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How to make a KK static a launchsite.


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STATIC
{
	mesh = LC34Platform.mu
	module = Part
	static = true
	author = Lextacy
	DefaultLaunchPadTransform = LaunchTransform
	title = LC34Platform
	category = LaunchPads
	cost = 1000
	manufacturer = NASA
	description = Launch Platform for the Saturn I-C on Pad 34
	DefaultLaunchSiteLength = 0
	DefaultLaunchSiteWidth = 0
	name = Pad34Platform
	DefaultFacilityType = None
	DefaultStaffMax = 0
	DefaultProductionRateMax = 0
	DefaultScienceOMax = 0
	DefaultFundsOMax = 0
	keepConvex = 
	Instances
	{
		CelestialBody = Earth
		RadialPosition = 912253.3,3056529,-5515107
		Orientation = 0,1,0
		RadiusOffset = 61.33418
		RotationAngle = 317
		RefLatitude = 28.66899
		RefLongitude = 279.3922
		VisibilityRange = 25000
		Group = LC-34
		GroupCenter = true
		RefCenter = 912253.3,3056529,-5515107
		LaunchSiteName = LC-34
		LaunchPadTransform = LaunchTransform
		LaunchSiteDescription = No description available.
		LaunchSiteType = VAB
		Category = RocketPad
		LaunchSiteLength = 1
		LaunchSiteWidth = 1
		OpenCost = 0
		CloseValue = 0
		OpenCloseState = Open
		FacilityType = None
		CustomInstance = True
		LaunchRefund = 0
		RecoveryFactor = 50
		RecoveryRange = 100000
	}

 

Ive made a gameobject underneath my model called "LaunchTranform" Nothing works

LC34%20transform.png

Why does this not work?

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PS: oops: didnt read that hidden content. So if its a <whatever a KK is> problem, this might not help: :/

So you want to build a launch platform without a tower and moving arms etc, but just a platform to attach under your rocket?

So, you launch transform is the place "where the rocket is attached to", this is what I called "launchpad_nodetop" on my proton launchpad.
(I disabled the actual concrete mesh surrounding this pad in these images so you can see better)

1_node_top71uy3.png

Then, you need another such gameobject/empty/transform pointing the other directing. I called mine "launchpad_ground_empty".

2_ground_emptyt4unn.png

Then its just a matter of a quick config. Add the node like any other node, and the ground empty inside the module LaunchClamp

	// --- node definitions ---
	NODE
	{
		name = top
		transform = launchpad_nodetop
		size = 3
		method = FIXED_JOINT
	}

	// --- module parameters ---
	MODULE
	{
		name = LaunchClamp
		trf_anchor_name = launchpad_ground_empty
		trf_animationRoot_name = launchpad
		anim_decouple_name = close
	}

As an alternative, you probably could make it just as any other "dumb" object without the module LauchClamp if you just add the upper node to attach the rocket and put an module Decoupler to this node, so your launchpad would be just a heavy object left behind.

Edited by InsaneDruid
Stupid forum software not allowing html
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He re KK statics and launch sites all you need is a correctly named and referenced  transform at the point you wish the vessel to spawn, hang on i'll grab an image from unity....Do not place it under the pad unless there is room for a ship to spawn without contacting any geometry or colliders

D5VPKTC.png

PS and once you have it working and placed you will need to make it a launch site using the KK in game editor

Edited by SpannerMonkey(smce)
more info
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