Janus92 Posted November 9, 2023 Share Posted November 9, 2023 (edited) 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! Edited November 11, 2023 by Janus92 Quote Link to comment Share on other sites More sharing options...
Ultim32 Posted November 11, 2023 Share Posted November 11, 2023 On 11/9/2023 at 11:09 AM, Janus92 said: 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. - 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! I was just wondering, does your interface work on a 2.5 scaled kerbin? Quote Link to comment Share on other sites More sharing options...
Janus92 Posted November 11, 2023 Share Posted November 11, 2023 18 hours ago, Ultim32 said: I was just wondering, does your interface work on a 2.5 scaled kerbin? 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. Quote Link to comment Share on other sites More sharing options...
Rocket fan Posted November 13, 2023 Share Posted November 13, 2023 are you planning to make a hot staging ring? Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted November 13, 2023 Share Posted November 13, 2023 On 11/11/2023 at 8:30 PM, Janus92 said: 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. Many of us would love to play it in a scaled version of the Kerbolar System; since it's balanced for a 2.5x scale just as Tundra Exploration and BDB. Good job! Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted November 14, 2023 Share Posted November 14, 2023 5 hours ago, Rocket fan said: are you planning to make a hot staging ring? I'm... pretty sure they are. Quote Link to comment Share on other sites More sharing options...
Janus92 Posted November 14, 2023 Share Posted November 14, 2023 (edited) 17 hours ago, adriangm44 said: Many of us would love to play it in a scaled version of the Kerbolar System; since it's balanced for a 2.5x scale just as Tundra Exploration and BDB. Good job! 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) Edited November 14, 2023 by Janus92 Quote Link to comment Share on other sites More sharing options...
Rocket fan Posted November 14, 2023 Share Posted November 14, 2023 15 hours ago, Toaster355 said: I'm... pretty sure they are. thanks i didnt see that Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted November 16, 2023 Share Posted November 16, 2023 Cool excited Quote Link to comment Share on other sites More sharing options...
Rocket fan Posted November 17, 2023 Share Posted November 17, 2023 (edited) sorry but my ship flaps dont work any help?? they only seem to work when retracted but then i wont be able to tuck in the flaps upon landing GOOO STARSHIP Edited November 17, 2023 by Rocket fan Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted November 18, 2023 Share Posted November 18, 2023 is there a way to attach the individual raptors to the booster Quote Link to comment Share on other sites More sharing options...
bruthalmao Posted November 20, 2023 Share Posted November 20, 2023 why is the main body for it broken like i cant attatch it to anyhting i really wanna sue this mod Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted November 20, 2023 Share Posted November 20, 2023 3 hours ago, bruthalmao said: why is the main body for it broken like i cant attatch it to anyhting i really wanna sue this mod Can you... please be a bit more specific??? Maybe provide a log and an in-game screenshot? Maybe provide a screenshot of your gamedata folder too? Quote Link to comment Share on other sites More sharing options...
Kari Posted November 20, 2023 Author Share Posted November 20, 2023 (edited) 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) Spoiler 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) Edited November 20, 2023 by Kari Quote Link to comment Share on other sites More sharing options...
ike2462 Posted November 27, 2023 Share Posted November 27, 2023 (edited) Hey guys, im struggling to get the reflections on the starship to show the sky. Ive got textures unlimited, scatterer, planet shine, and have the reflection refresh rate and resolution up. The reflections from the ground show up but for some reason I just can't get the sky to reflect. Edited November 27, 2023 by ike2462 forgot to add the image for reference Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted November 27, 2023 Share Posted November 27, 2023 Maybe i'm having a brain fade , i've installed the mod and all the required dependencies . Once i've reached my required orbit and then wish to try and return how do I vent the fuel from the ship i've tried right click and don't seem to have a button to vent the fuel with just a choice of fuel contents ? Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted December 2, 2023 Share Posted December 2, 2023 On 11/27/2023 at 10:32 PM, Puggonaut said: Maybe i'm having a brain fade , i've installed the mod and all the required dependencies . Once i've reached my required orbit and then wish to try and return how do I vent the fuel from the ship i've tried right click and don't seem to have a button to vent the fuel with just a choice of fuel contents ? theres an button on the main tank called activate engine that is the vent button Quote Link to comment Share on other sites More sharing options...
louie.owings Posted December 6, 2023 Share Posted December 6, 2023 (edited) Any possibilities on adding a crane to get cargo onto the surface? Edited December 9, 2023 by louie.owings Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted December 10, 2023 Share Posted December 10, 2023 hey @Janus92 i was wondering if now that they have the docking port on the engines you can add the booster restack? Quote Link to comment Share on other sites More sharing options...
Janus92 Posted December 11, 2023 Share Posted December 11, 2023 (edited) 7 hours ago, kspbutitscursed said: hey @Janus92 i was wondering if now that they have the docking port on the engines you can add the booster restack? 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! Edited December 11, 2023 by Janus92 Quote Link to comment Share on other sites More sharing options...
louie.owings Posted December 21, 2023 Share Posted December 21, 2023 How do I download it? Quote Link to comment Share on other sites More sharing options...
Gargamel Posted December 21, 2023 Share Posted December 21, 2023 34 minutes ago, louie.owings said: How do I download it? It says how to download under the “How to download” section of the OP. Quote Link to comment Share on other sites More sharing options...
NuclearBaloney Posted December 24, 2023 Share Posted December 24, 2023 (edited) The crewed modules are not showing up even though the parts for them are installed, does anyone know how to fix this? Edit: The front left flap also isn't working. Edited December 24, 2023 by NuclearBaloney Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted December 26, 2023 Share Posted December 26, 2023 On 12/24/2023 at 2:34 PM, NuclearBaloney said: The crewed modules are not showing up even though the parts for them are installed, does anyone know how to fix this? Edit: The front left flap also isn't working. do you have the dependencies installed? Quote Link to comment Share on other sites More sharing options...
NuclearBaloney Posted December 27, 2023 Share Posted December 27, 2023 On 12/26/2023 at 1:42 AM, kspbutitscursed said: do you have the dependencies installed? Yes, I do have all of the dependencies installed. (I would place a screenshot here, but I don't have an imgur account) Quote Link to comment Share on other sites More sharing options...
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