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Everything posted by AlphaMensae
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Ok, I added Zelda's MAS patch (substituting NEEDS[MOARdv]:AFTER[MOARdv] for :FINAL) to the MLP Compatibility_Patches folder and uploaded MLP v2.5.3 to Spacedock and the Github.
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Yes, as a .cfg, and anywhere in GameData will work, but if you want to remember where it is, then maybe in the MAS or MLP folder, or make a custom folder called "My Patches" or something.
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I don't use MAS, and was alerted to the problem by other people who did. I'll include this patch in MLP itself to prevent that problem from happening.
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I think MAS (MOARdv's Avionics Systems) has problems withe some of the crew arms and crew elevators having crew capacity and the stock generic IVA, so if you have that and some set of patches that adds it to everything with an IVA, it causes the screen to go black as well. Otherwise, everything works fine with just Modular Launch Pads and itss dependencies installed.
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Most likely cause is aiming the camera at an animated part before launching, that causes the screen to go black. Aim the camera at something on the rocket or the launch base/stand.
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Yes, you can with the Large General Crew Elevator and the Large Elevator Side Extension. It won't be an exact replica, but something like it. If you watch EJ_SA on Twitch, then you probably know LupiDragon. Lupi made a stock Atlas V-alike to carry a mini shuttle in a fairing, and requested something to help make the Starliner elevator. The side extension was the result; it can be used to make that tower extension on which the crew arm is mounted.
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The new Micro and Mini General Launch Bases and the Micro General Strongback Tower are now on the master branch of the Github. Custom category .cfg was also updated. I've also started the revamp of the Small General Base, and ended up trashing the whole thing...a complete rebuild.
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As I had mentioned, it was the replicas that burned me out. The general bases are freeform style, no poring over images and trying to recreate a mass of details. Here I just make stuff up.
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To complement the new Micro General Launch Base, there is the new Micro size General Strongback Tower. It's just a single slim tapered blovk tower, as I had room for it on the General Strongback textures, and one height of 15m. The upper clamp and umbilicals are the same from the Mini size strongback tower. Slim enough to fit on the Micro Base:
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[1.8] v1.0 Chrayol Design Org. - ISRO Mod
AlphaMensae replied to DylanSemrau's topic in KSP1 Mod Releases
This did inspire the new Mini General Launch Base for Modular Launch Pads- 80 replies
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The inspiration for the new Mini General base:
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After many delays, I finally got around to completing the new General Mini Launch Base. More so than the Micro size base, this one has the new modeling method that will be used in the revamp of the existing General Bases: The stretchy columns of the launch clamp structure are no longer the main support columns/footings. They've been replaced with 2 micro-sized versions stuck in two of the walls. The actual "supports" will be either wheels or fixed footings. New solid-style walls with a custom texture for the bigger meshes. The hollow-type walls will be going away. The decks and exhaust holes are being remade. Much less size options for the larger bases with little or no overlap. The Mini base has a 2.5m wide hole, either square or rectangle shape. Less structural details on top, and the rainbirds will be toggleable off/on. The new Mini Base, mobile platform style with wheels and no rainbirds: With the fixed footings and rainbirds:
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Finally got around to testing it, and works fine for me. I use the MLP BDB Vanguard craft file. Make sure you use autostruts, the launch stand goes to the root, everything else use grandfather part.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
AlphaMensae replied to Pak's topic in KSP1 Mod Releases
Just need the latest Firespitter .dll, can get it from the full package https://github.com/snjo/Firespitter/releases- 2,345 replies
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@TruthfulGnome Just made the freestanding Saturn Base footings toggleable on/off, and the updated .mu and .cfg are on the master branch of the GitHub. Also made that switch, the elevator switch and the mass switch operable in flight for use with the crawler. Also made the default mass 2000t, with the switch to 1t for easier moving. Shuttle freestanding footings will follow later.
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It's doable, but not in any rush, and I'll only put them on the GitHub master rather than doing a release.
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Oh, must have been not paying attention then. Change the initial mass to 1 and it will work then.
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No, they are designed to be launch clamps. The free-standing Saturn and Shuttle bases can explode on spawn or when you get another vessel within physics range, which is why I switched to making everything launch clamps.
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The elevators do have an IVA as well, the stock Generic 3 space, to provide crew portraits and the EVA button, though EVA can be done from the hatch as well. Don't think the stock generic ones have any usable props or screens.
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I did two test launches, one with the Mini General Crew Elevator and one with Small one, on my lightweight dev install (very limited mods, none of them being major gameplay altering ones) and no blackout. It must be some mod I don't have not liking the elevators (and large crew arm) having crew capacity. Here is a MM patch to remove the crew capacity from the crew elevators, leaving the Large arm and Soyuz Gantry alone: @PART[AM_MLP_*Elevator*]:HAS[#CrewCapacity]:AFTER[ModularLaunchPads] { -CrewCapacity = del } Alternatively, to remove crew capacity from all the MLP parts, use @PART[AM_MLP*]
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The only one for the shuttle is the old assembly guide video linked in the OP. Since you're using 39A, you can rotate the whole thing so it sits on the pad like the real one. If using the Tundra's Space Center static, it has the curved track for the RSS wheels.
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I think this is the same problem that came up before for someone else, and I think the cause is Connected Living Spaces having problems with the crew capacity for the large general crew arm (then) and now the crew elevators.
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