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SofieBrink

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Everything posted by SofieBrink

  1. 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
  2. You’ve most likely attached Mechazilla to the wrong node, place it on the highest node available.
  3. To be fair you had the model done by then. It just didn’t work lol
  4. white??? how did you do that one?? could you provide some screenshots of wht you are seeing and your gamedata folder?
  5. 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
  6. 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.
  7. 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.
  8. 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?
  9. 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
  10. Right okay, that’s intended. The ship cannot fly on earth/kerbin with a full tank of fuel.
  11. 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?
  12. Lunar variant is planned, i am unsure what you mean with “the 45 degree riser canards”
  13. Yes, we’re planning to add kerbalism configs in a future update.
  14. 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!
  15. 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!
  16. 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
  17. Yeah this is a fair point, It’s a double edged blade though. Currently people seek help here or in the Discord to ask basic questions about their own crafts, if we were to include craft files without any action groups etcetera people might seek help because “The flaps do not work, even with the included craft”. Anyhow maybe a tutorial on how to build and use the ship like Tundra had for Gojira could be in order.
  18. I'll play devils advocate here and say that configuring all the action groups etc are part of the fun. Also not everyone sets up their action groups the same way. So providing craft files with preset actions might not actually be helpful to most people. And yes the discord is public, There is a hyperlink to it in the main post but here's an invite link for now: https://discord.gg/CQzk9H84pr There are RO configs specifically for SEP in the extra's folder, No need to use the very outdated Tundra configs
  19. There won’t be any craft files included, There is only 16 parts and they are all in a nice subcategory. Constructing the ship and booster should be quite easy We’ve seen people in the discord server report issues with attach nodes not being where they are supposed to, sadly we are unable to reproduce these issues and thus cannot fix them at this point.
  20. The starship “Folding over” is easily fixed by using autostruts and rigid attachment. The plume issues is a bit more difficult on the other hand. Could you join the discord server? Its a lot easier to provide support there!
  21. The HLS is planned, and i have heard Kari talk about an elevator for a while, so this might actually happen. Its redacted, what can i say
  22. Congrats on the official release Kari! I can’t wait to see what the future will bring for the mod.
  23. No it adds a completly new starship model, It uses the plugins created by @ValiZockt for Tundra as the flap controls though. This means you do need Tundra V5.0 or higher for SEP's Starship to function properly ( for now )
  24. i did put one at about 200 meters in the air, Set to visible so i could spawn there. to no avail just spawned the craft down on the ground. and could see the spawn point floating above me
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