base itself (with one exception). While the inserts were a good idea, and helped make the base multi-configurable, I was never fully happy with the rectangular insert, and both inserts are rather complex, plus they're an extra part to remember to put in. So instead of trying to accomodate almost every conceivable rocket design, I'm going to reduce the configuration options to a smaller set of Kerbalized standard real-life rocket types and some generic non-real generic options. The focus will be on the central core size; tri-core rocket configurations will be set up for same-diameter side boosters. The exception I had mentioned will be an optional insert (the attach node for it will be off by default) that adds two side booster hold-downs, switchable among various tank/stage sizes, and using a deploy limit slider to adjust them for side boosters smaller than the core stage.
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The RSS has a switchable outer support (or the "legs"), with options for the stock pad (default) or Alt Pad, which is @damonvv's upcoming LC-39 pad in Tundra Space Center.
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The RSS (that's Rotating Service Structure ) is done! Well, I could easily add 10,000+ polys of more detail, but I don't want to Demo rollback: I'll polish up the .cfgs for the shuttle pad parts, and will put a new dev build on my Github that I plan to actually use now.
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"RSS" in this case means "Rotating Service Structure"
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@pTrevTrevs, No, not those, but the ones wrapping around the top edges of the SRB exhaust holes. I haven't gotten around to the various pipes on the sides of the MLP. I'll probably put those big ones in at some point.
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I put in the rainbirds and the pipes around the SRB holes, but they are just for looks and don't work...unless someone makes a water-spray effect.
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And now @damonvv has made custom sound FX for the shuttle tail service mast sparkers, to go along with the custom plume FX madd by @JadeOfMaar: New dev build of the v2 Saturn and Shuttle pad parts, now with the new sparker FX, available on my Dropbox. Don't put the AlphaDev folder in the .zip into the ModularLaunchPads folder, as it is a standalone build and goes into Gamedata.
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@JadeOfMaar has very kindly made a proper spark plume effect for the tail service mast sparkers! Here's a short demo if it in action: Much thanks to Jade!
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More progress! And a new short launch demo And a new dev build of the v2.0 Saturn and Shuttle pad parts is now on my Dropbox. Includes craft files for the CA shuttle, BDB Saturn V and BDB Saturn IB.
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More progress on the RSS...it's starting to fill in! The square an I-beams are still untextured, as some of them will be used to make other parts.
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In v2.0, there will be a Delta II tower add-on (among others) for the new general-type pad bases, and it will work with the Saturn mobile launhcer base as well. It will be able to use new modular drop-umbilicals as well as swing arms, not just the Saturn V ones but new smaller ones as well. I'm still deciding whether to make the new towers in modular pieces like the new Saturn tower (switchable-height section with separate base and top sections), or just have a single-unit tower with adjustable heights (one of which will be the default one for the particular rocket it was meant for). The Falcon 9 strongback will have to be like this, otherwise Animated Attachment would have to be used for the fallback animation, and I don't want to make that a requirement.
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No problem The only sound is the staging/decoupling sound. Progress on the shuttle pad RSS: Started to fill in details and put in parts for the framework...it now has a connection to the hinge! New stuff isn't textured yet...or even using a KSP shader....that will come later.
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