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Kari

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Everything posted by Kari

  1. Ah yes, the old "fix a bug and create another". Fixed it Will look into the nozzle as well ty
  2. 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
  3. 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?
  4. ship fully fueled on top of fully fueled booster = correct ship fully fueled on it's own = no
  5. It's the opposite, in stock scale everything is overpowered, so no, there's no patch for that
  6. 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
  7. 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
  8. 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
  9. Remember that the "header tank" part must be full for the flip and landing burn and the main body needs to be almost empty, all flaps deployed at the default angle and about ~65º AOA
  10. Thanks! You can find the RO patches in the extras folder
  11. that's an excellent question, have you ever heard of Fossil's Mechazilla?
  12. Starship Expansion Project Starship Expansion Project (SEP) is a mod being developed by me, Kari, and our amazing team. Our project aims to bring our intepretation of the Starship vehicle by SpaceX into Kerbal Space Program. While a lot of the design choices are based on the actual vehicle sitting on Boca Chica, creative freedom is used to expand our mod even further. Special thanks to @damonvv for allowing us to adapt tundra's plugin to ourselves, @SofieBrinkfor her hard work adapting the code and overall improvement of the mod, @IsaQuestfor the raptor model and textures, @Janus92 for the amazing IVA models, @EritoKaiofor indirectly helping me improve myself over the last few years and everyone on our discord server for their immense support to our mod, I could not have done without you Screenshots Dependencies Module Manager Waterfall (0.8.1 or higher) B9 Part Switch Extremely Important but not required mods Textures Unlimited (for shiny parts!) Tundra Exploration (For more engine modes on SH) KJR Next or KJR Continued (Avoid wobbly joints) Starship Launch Expansion Recommended Mods Flight Manager for Reusable Stages Community Resource Pack Trajectories Modular Launch Pads HullCameraVDS & NeptuneCamera (custom cameras on ship and booster) IVA Dependencies Near Future Props Reviva Free IVA Raster Prop Monitor ASET Props Download SEP is officially found at Spacedock, GitHub and CKAN. Any other form of download is not official and should not be trusted FAQ 1. Where is *? R: If you have not found a feature you like, please check our roadmap to see if it's not already planned, otherwise feel free to ask nicely and we'll happily look into it 2. Why there's only 2 engine modes on the booster? R: When we where authorized to use part of Tundra's plugin, we agreed to leave the engine switch on Tundra's mod, as it was made mainly for falcon, if you want an extra mode, install Tundra and it will be on your game 3. What are those names? R: I renamed the parts to match The Expanse (my favorite show) names, if you're not familiar or want to have real names, there is an option for it on the extras folder when you download it 4. WHERE IS THE FROST I SAW IN THE PICTURES? R: It's currently in development and will be integrated into SEP, right now it's a separate mod that adds a part that attaches to a node on the ship and booster, you can find it on our discord server under the #sep-addons channel on a pinned comment along with other mods made by our community Licensing Configs are distributed under CC-NC-SA-4.0 License. Nertea's HabUtils.dll is distributed under MIT license. All Textures/models and our plugin StarshipExpansionProject.dll are distributed under All Right Reserved License.
  13. Hello! I would like to change my name to Kari (yeah, just one letter difference lmao), if that's not available then Kari1407 Thank you in advance!
  14. Gliding. Basically It generates lift that decreases your vertical speed while increases horizontal speed, then drag slows you down Here's Falcon 9 doing it, look at the orientation changing after ignition
  15. That's not enough info and this is not the place since it's Tundra's post, I have a discord server for that, there's a lot of people that are able to help you besides me, link's on github. When you ask there, make sure you share with us if you're using RO or Stock and if you're using the latest update, as it improved the flaps in stock a lot. Starship is very sensible, so it takes a while to find its limits I had this some time ago, IIRC if you go to Gamedata/Squad/PartList you will find a file for each duplicate category, just delete them. My folder only has a readme and a SimpleIcons folder for reference.
  16. I see my name around here (It's Kari, not Karin as in this account but doesn't matter lol) I'm a new modder with no experience at all, I decided to do a starship mod which began as personal use only but I decided to share because people were asking for it. It's not that Tundra Starship changed management, it's more like Damon doesn't want to do it and it turns out I started mine so it's everything he needed to give up on something that doesn't give him joy anymore (his words on his discord). It's true that my mod requires tundra but the only reason why is because the amazing plugin that correctly actuate starship flaps exists here, but the same person responsible for it is doing a version for me as well. And of course because tundra is the only mod for stock that has starship (That I'm aware of) our configs are very similar but as time goes by they should be going different ways. If you want to take a look at Non-Stable early versions, here's a link to it: https://github.com/Kari1407/Starship-Expansion-Project Don't expect the same quality of Tundra, this is a constant WIP
  17. Soon I'll be here too, my friend...
  18. I put some launch clamps a little higher and had no issues, but with none it did explode
  19. Hello There! I was recently searching for new mods to put in my RO/RP1 game and I found out your patches for the Sea Dragon. You seemed to be having some trouble getting it right so I tried to improve it and I think I have something very close to real numbers. Here's what I did: Kept original Mass of all parts (They are good) Kept your fuel mixture, thermal patches and costs Took away engine throttle control (Didn't find anything about throttle control so I guess it never had any) Made all engines pressure fed Switched Auxiliary Thrusters to hydrolox (They work from launch to orbit as TVC for second stage and overall roll control), plume needs update too Balanced tank volume using stage burn time (and guessed 3rd tank) Removed ModuleCommand from first stage engine and added to first and second stage tanks Added RP-1 Avionics support Added plenty of eletric charge to support avionics and recovery of first stage Tanks now use "Tank-Sep-AlCu-HP" definition (Closest definition to Aluminium 2014) With these changes I was able to get a Gross Mass close to 18000t, 2:1 TWR and enough Delta-V to put 550 metric tons in LEO. This was my source. Here they are: RO only and here's RP1
  20. Change "EnableLights" from true to false in "WaterfallSettings.cfg" inside the waterfall folder. I have the same performance problem, sucks to have a 10yo laptop
  21. Can confirm, I've been playing for a while in 1.11.1 and no bugs related to JNSQ found so far
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