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Janus92

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Everything posted by Janus92

  1. Hmm, this is a point of discussion, but when the dev version was started to test-run future changes I reworked the fuel switches to automatically switch to methalox when CRP is detected, for an overall simpler and less error-prone setup. I don't think CC should cause the issues, as I tested specifically for that back when I made the changes. I will check again and report back. You're right, I also experience this issue now. Something must be messed up in the release, so I'll investigate.. In the meanwhile: Got a log? Can you check if it's a .craft (or part, if you pick a fresh part) issue? KSP sometimes messes up the fuel in saved crafts for no reason.
  2. Hmm, I already installed the dev version myself to see if there was an issue with the upload, and reduced my number of mods to the bare minimum to see if I would get any issues with the elevator buttons, but it still works for me. Could you send me a log?
  3. Are you running the latest version of RPM (and the other IVA required mods)?
  4. Here's some screenshots of the new Dear Moon IVA, currently available in the dev branch of github: It's got some animations now! The elevators work, the doors open on click, and the pod can change between bed and chair mode. You can also set the pilot/kerbal view for launch (looking upwards) or for planet use (normal seat attitude) by clicking either the window or the respective buttons.
  5. Check that you have installed the SLE Dev branch, and not main. It's the latest version available at the moment and required for the kOS scripts to work.
  6. The ksp.log is usually smallest right after starting up KSP. Maybe take a look at how others uploaded theirs. As for increasing thrust, you can do that, but I wouldn‘t recommend it, tbh. There‘s obviously something wrong, so the result will probably give rise to other problems too. I‘d first recommend to temporarily move away all non-required mods and see if the problem goes away or not. Maybe a mod is breaking something and that might be useful to know.
  7. Maybe check that you deleted any old SEP/Interface folder from gamedata before you installed the dev. The main version could have patches that the DEV version can't handle. If that doesn't work, please send a ksp.log in here. TWR should be about 1.5 in RSS too. Having a lower TWR means something is messed up
  8. I have these folders installed in /gamedata when I use RSS: Kopernicus, RealSolarSystem and RSS-Textures. Furthermore I use a savegame made specifically for RSS and I only use it when I have these folders installed. If you are talking about RO, Kari made some optional patches for it in the extras folder.
  9. Have you got a screenshot of this? That sounds weird. 1. I don't know what you mean. I do have craft files as part of my kOS mod that may be helpful?: https://github.com/Janus1992/KSP_Starship-kOS-Interface 2. This is Textures Unlimited related, have you checked your graphics settings? You need to set them high enough for TU to work. 3. You need to install all IVA requirements for the IVA to show up, otherwise you get the default Mk3 IVA. See the first post for a list. If you want, you could try to install the SEP Dev version from github. It has an improved IVA with fully stylized RPM screens. You would need to remove the old SEP and SEP_IVA folders before you install the Dev version though.
  10. I've got a GUI for some cool (at least I think so) kOS scripts if that's what you're looking for: https://github.com/Janus1992/KSP_Starship-kOS-Interface
  11. Looks like you did not delete the old StarshipExpansionProject folder from /gamedata before installing the DEV version as you are still loading old parts as well. Also I don't think all patches (and probably more stuff) are installed as they should, for example the IVA.cfg under SEP/patches is not installed as it doesn't show up in your log. This could be an issue. Try a proper re-install of SEP and you'll have good chances I think!
  12. I'm currently working on it. I moved the Interface over to the SEP dev branch, and I already got docking the booster to the OLM working, ship will be next. Some things in the Interface will be broken for a while due to the many changes, like auto-docking (not sure why this happens) and perhaps some ship landings (some mass/thrust changes coming up), but they will improve again over time. Noteworthy is also that the new IVA screens are included in the SEP dev branch!
  13. IVA'ing is amazing, I agree! I already released it as part of a kOS guidance mod for the Starship Expansion Project (SEP). When SEP has a new update ready it will also be included in SEP by default. Link: https://github.com/Janus1992/KSP_Starship-kOS-Interface Great job on the DSKY video, that looks like a lot of fun!
  14. Today: IVA Time!! I spent a lot of time building this Starship IVA, and now I get to enjoy it for a trip to Minmus First some FreeIVA fun before lunch: Nooooooo: Enroute: Now we wait until we are there..
  15. I made it so it "should" autodetect 2.5 scale as KSRSS (it checks: kerbin radius > 1000km), and set Apoapsis to 125km, but from what I've heard it keeps the default 75km target apoapsis somehow, right? Is that the issue? FYI: The KSRSS craft files of my mod have the same fuel and masses as SEP does. I would say to definitely use those, and not Stock or RSS craft files. Please tell me exactly how you install 2.5 scale (which mods, changes to configs, etc.), and I'll check it out. Okay, someone in the discord pointed me in the right direction. Rescale 2.5x should now work as long as you have a folder called "Rescale 2.5x" in /GameData (and you have Sigma Dimensions installed). There may still be bugs that I haven't discovered. I changed the coordinates of the launch site, but I didn't test a landing at the new ones yet. So please tell me what goes wrong (or right)! In this update there will be more fixes, like one of the PFDs camera transforms causes visual glitches all over KSP, so I turned that bit off. Also new are alerts shown on the PFD for all kinds of situations (impact warning, temperature and slope warnings, gear warning, engine flame-out, battery low, etc)
  16. At the moment I'm sure it does not. Perhaps I need to change only 1 thing, but I'd need to test this to be sure.
  17. I updated the IVA so it is a little bit more useful, and uses handmade RPM touchscreens for all kinds of purposes. The new IVAs will be available whenever the next SEP update is ready, but if you want to try it already now: I've included it in my Interface, which you can download here: https://github.com/Janus1992/KSP_Starship-kOS-Interface ASET props is now also a required mod! If you don't use the ksp setting for full-texture resolution, the result will be a bit blurry according to the setting you select (below half texture size is not recommended for the screens). The screens still have a few issues, not unsolvable: - The navballs are not round, and are weirdly shaped due to the aspect ratio of the screens. The bug has been reported to the current maintainer of RPM. Fixed with the latest version of RPM! - PFD 3 and PFD 4 (Docking Camera) need new camera transforms on the ship, which will be in the next SEP update. So PFD3 is grey for now, and the docking cam looks from the docking hatch (crew part), instead of from the QD port. Here are some screenshots: Pre-launch: Lunch: Circularizing: Nearly in a circular orbit: (the above screens are static, just to look pretty, and can't be interacted with) There we go, 75x75,2km orbit: Hi there, auto-docking in progress: Re-entry back to KSC: Getting caught by the tower, time to get some more snacks for Jeb: I hope this will help make SEP feel a little more immersive. Enjoy!
  18. Can you write me a bit about the conditions you are using the booster with? Like are you using stock? Which version of the ship are you using? Did you read carefully through the github page to see if it is installed right? And a video might also be useful with the cpu's opened, to be able to do some troubleshooting
  19. 2.5 I’m not sure. I’ve been using KSRSS reborn for a little while and it works with that. Soon I will release an update that will help with many peoples patching problems and should enable having many mods together with the Interface, but somehow mildly changes the aerodynamics, so it needs a little bit of testing still before I put it out there.
  20. Okay, today I've been able to add basic KSRSS support since so many people asked for that. Launch, booster catch (with or without FAR) and ship catching (only without FAR for now) should now be working properly, but please tell me if you experience bugs and maybe record a video or so! EDIT: So, now Mars/Duna and Moon/Mun landings should now also work in RSS and KSRSS. They should both be able to handle the maximum amount of cargo and land safely. Launch to rendezvous is still a work in progress on KSRSS and RSS.
  21. Thanks @kspbutitscursed! I updated the kOS Interface today (link on page 5). Some major changes: I've been working on the launch and booster return sequence to make it compatible with Real Solar System, for those that want to see what a real sized launch might look like. I modified the drag cubes of the booster to be more accurate (less draggy when retrograde, more draggy while gliding), and now the booster will perform a decent 7-10km glide back to base. Catching across all use cases won't be perfect for a while, but it should now work most of the times. I have also reworked the orbit circularization to not use a maneuver node, but to maintain vertical speed instead (problem solving for RSS). Launch and Booster landing should be compatible with FAR (on stock and RSS), however the ship will still need to re-enter and land manually. Only on stock and without FAR will ship catching work properly, and I will be working on the ships re-entry and landing on RSS without FAR next. The ships flaps unfortunately don't work properly with the combination of FAR and Trajectories, so full FAR support on RSS and other planet mods may take a good while longer! This is quite a big update with many changes and a high chance for bugs, so let me know if you find any bugs in the scripts. A good read-through of the github page may also help if you have issues. EDIT: Okay, so ship landings should work now in RSS (without FAR)!
  22. In the long term, yes it's on the table IF I can manage to get the interface to work with RSS first. I have low-key picked up work on that again after a break of a few weeks. At the moment I'm having some problems to steer both the ship and booster accurately when focus is on one of them, and the other is around a 1000km (or more) away. KSP being KSP.. On the upside, I am managing to bring around 140 tons in a 250km orbit (without any engine failures, lol)
  23. Some days low and slow is the way to go: Maybe today was not one of those days..
  24. The ship should really not run out of fuel during the landing burn, and there's not really any reason for that to happen unless something weird is going on or you did a de-orbit burn with too little fuel left for landing. Could you make a video? Or some screenshots during the flip? I'd also like to know the type and mass of the ship, how much fuel there is and if you have any cargo onboard when the landing flip starts. Maybe some of the patches are not applying properly, as it seems happens to a lot of people since V2.
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