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Kari

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Everything posted by Kari

  1. Hello there! looking to drop an update on the next few days. MK-3 is on our dev branch for testing and pending some fixes on the model and textures. Here are some pics of the new parts
  2. how did I miss this? Nice to see this reaching the forums @Bellabong, congrats!
  3. I lied... I was not very motivated to work on HLS and got a sudden hype to work on Ship V1... So welcome our new MK-3! Of course booster is going to get some love as well, but I will finish this first and them go to it Aiming to have more variants, so like we have the b7 and b9 variants, will try to implement this on ship as well, it's nothing crazy, no specific tile matching kind of situation, but the biggest differences on them will probably happen. Most likely will have S24,S25,S28,S29 and S30, as all of those have some significant visual differences and they either flew or will fly most likely, Future booster work will have matching versions to the ships Will also add a tileless ship and depot like we already have. S20/B4 is still in debate. Regarding Cargo and Crew versions, I will try to not hurt the overall look of the different ships with them, but some sacrifices will most likely be made at some point. and yes, I will make a Pez dispenser version, it will have a functional door but that's it, it's mostly for looks and recreations. How they will be released Bare Ship version, this means a regular ship with a default nosecone and the basics to function, most likely no interior on nosecone yet but will feature the variants Cargo variants (Pez included) Crew + IVA Booster + Soft deprecation of MK1 (hide parts and delete textures, just in case someone forgot to recover their vessels they can still save it) Complete deletion of MK1 This will give everyone the opportunity to fly the new ship before all of it is finished while being able to have the old version as a fully functional vehicle on the saves. I expect 1 in mid to late july. Please feel free to ask questions and suggestions. I will set up a patreon so I can share progress of the mod and keep it organized. Content is free but If you want you will be able to support me. As always, I most likely forgot info, if so I will edit this. Thank you for your support!
  4. SEP does have a preliminary rp1 patch, but both ro and rp1 patches are severely outdated, a complete rework is being worked on. I don't think I've seen this before, can you send us your ksp.log?
  5. Anyone else watched IFT 4? anyway... Version 2.2.0 - Added SN5 Variant to MK-2 - Added Starhopper - Added Structural Part - Added MK-1 Ring section by Isaquest - Added MK-1 Expendable Crew Nosecone - Added Vents to MK-2 Parts (SN15/SN5) - Unstacked HSR (Separate Part) - Updated IVA by Janus92 - Updated Vapor Cone by Fossil - Updated HSR FX by Fossil - Updated stock material for all parts - Updated Real Names patch - Adjusted CoP and CoL of all flaps - Fixed CoM offset no applying to the Shielded Skirt variants on Ship - Fixed (hopefully) QD docking - Updated RCS FX by Fossil As always, download is available at Spacedock, GitHub and CKAN. It might take some time for SpaceDock/CKAN to update, Github is always the first one to receive the update. Our suborbital campaign is over, SN15, SN5 and Starhopper are in-game with a few variants included. Next stop is the Mün with a proper Kerbal Landing System, if you know what I mean.
  6. Hoppy is getting released later today, but the main difference between those versions is that the parts got a texture overhaul, so they look a lot better, before they were packed in less files but the resolution was worse, so new files size stack up quite quickly
  7. The folder called "Spaces" should be inside "StarshipExpansionProject". I will add some instructions on the next update to make that easier Currently having some issues to be fixed, but hopefully should not take long
  8. 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
  9. 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
  10. 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
  11. 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)
  12. Wait, I know you! Congrats on release! Truly one of the best looking engine mods I've seen
  13. The payload adapter on the ship is 3.75m, so your call on that lmao
  14. Actually SOCK is undersized, benjee himself is aware of that
  15. 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
  16. 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
  17. 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?
  18. Due to differente dependencies, the IVA is installed separetely (even on CKAN), so check if you have them and if you installed the IVA
  19. 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)
  20. 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
  21. 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!
  22. Ah yes, the old "fix a bug and create another". Fixed it Will look into the nozzle as well ty
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