AlphaMensae Posted July 30, 2022 Author Share Posted July 30, 2022 3 hours ago, RiccRacc said: where do i put this patch also i assume i would have it as a .cfg 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. Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted July 31, 2022 Author Share Posted July 31, 2022 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. Quote Link to comment Share on other sites More sharing options...
Zelda Posted July 31, 2022 Share Posted July 31, 2022 Awesome, thanks for the quick patch!! Quote Link to comment Share on other sites More sharing options...
RiccRacc Posted July 31, 2022 Share Posted July 31, 2022 On 7/30/2022 at 7:09 AM, AlphaMensae said: 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. patch works thanks alot Quote Link to comment Share on other sites More sharing options...
Sampa Posted August 4, 2022 Share Posted August 4, 2022 So, I encountered an interesting bug, not sure if it is coming from this mod's end or not: https://imgur.com/a/tjyx8wE Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted August 4, 2022 Author Share Posted August 4, 2022 13 hours ago, Sampa said: So, I encountered an interesting bug, not sure if it is coming from this mod's end or not: You have an old version of MLP mixed in with the newest one, with duplicate .cfgs that have the same name but are different. The Saturn Tower general swing arm no longer has fixed length variants, and KSP loads the first of the duplicate parts it comes across. Always delete the entire ModularLaunchPads folder before updating to a newer version. CKAN doesn't do this, so watch out for it. Quote Link to comment Share on other sites More sharing options...
Sampa Posted August 4, 2022 Share Posted August 4, 2022 Ok, thank you. I could have sworn I deleted it when I updated, but can try again today Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 3, 2022 Share Posted September 3, 2022 Is there a way to prevent these parts from being used in rescue contracts? Most of the time, I get some launch tower floating in space as my target, which is, you know, kinda weird Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted September 3, 2022 Author Share Posted September 3, 2022 4 minutes ago, infinite_monkey said: Is there a way to prevent these parts from being used in rescue contracts? Most of the time, I get some launch tower floating in space as my target, which is, you know, kinda weird You can write a MM patch to remove the crew capacity from the arms and elevator towers that have it. Or use this (no idea if it works in KSP 1.12 but it seems it should): Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted September 3, 2022 Share Posted September 3, 2022 Any chance we could get double jointed swing arms like the ones on Ariane IV/V or SLS? Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted September 3, 2022 Author Share Posted September 3, 2022 3 hours ago, KeaKaka said: Any chance we could get double jointed swing arms like the ones on Ariane IV/V or SLS? No. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 4, 2022 Share Posted September 4, 2022 5 hours ago, AlphaMensae said: You can write a MM patch to remove the crew capacity from the arms and elevator towers that have it. Or use this (no idea if it works in KSP 1.12 but it seems it should): Nah, I like the parts to have crew capacity. CKAN (search for Rescue Pod Fix!) says the mod is compatible with 1.12, so I'll give it a try. Thanks for the hint! Also, I really enjoy the micro launch base! Is it going to be officially released soon or are you still working on something? The only thing that's bugging me is that the micro strongback tower is double the height of the mini strongback tower Maybe there'll be a shorter version of the micro tower? I guess it fits the Electron rocket from Dodo Labs. I use it for Tundra Exploration's Mothra (i.e. Falcon 1), though, which is shorter. Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted September 4, 2022 Author Share Posted September 4, 2022 3 hours ago, infinite_monkey said: Nah, I like the parts to have crew capacity. CKAN (search for Rescue Pod Fix!) says the mod is compatible with 1.12, so I'll give it a try. Thanks for the hint! Also, I really enjoy the micro launch base! Is it going to be officially released soon or are you still working on something? The only thing that's bugging me is that the micro strongback tower is double the height of the mini strongback tower Maybe there'll be a shorter version of the micro tower? I guess it fits the Electron rocket from Dodo Labs. I use it for Tundra Exploration's Mothra (i.e. Falcon 1), though, which is shorter. It's "micro" based on its width, as it's narrow enough to fit on the new Micro General Launch Stand. Won't be any height variants, as it's a tapered structure, and yes, it was sized to fit the Electron. Won't be a release for quite a while, as I got bored and am doing other non-KSP things. Quote Link to comment Share on other sites More sharing options...
obnox twin Posted September 8, 2022 Share Posted September 8, 2022 I am wondering is there any guide that can help me make crew elevators for my rockets as I am confused on what to do Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 8, 2022 Share Posted September 8, 2022 4 hours ago, obnox twin said: I am wondering is there any guide that can help me make crew elevators for my rockets as I am confused on what to do This should get you an idea: What's important to understand is that the elevator sits in the base, but the car is initially somewhere high up. You adjust the height when you're done building your tower and know the height you need. Check out the other videos on the channel, especially the newest one about elevator hatches: while you can just put a Kerbal on the platform and send it up and down, Kerbals keep to sink into it and then get bumped back up, but sometimes they just fall through, or the Kraken might eat you. That's what the hatches are for. Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted September 8, 2022 Author Share Posted September 8, 2022 (edited) Yeah, I wouldn't actually use the elevator cars the normal way, as the KSP anchoring system has broken them. Use the hatches instead. I'm probably going to disable the elevator cars for that reason, most likely by putting a full collider wall in front to prevent access. Edited September 8, 2022 by AlphaMensae Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 9, 2022 Share Posted September 9, 2022 4 hours ago, AlphaMensae said: Yeah, I wouldn't actually use the elevator cars the normal way, as the KSP anchoring system has broken them. Does this only affect Kerbals or other parts as well? I was thinking of using some elevators for unloading cargo from ships, so I'd prefer it not to explode... Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted September 9, 2022 Author Share Posted September 9, 2022 8 minutes ago, infinite_monkey said: Does this only affect Kerbals or other parts as well? I was thinking of using some elevators for unloading cargo from ships, so I'd prefer it not to explode... It affects anything placed on the ground or another part; Squad's attempt to keep things from sliding around. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 9, 2022 Share Posted September 9, 2022 19 minutes ago, AlphaMensae said: It affects anything placed on the ground or another part; Squad's attempt to keep things from sliding around. Oh dear... Quote Link to comment Share on other sites More sharing options...
DaOPCreeper Posted September 28, 2022 Share Posted September 28, 2022 any chance we could get an Ariane pad and tower (and umbilical's of course) that works the Ariane v form Knes? Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted October 13, 2022 Share Posted October 13, 2022 @AlphaMensae There might be a minor bug with the General Service Tower Medium Section. When the section height is set to 10m the top node stays at the 7.5m position, rather than at the top of the section. Heights 2.5m, 5.0, and 7.5 are all good, just the 10m height variant seems to have the issue. I also checked the small and large towers and they don't have the problem either. If you have any trouble replicating it let me know and I'll do more tests on my end, try reinstalling, provide logs, etc. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 13, 2022 Share Posted October 13, 2022 (edited) A few days ago I used a simple base plate for a small early rocket and as I wanted to launch there was kinda Kraken. I went to VAB, loaded it and picked the plate to remove it as I had no interest in Kraken - and there was another one at exactly the same position; both glitched into each other... I didn't see it before as there was no z-fighting or similar obvious hints. How can there be two of it? I just placed it from the VAB catalogue, I did not clone any part. Edited October 13, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Hybr1d Posted October 16, 2022 Share Posted October 16, 2022 https://imgur.com/a/2Ijnlvf game crashes when i try to use the modular launch pads, anyone know why? Quote Link to comment Share on other sites More sharing options...
shoe7ess Posted October 24, 2022 Share Posted October 24, 2022 I get the strangest bug with MLP on 1.12.3. Every single launchpad (seemingly anyway, I haven't counted all of them) loads in my VAB whenever I enter it, whether if I get there by editing a vehicle via KCT or if I just go in from the KSC. If I load a vehicle from KCT, the rocket shows up along with all of the MLP parts. The quick fix for me is just adding a part and clicking the new craft button (I believe this works on a load as well after the part is added). It acts as if the MLP parts are the supposed to be loaded by default. I don't know what mod conflict that may be causing this issue, aside from the Craft Manager. There was an Untitled Craft .craft file in my save game craft files but removing it didn't fix it. It only does this with the MLP parts. I can provide .log files if needed but figured I'd show a pic first and see if anyone has seen anything similar in their modded games? At first it did it with a premade launcher (not sure which one it was, it was before I invested much science in the MLP tree). Ignore the craft name in the screenshot, it just seems to keep the latest loaded craft as the name (with a different description). It occurs even without the MLP .craft files in the game, strangely enough. I'm almost tempted to launch it and see what happens lol My "Untitled Craft" VAB editor Quote Link to comment Share on other sites More sharing options...
MaikC Posted November 10, 2022 Share Posted November 10, 2022 (edited) Is this mod still kept up to date? I have the problem that the DeltaV values on the left side of the screen constantly fluctuate when I use one of these launchpads. Edited November 10, 2022 by MaikC Quote Link to comment Share on other sites More sharing options...
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