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KSP2 Release Notes
Everything posted by AlphaMensae
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Ok, the Modular Multi Tower and Top are finally done! What I had thought would be a rather easy project to make a new kind of simple basic tower using a new method turned out to be a long slog through complexity and tedium. My original plan turned out to be too simple and I had to modify it, resulting in the increased complexity. Anyways, here is a little demo of the tower and top, plus there is also a separate single version of the mast, which can be both surface and node attached. This will be on the GitHub master branch real soon. I had started (way earlier) work on the new Large Launch Base, and I will be getting back to it. It's going to have partial Saturn V launch base styling, since it will be able to handle a KSP Saturn V, but probably not the full Saturn tower though, as this is a General Launch Base with a centered exhaust hole. Most of that is best suited for Kerbal Konstructs (not my department), but I can probably make a simple mount clamp for the SRBs. There is already and Energia Launch Plate in MLP, as it did not use a mobile launcher.
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Or you could just use a separate PAW for each part like how it's done in KSP1-type, easy-peasy. The consolidated PAM may be useful for certain cases (like 100+ part vessels), but for small rockets or small part count craft, where you can see where each part is, it's an unwiedly tool that doesn't allow multiple part info windows to be open at the same time.
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After a very long break/hiatus (talking a few months here), I'm back to working on v2.6 of MLP. What burned me out was this little project I decided to make, a generic multi-modular service tower that had width variants in addition to height variants. To reduce the .mu size by avoiding a lot of duplicate full-size meshes, I decided to form each tower size section out of individual wall trusses, using B9PS transform move and rotate functions, and having the minimum number of side trusses needed to make all the sections. I originally had Small, Medium and Large size variants in the same part, but that ran into the old problem of B9PS not being able to turn on/off nodes in more than one module. So I split the one part into three parts--Small, Medium and Large. I then gave each main size 3 (4 for the Small tower) sub variants, and of course optional side panels for all of them. The whole thing was very complex to make and write the configs for, but got it done. Then I decided to make a matching multi top part, a single piece that would work with all the tower variants, with a multi-adjustable mast feature. I wound up going crazy with detail variants and reached a point where I had to set the whole thing aside and do other non-modeling things for a while. I now have reneweed energy for MLP work, and got back to that blasted top piece by eliminating the crazy detail options . It's mostly done now. Upon coming back, I decided also to formally name the new Flat Slab Service Mast and Scissor Umbilical the Ariane V Service Mast and Ariane V Scissor Umbilical, as that's basically what they are
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I only said that I had some ideas, but those didn't work out, it wasn't a critical item and I had a lot of other things to do, so lost all interest in a crawler. Plus, Katniss has made one for the Katniss Space Program, so that's one more thing I don't need to bother with.
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The military services have learned that it's a lot easier to get "upgrades" to exisiting weapons systems through Congress than to get a whole new one. Hence the E/F "upgrade" to the Hornet. Same with the Abrams tank and the Patriot SAM (which is an entirely different missile than the Desert Storm version).
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No, there isn't, I never made one when I converted the 130m height version of the Large Crew Elevator into the Exta Large one by enlarging the tower truss. I guess I forgot about the top.
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Oops, I seemed to not have put the updated crane files on the GitHub Master. That's been fixed.
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Hmm, I thought the file got uploaded fine. I did do it while at work, so didn't have my Github desktop client or any of my KSP folders. I just now manually copied the patch into the file on the master.
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Are you using another IVA mod and Reviva?. MAS should be removed from all MLP crew arms and elevators. The other cause for a black screen is focusing the camera on an animated part and triggering the animation. Beyond that, I don't know, as everything works fine on my end, and I don't have any IVA mods or Reviva.
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It only removes it from MLP parts: // Removes MOARdv's Avionics Systems from Modular Launch Pads IVA spaces @PART[AM_MLP*]:HAS[@MODULE[MASFlightComputer]]:NEEDS[MOARdv]:AFTER[MOARdv] { !MODULE[MASFlightComputer] {} }
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Do you mean MAS? The last MLP update (2.5.3) included a patch that removed the MAS computer from all MLP crew arms and elevators.
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What it needs is a custom engine designed for the unique 3D worldspace--modeling whole planets and the surrounding space out to potentially many light years (real scale!)--KSP uses. The devs of Children Of A Dead Earth (think Winchell Chung's Atomic Rockets site crossed with KSP) made their own engine for that game. But it's way too late for that, maybe for a potential KSP 3.
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It's still Unity and PhysX, and though it is a newer version (but not the latest) it's still Unity rigidbody physics at its core. Still works the same way. And KSP2 is not an all-new "rebuilt from the ground up" codebase. What's been revealed is that it's just mostly a refactoring of the KSP1 code, started by Star Theory, and then continued by a bunch of all-new coders at Intercept who had no idea what they were doing. Some of the KSP1 code has been dumped, and there is new code present, but the reaon we're getting all the old KSP1 problems again is because KSP2 is just KSP1 with better graphics and sound/music. Juno: New Orgins shows what can be done with an all-procedural part system: far less rigidbodies (i.e. parts) needed and non-wobbly rockets.
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Unfortunately, there is only so much you can do with KSP's lego-style and Unity-PhysX besides spam ever more joints, which is what Squad did, what autostrut did, what KJR does, and what IG will end up doing if they haven't already. Unity and PhysX simply aren't set up to handle multi-hundred part assemblies we call "vessels". It's a legacy of Felipe (HarvesteR) wanting the lego-like building system for KSP, where you mash "space bricks" together to make cool and fun vessels. The only real solution is to use a full procedural part method and built-in part welding to greatly reduce the number of rigidbodies in a craft, but that's not the KSP way.
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Tundra's Space Center is the statics, while KSC Extended is a set og .cfgs placing those statics around the KSC.
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I had thought about it some years ago, but then Katniss made one for their Katniss's Parts Pack of fictional Saturn MLV parts, and I no longer feel like doing it.
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Release KSP2 Release Notes - Update v0.1.1.0
AlphaMensae replied to Intercept Games's topic in KSP2 Dev Updates
Looks like they're doing 3 week cycles, or "sprints" as it is known in the game dev world. So next patch should be another 3 weeks. -
It goes all the back to the early days of KSP, when it was common to do that kind of thing. I think the fuel prioritization UI added in v1.2 greatly reduced the use of asparagus staging.
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I hate it, I want the PAWs back in all of their KSP1 style. The Part Commader has its uses, but it should be an option, not something that you're forced to use. When I can see the part I want to adjust, it's far simpler to just right click on it. Also, PAWs allows multiple parts to be viewed at once, like engines and tanks to see fuel flow, or seeing drag (using the Aero GUI) during flight. The Part Commander is just one of those ideas that sounds better in theory than in practice, and is anoher example of Intercept changing things that already worked well just for the sake of changing them.
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If you look at the PAW for the new bases, you'll see the "Clamp Parts" switch. This turns off the launch clamp bits (the stretchy columns and footings) som they are not in the way. For these new bases, and then for all the launch bases and stands that don't use the clamp parts as the structure, I'm making the clamp bits very tiny and adding the switch to turn them off. They have to be present in the .mu or the launch clamp function won't work, so I'm using B9PS to turn them off afterwards.
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Uh, are those the panels from Making History? I don't have that. MLP does nothing to affect stock parts, as Cheesecake said.
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After a long break, I finally felt like doing the new Medium General Launch Base. I also added a 9th color to the GeneralBases texture series: the yellow-beige I used for the Ariane-style flat slab mast. Now the new Small Base, the new Medium Base and eventually all the General parts can be that color. Medium base has 4m and 6m exhaust hole widths, width an alternate style for 6m short variant...it sort of happened from the way I set up the punch-out deck sections. New Medium Base is now on the master branch of the Github.
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Can I get the configuration files for the NERV and the RTG?
AlphaMensae replied to AtomicTech's topic in KSP2 Mod Discussions
There is going to be an in-game mod manager, so that will do all the loading. For parts, I'm thinking you'd package all your assets from Unity and the JSON .cfg into a bundle, and the mod manager will take it from there. -
They are bundled in the sharedassets files under KSP2_x64_Data folder. Not accessible without some kind of Unity asset viewer. This is not like KSP1 at all.
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How is KSP 2 Modding Going to Work?
AlphaMensae replied to DarkBrave_'s topic in KSP2 Mod Discussions
Oh, I didn't do it myself, I'm just reporting the findings of numerous others who have. The game code is being dissected left and right by a lot of experienced coders, who are NOT impressed with what they see. Official "modding support" means when the devs finish and turn on the in-game mod-loader/manager. I suspected long ago that KSP2 would use Unity asset bundles and an in-game mod manager/loader, like most other modern games today. The method Squad used for KSP1 (separate .mu and .cfg files for each part) was done when Unity was a lot different than today and asset bundles were behind a paywall, and Squad was either unwilling to pay the fee or unable to, being a tiny company.