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Kari

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Everything posted by Kari

  1. It looks like we had an IFT, so of course some update is about to drop somewhat big craft breaking update coming in as: Version 2.1.0 - Updated MK-1 Parts (old crafts do not work anymore) - Joined interstage and booster core parts into 1 - Added HotStage Ring variant for booster - Added HotStageFX - Added Vapor Cone for ship - Updated but not up to date plumes - Added Expendable MK-1 - Added Depot (Streched expendable ship) - Updated IVA - Added Donnager MK-2 (SN Ship) - Added non-essential parts by janus As always, download is available at Spacedock, GitHub and CKAN. It's not the complete prototype update, SN15 is missing a bit of love and there's not SN5 or Hopper right now, but there is a lot of changes since last release and we thought we should drop these. You also may find some issues with invisible meshes on the parts, just drop and click it again and it should fix itself, it only happens while in the VAB We also have some cool addons like the frost you see on the screenshots on our discord server under the #sep-addons channel, some of them might be part of SEP, who knows
  2. I tried messing with some of the settings and at this point you can absolutely build a realistic sized rocket in 10x and get good ΔV, but as soon as you put some payload the upper stages suffers a LOT, so using smurff or LRTR would be a better experience if the player doesn't want to go to RO/RSS. But your setup is very interesting and refreshing, feels like stock but without looking like you're on a toy planet. One issue is that the half thrust patch will not work on parts that have their thrust set by a B9PS module, maybe there's a way to universally change them as well but might be useful info to have on the post
  3. I do believe something is wrong with your game, I made a clean install for this mod and it worked absolutely fine and KER did show the correct surface gravity for kerbin. I'm used to 2.7x and this was wayy to easy to get to orbit lmao. I do wonder what changes would give something close to 2.7x experience with this setup
  4. uhm, what's this? KSP Forums? Oh boy it's been a while since I used this. It shouldn't be too difficult After a few months of please don't hurt your coworkers, you definitely should work on your mod and a bit of Ok I'm slower than FWS I should do something, I'm here to tell you that we do not have a big update, just some fixes and small changes that are months old and should've been released a long time ago, anyway: Version 2.0.3 Changelog Fixed Untextured cluster engines Updated RO patches Increased RCS thrust on ship and booster Updated Plumes (Pre IFT-2) As always, download is available at Spacedock, GitHub and CKAN. Just to make sure you don't go away sad, here's some pics of definitely not any old work and pretty much prototype update another revamp (please help me) my current plans are match the booster default model to b7-b9 (HSR, Grid Fins and Raceway, pipes, etc), add a generic non recoverable starship and generic ship depot with engine covers (which is pretty much done) and then I'll finish my sn15 I promise Edit: Had to push v.2.0.3.1 due to a duplicate waterfall patch on booster, make sure you update or delete "SH Cluster.cfg" (with a space)
  5. Wait, I know you! Congrats on release! Truly one of the best looking engine mods I've seen
  6. The payload adapter on the ship is 3.75m, so your call on that lmao
  7. Actually SOCK is undersized, benjee himself is aware of that
  8. what do you mean? booster aero works with stock aerodynamics just fine. Try setting your graphic settings like this: Reflection Texture Resolution: at least 256 Reflection Refresh Rate: at least Medium Render Quality: at least Good if it doesn't work, screenshot the vessel in flight and share it here or on our Discord
  9. Hello again, almost doubling the number of updates from last year lmao Again, another minor update, just 2 issues that are not meaningful for the majority Version 2.0.2 Changelog Fixed Cluster staging icon not disappearing when all engines are disabled Fixed incompatibility with MechJeb Primer Vector Guidance Also we have some new parts coming soon™. Not SN parts yet, but they follow the non-heatshield theme As always, download is available at Spacedock, GitHub and CKAN. I can add the cargo door variant, but making a dispenser that works the same on KSP is unlikely to pretty much impossible Nice that you fixed it, but that's another mod I don't provide craft files, those are most likely @Janus92 We were not smart enough to make the booster behave like we wanted to on EDL without having the cluster aero screwing everything, so we removed it lmao
  10. all "release" zips are the exact same, so unless you're downloading from github main branch it's not installing automatically with the rest of the mod open the zip, it should look like this go inside "SEP_IVA" and simply copy the "Spaces" Folder and put inside "StarshipExpansionProject" in gamedata If you're using CKAN make sure both of this are installed That's it Sorry, not sure if I understood the question correctly, can you explain that for me?
  11. Due to differente dependencies, the IVA is installed separetely (even on CKAN), so check if you have them and if you installed the IVA
  12. Small update, mostly fixing bugs and improving QoL (nothing relevant for regular player) Version 2.0.1 Changelog Fixed duplicated IVA.cfg on release .zip Increased MaxTemp on all ship parts Fixed Ship RCS misaligned Improved QoL on patches Changed crew windows lights to white from yellow Fixed Specular textures not loading on default ksp shader Added extra patch for fixing booster cluster thrust while using LRTR with Rescaling on Fixed Engine plumes (RO) Fixed Vent on booster core (RO)
  13. That's on me, delete the "IVA.cfg" on patches and give it a go I accidentally left a copy of the file there so when you install the IVA it duplicates
  14. And It actually did release in less than 24 hours I will try to keep myself calm and focus on the next vehicle instead of revamping this one, ok? Version 2.0.0 Changelog - CRAFT BREAKING UPDATE Completely overhaul of all parts, more details below Added IVA by Janus92 Added Ship Legs with Nertea's HabUtils plugin Added Hullcam & NeptuneCamera support Added custom TU textures for better support Added Paint options for Ship Added B4 and B7 AeroCovers switch Added B4 and B7 Grid fin switch Added "Jaw" variant for the cargo door Added Custom Waterfall plumes for everything that needs them Added Variants for the raptor plume Added a custom module allowing to change B9PS subtypes with action groups Added a Raptor booster variant Updated Raptor Engines to be closer to Raptor 2 Unified Booster Engine Cluster with a custom plugin to a single part Now available on Spacedock, Github and CKAN on CKAN IVA's are installed separately - Waiting for metadata to update for it to happen on official downloads for manual installs (github release and spacedock)IVA's are not bundled inside the default mod folder, pay attention to this Fly safe!
  15. Ah yes, the old "fix a bug and create another". Fixed it Will look into the nozzle as well ty
  16. Hello, I am back and so is SEP it's been over a year since we had an update, but this will change this week. The new version is already public on Github, mostly finished. if no major issues are found, I'll release it officially and update you. What to expect from this update: Every part was overhauled, the majority of the mesh was built from scratch to allow better and beatiful new parts. OLD CRAFTS WILL BREAK Janus is officially a member of the team and his IVA is now part of the mod by default More custom modules, specially related to the booster cluster Custom waterfall plumes More part variants and new features What is SEP's future regarding KSP 2? As we all know, KSP 2 Early Access is out, but that does not mean KSP 1 is dead. We will continue to update SEP for KSP 1. KSP 2 is far away from a finished game. lacking key features, poor performance on most pc specs, a lot of bugs and no official mod support for now means I won't touch modding there for a while. I do have the game and will continue to play it, but that's it. So what should we expect from SEP then? For now, prototypes are the next focus. Fuel depot and expendable ship are also planned. Any new updates from SpaceX or NASA will be taken into consideration, so we might change focus if there's something different. HLS not planned at this moment (but someone else is doing it in case you are interested) I hope we can bring a lot more updates to SEP this year than we brought in 2022. 2023 will be a far more interesting year for SEP and for Starship as well (looking at you, OFT). As always, hop into our discord for more details. Fly safe
  17. Well, to be completely honest here, I got to orbit on JNSQ first try with SOCK and RMM SSME flying with Smart A.S.S, I don't know what payload you're trying to push to orbit but I was able to put 16.8 tons (which looks reasonable when you look at IRL shuttle) without any issues TWR can be an issue depending on your ascent, so my (completely blind) guess is your climb is not as steep as it should be, because the 1.00 TWR (or lower) after booster jettison will not work without some time to AP to spare and proper pitch management How do you fly it?
  18. ship fully fueled on top of fully fueled booster = correct ship fully fueled on it's own = no
  19. It's the opposite, in stock scale everything is overpowered, so no, there's no patch for that
  20. Hello Everyone Today we bring you a small update, mainly to fix some bugs that the majority of the players never noticed, but that were still there Remember to delete the old folder and install it again if you're doing it manually As always the mod is found at Spacedock, CKAN and Github Happy belly flops
  21. first of all, thanks! I tried a few different designs for the doors but the better looking one was the one I released, so probably I won't do another one. inside the extras folder there's a "RO-RP1" folder, just grab it and put into your game data
  22. After a quick search I see your waterfall is loading 7 shaders instead of the 11 mine loads. My guess is outdated waterfall, try updating it
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