Cheesecake Posted March 11 Share Posted March 11 1 hour ago, DeepSpaceKraken said: Where can i download https://github.com/Kari1407/Starship-Expansion-Project/tree/V2.1_Dev Quote Link to comment Share on other sites More sharing options...
DeepSpaceKraken Posted March 13 Share Posted March 13 On 3/11/2024 at 4:43 PM, Cheesecake said: https://github.com/Kari1407/Starship-Expansion-Project/tree/V2.1_Dev doesn't work Quote Link to comment Share on other sites More sharing options...
DeepSpaceKraken Posted March 13 Share Posted March 13 1 hour ago, DeepSpaceKraken said: doesn't work i solved it Quote Link to comment Share on other sites More sharing options...
BorfoandShnogs Posted March 18 Share Posted March 18 Hello! I recently decided to switch out the main SEP mod with the developer version in order to fix a thrust issue I was having with the original SEP mod. Switching from the main mod to the dev version did help with my thrust issues, but now I am having issues with lighting. Does anyone know what could be causing this issue? In the hangar: Spawned in: Quote Link to comment Share on other sites More sharing options...
BorfoandShnogs Posted March 18 Share Posted March 18 Nevermind, the issue fixed itself! Quote Link to comment Share on other sites More sharing options...
Kari Posted March 29 Author Share Posted March 29 (edited) 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 Edited March 29 by Kari Quote Link to comment Share on other sites More sharing options...
h4ck3d Posted March 29 Share Posted March 29 10 hours ago, Kari said: 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 Hi! I´m trying this update but when it loads on the launchpad the Behemoth core explodes Quote Link to comment Share on other sites More sharing options...
DeepSpaceKraken Posted March 30 Share Posted March 30 Hi! Very good mod, but I have the same issue than @BorfoandShnogs, look. Quote Link to comment Share on other sites More sharing options...
BlackDinoShadows Posted March 30 Share Posted March 30 6 hours ago, DeepSpaceKraken said: Hi! Very good mod, but I have the same issue than @BorfoandShnogs, look. Copying the SEP server bot: 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 Quote Link to comment Share on other sites More sharing options...
trench_kid Posted March 30 Share Posted March 30 Whenever I open the craft file it says missing file SLE.SS.OLM.KOS i'm using the starship KOS interface script for the craft file, does anyone know how to fix it Quote Link to comment Share on other sites More sharing options...
DeepSpaceKraken Posted March 31 Share Posted March 31 13 hours ago, BlackDinoShadows said: Copying the SEP server bot: 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 Thanks! Quote Link to comment Share on other sites More sharing options...
trench_kid Posted March 31 Share Posted March 31 On 3/9/2023 at 3:42 PM, cmewse said: Hello, I'm getting this error for all craft and I can't see why? craft loading error SLE.SS.OLM.KOS FIXED! installing kOS with CKAN seems to miss some files, pulled the github files manually and it's working. I tried installing kos manually but for me it still gives me the missing file error? Quote Link to comment Share on other sites More sharing options...
Janus92 Posted April 1 Share Posted April 1 17 hours ago, trench_kid said: I tried installing kos manually but for me it still gives me the missing file error? Check that you have installed the SLE Dev branch, and not main. It's the latest version available at the moment and required for the kOS scripts to work. Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted April 2 Share Posted April 2 (edited) My Favourite mod THANK YOU KARI AMAZING WORK. On 1/25/2022 at 3:02 AM, OrbitalManeuvers said: I absolutely do not know what I'm doing with this thing but it sure is pretty! Has anyone managed reentry? I've tried 40 degrees and 10 degrees nose up, with and without flaps activated, and every time the nose rises and rises until it flips over and comes in HOT, engines first. I don't really know enough about Starship to be trying this, but it seemed fun! Screenshot tax (ksrss at 2.5x) Reveal hidden contents realism also BTW SN5 landed in the DEV branch yesterday Edited April 2 by kspbutitscursed Quote Link to comment Share on other sites More sharing options...
Janus92 Posted April 6 Share Posted April 6 Here's some screenshots of the new Dear Moon IVA, currently available in the dev branch of github: It's got some animations now! The elevators work, the doors open on click, and the pod can change between bed and chair mode. You can also set the pilot/kerbal view for launch (looking upwards) or for planet use (normal seat attitude) by clicking either the window or the respective buttons. Quote Link to comment Share on other sites More sharing options...
solevevo Posted April 7 Share Posted April 7 On 4/6/2024 at 3:26 AM, Janus92 said: Here's some screenshots of the new Dear Moon IVA, currently available in the dev branch of github: It's got some animations now! The elevators work, the doors open on click, and the pod can change between bed and chair mode. You can also set the pilot/kerbal view for launch (looking upwards) or for planet use (normal seat attitude) by clicking either the window or the respective buttons. hey Janus great IVA! I remember seeing the website with this concept a while back and really wanted it in-game. I have an issue with the elevators, they don't function when I press the button on them. Any idea on why this might be happening? Quote Link to comment Share on other sites More sharing options...
Janus92 Posted April 9 Share Posted April 9 On 4/7/2024 at 7:27 PM, solevevo said: hey Janus great IVA! I remember seeing the website with this concept a while back and really wanted it in-game. I have an issue with the elevators, they don't function when I press the button on them. Any idea on why this might be happening? Are you running the latest version of RPM (and the other IVA required mods)? Quote Link to comment Share on other sites More sharing options...
Queen Ultima Posted April 11 Share Posted April 11 On 4/9/2024 at 6:51 AM, Janus92 said: Are you running the latest version of RPM (and the other IVA required mods)? I'm having the same problem, and everything required is freshly installed. Every other button works, the instrument panels, the light switches (even the one *on* the Elevator), the seats moving up/down but the elevator up/down buttons just don't seem clickable. Could it be a hitbox (or equivalent, I'm not coding-savvy) error? Quote Link to comment Share on other sites More sharing options...
Janus92 Posted April 12 Share Posted April 12 8 hours ago, Queen Ultima said: I'm having the same problem, and everything required is freshly installed. Every other button works, the instrument panels, the light switches (even the one *on* the Elevator), the seats moving up/down but the elevator up/down buttons just don't seem clickable. Could it be a hitbox (or equivalent, I'm not coding-savvy) error? Hmm, I already installed the dev version myself to see if there was an issue with the upload, and reduced my number of mods to the bare minimum to see if I would get any issues with the elevator buttons, but it still works for me. Could you send me a log? Quote Link to comment Share on other sites More sharing options...
munix Posted April 25 Share Posted April 25 (edited) I'm wondering why the old fuel switch patches were removed, I really liked the option to switch the tanks, RCS, vents and mainly engines between LFO and methalox. Also, with the new patches, when I have both Community Resource Pack and Configurable Containers installed, the fuel tanks are all set to LFO (which you can't switch to methalox in CC without having a custom patch for that), and engines keep using methalox, so the mod becomes basically unusable at that point, where it worked just fine before with the same set of other mods. Am I missing something? Edited April 25 by munix Quote Link to comment Share on other sites More sharing options...
Janus92 Posted April 26 Share Posted April 26 (edited) 9 hours ago, munix said: I'm wondering why the old fuel switch patches were removed, I really liked the option to switch the tanks, RCS, vents and mainly engines between LFO and methalox. Also, with the new patches, when I have both Community Resource Pack and Configurable Containers installed, the fuel tanks are all set to LFO (which you can't switch to methalox in CC without having a custom patch for that), and engines keep using methalox, so the mod becomes basically unusable at that point, where it worked just fine before with the same set of other mods. Am I missing something? Hmm, this is a point of discussion, but when the dev version was started to test-run future changes I reworked the fuel switches to automatically switch to methalox when CRP is detected, for an overall simpler and less error-prone setup. I don't think CC should cause the issues, as I tested specifically for that back when I made the changes. I will check again and report back. You're right, I also experience this issue now. Something must be messed up in the release, so I'll investigate.. In the meanwhile: Got a log? Can you check if it's a .craft (or part, if you pick a fresh part) issue? KSP sometimes messes up the fuel in saved crafts for no reason. Edited April 26 by Janus92 Quote Link to comment Share on other sites More sharing options...
Scivibes Posted April 26 Share Posted April 26 Hey RO fans, figured I'd share- I wrote a quick and dirty config for the SN15 part, it's not elegant, but it lets me fly it in RSS/RO. Hopefully makes things a little easier on the dev too. StarshipRO.cfg Quote Link to comment Share on other sites More sharing options...
Janus92 Posted April 27 Share Posted April 27 @munix Try installing the SEP dev version now. Kari fixed the config that caused the issues, so it should work as intended again. Don't use your old saved crafts though, and make some new ones. They may have both Liquid Fuel and LqdMethane simultaneously due to the way KSP works when fuels get changed by mods, which would obviously not be good. Quote Link to comment Share on other sites More sharing options...
Dieggs Posted April 29 Share Posted April 29 I download SEP and when I tried to fly it didn’t show any fuel source in the booster is starship so my engines didn’t light up. IDK why there isn’t any fuel because I downloaded it on my Mac and it had fuel but I downloaded it on my windows and it didn’t load the fuel. Then I checked the code on the note app and it didn’t show up. Please help me. Quote Link to comment Share on other sites More sharing options...
Fragile-Engineering Posted May 2 Share Posted May 2 First of all: Thanks for this great mod! I was using it with RSS/RO a few months ago and it worked fine. Unfortunately my old RO-config does not work any more with the latest udpate of SEP. I tried Scivibes StarshipRO.cfg. This did bring back the starship itself, but not the booster. Adding the booster to the file too resulted in an instant explosion of it when put on the launch-pad. Was anyone here able to launch the whole stack in RSS/RO and is willing to provide some hints on how to do this? Quote Link to comment Share on other sites More sharing options...
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