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Everything posted by SofieBrink
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[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Nope, you just have to assemble it yourself. Its just 12 parts. But to make it easier for you there is a special category for all the parts. Alternatively you can search Starship in the search bar and all the parts will also show up. Also, a tip: for some parts like the flaps, engines and gridfins you might want to hold alt to make attachment easier. Enjoy! -
Hiya, just wanted to say this bug has now been fixed in the mos recent update. But i also wanted to thank you for the absolutely awesome way you reported and showed this bug. Made it very simple to find and patch. Sofie
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[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
When we know what it looks like, and once everything that’s before it on the roadmap is done -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Alright well, without a screenshot or a log there’s very little we can do for you, if when you retuen to your computer the issue persists please do post these thing and we can help. -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Not yet no, this is coming at some point when the current revamp is finished. But we’re all busy people so i can’t tell you when this will be. -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Could you please share a sceenshot of the issue, it’ll help is identify the problem. Oh that’s weird, does everything look to be the right size? If so could you upload the KSP.log file that’s in your ksp folder? -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Currently there is only one way and that would be by downloading an old version of the mod. There is talk of it possibly making a return in the next version but there’s no word on when that’ll release -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Once you have TU installed and the correct reflection settings set. It will automatically apply, no buttons in the VAB or special configs. For textures unlimited to correctly apply the shader, your graphical settings should be: Reflection Texture Resolution: at least 256 Reflection Refresh Rate: at least Medium Render Quality: at least Good -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
SEP is designed for the 2.5/2.7 systems -
[1.12.9] Starship Launch Expansion - v0.5 Beta (May 31)
SofieBrink replied to SAMCG14's topic in KSP1 Mod Releases
Modular Launch Pads has the 39a Falcon 9 tower and crew access arm. Tundra has a transport erector with an attach node for MLP’s tower -
[1.12.9] Starship Launch Expansion - v0.5 Beta (May 31)
SofieBrink replied to SAMCG14's topic in KSP1 Mod Releases
You’ve most likely attached Mechazilla to the wrong node, place it on the highest node available. -
[1.12.9] Starship Launch Expansion - v0.5 Beta (May 31)
SofieBrink replied to SAMCG14's topic in KSP1 Mod Releases
To be fair you had the model done by then. It just didn’t work lol -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
white??? how did you do that one?? could you provide some screenshots of wht you are seeing and your gamedata folder? -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Long Story short, the module belongs to tundra as it was made for falcon 9. if tundra is not present we use the stock engine switch that only permits 2 engine modes, you could update your script to call this module if tundra’s isn’t present -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Consider me Incredibly impressed, The guidance for the ship could use some work in a couple places but those GUI's man those are magic to me. -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Yep, we’re still going. Albeit a little slowly as Kari is very busy at the moment. From these screenshots of your gamedata folder, you do not appear to have TexturesUnlimited installed. Also, Tundra does not supply TexturesUnlimited, you need to download it yourself. -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
I believe you could use the BDB Saturn V S-II to S-IVb interstage to convert to 3.75 meters. Converting to 5 meters might be a bit more difficult. I would recommend procedural parts or tweak scale if you really need that particular conversion. The invite looks fine on my end, could you try again? -
[KSP 1.8+] Kerbal Konstructs (Continued)
SofieBrink replied to NathanKell's topic in KSP1 Mod Releases
Hi there, I've been trying to write a StaticModule for Kerbal Konstructs but even with the simplest module like this: using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using KerbalKonstructs.Core; namespace StarshipLaunchExpansion { public class KKTestModule : StaticModule { // Constants public const string MODULENAME = "ModuleSLEAnimate"; public void Start() { Debug.Log($"[{MODULENAME}] Hello!!!!"); } } } and i am adding it to the static like this: MODULE { name = KKTestModule } I keep getting this error thrown in the debug log. https://imgur.com/a/yGLoCsa Any suggestions to what i am doing so wrong that something as simple as this doesn't work? Edit: just noticed the MODULENAME string is defined to the wrong thing, oh well that shouldn’t have any affect as it is only for loggin purposes -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Right okay, that’s intended. The ship cannot fly on earth/kerbin with a full tank of fuel. -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Could you elaborate a little bit? just the ship? Or the ship ontop of the booster? if the first how much fuel is in the tank? -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Lunar variant is planned, i am unsure what you mean with “the 45 degree riser canards” -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Yes, we’re planning to add kerbalism configs in a future update. -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Can it not? I will check this Edit: just checked, it did not have either of these. Both have been added and will be in the next patch! Thanks for letting us know! -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
Try to stick close to or on the prograde marker. If it is still flipping when you do that it might be a bug. If so I recommend you to join the dev discord. Its easier to help you there! -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
SofieBrink replied to Kari's topic in KSP1 Mod Releases
The “engine” is a vent, and yeah its a known bug that it blows you up in RO, not sure why. Its on the tank and the other 2 nosecone variants too. huh that might be something with RO again then, for me the iva is just the MK3 crew cabin and the kerbals fit in it fine