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munix

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Everything posted by munix

  1. Pretty sure it's confirmed that the funds system from KSP1 is not coming back, instead, parts will cost resources that you will need to gather in your colonies and then ship around.
  2. This mod scales the stock UI (using UGUI system), while Micro Engineer uses the UITK system (only used by mods), they are completely separate and as such, even their scale is controlled separately. Both the UITK for KSP2 mod and this mod have their own slider in the settings.
  3. This mod is for flight camera, not for the VAB.
  4. MicroEngineer does almost the same thing as KER.
  5. Just make a small constellation around Kerbin (3-4 sats) so that one of them is always in range of the KSC and can the others can link to it
  6. That is a stock game bug, almost certainly not caused by this mod. If you want a workaround, the Community Fixes mod should get rid of that bug.
  7. My guess would be mostly using procedural wings to create decals, like @The Space Peacock's competition-winning Vulcan recreation: https://kspbuilds.com/build/Vulcan-Centaur-&-Peregrine-Lander
  8. It's not a block, seems like they completely deleted their account again.
  9. The latest update should fix that, yes
  10. v0.13.0 New fixes Time Warp Thrust Fix by @Sun_Serega - Fixes the bug where thrust under time warp was sometimes not working despite draining fuel.
  11. From the latest release on SpaceDock, the mod no longer bundles Patch Manager 0.9 and instead depends on the latest version, so you're good to try it out
  12. Are you sure it's a problem with Community Fixes, and not Kerbal Life Hacks? I'm asking since CF doesn't do anything with kerbal portraits, but KLH has a way to disable them when the vessel is a probe (which has been kinda unreliable and can also happen for crewed vessels, so I might just get rid of it).
  13. Just FYI, there's already a stock keybind for stopping timewarp without pausing:
  14. The wiki is only relevant to KSP1, not KSP2. In KSP2, there is no such distinction between direct/relay antenna. That is a concept only introduced in this mod (which doesn't perfectly follow KSP1's system, because it's its own thing)
  15. I am not sure what you expected. So, the mod (which, by the way, as you might have noticed from the 0.x versioning scheme, is still in its experimental development phase, and stated nowhere to be stable yet) is not supposed to be getting updates when bugs are discovered or reported? This sounds quite rude and entitled, considering we (and Cheese especially) dedicate almost all of our free time to the modding community and to providing tools for everyone to make modding easier. I simply don't understand how you would come to the conclusion that by fixing the bug that you have reported, we're somehow acting against you, or not "acknowledging" your mod.
  16. CKAN has its own metadata (called NetKANs) and mods all have to have this metadata in the NetKAN repository to show up in CKAN. The metadata can have different specification versions depending on what features it uses - most KSP2 mods need version 1.34 because they use a new CKAN feature introduced in that version, where both GitHub and SpaceDock download mirrors can be specified at the same time, giving some more redundancy (and faster downloads from GitHub)
  17. You can find more information on part modules on the modding wiki: https://wiki.spacewarp.org/wiki/Category:Custom_Modules
  18. It can't do anything like that yet, and it's not very likely it ever will on its own, it's kinda out of its scope. A standalone library will probably be more appropriate to facilitate all sorts of part rescaling capabilities.
  19. I'm pretty sure you can circumvent all this trouble by using PersistentSubscribe instead of Subscribe
  20. Modding itself is in a very good place right now, I'd personally say, and there's definitely desire for planet mods. However, the biggest thing standing in the way of any actual planet packs (containing new planets, not just modifying the properties of the existing ones, like the rescale mod) is that we have no clue how to do it. There have been multiple people trying to get it to work and we just haven't been able to figure out everything without some kind of documentation or guidance from the developers.
  21. I believe it has been said in Q&As that they aren't planning to directly port any of his modded parts to KSP2, and that he's more focused on the overall game design rather than just making individual part models.
  22. First of all, I've never called you a liar, as you have quoted, so please, do not put words into my mouth. However, I did misunderstand the meaning of your initial post based on the grammar used, and I apologize about that. What I did try to make clear with my previous posts, and that you have completely ignored, is that there is no reason for us to believe that the developers that have made a completely DRM-free game, and who cooperate with us on modding using BepInEx, a 3rd party mod loader, and highlight our efforts, would suddenly decide to do the complete opposite and start blocking us from doing it.
  23. Well, what we disagree on has nothing to do with the practice of early access, it's about insinuating that the developers are going to block us from modding the game without an official mod loader, which they have shown 0 interest in doing. In fact, they are actively cooperating with us on modding in its current form, rather than trying to prevent it.
  24. Your statement wasn't true, because you didn't say that it is possible it could happen, you said it will happen: There are zero indications that the developers are going to do anything like that, so please, don't spread misinformation (especially considering you're one of the most prominent KSP modders and therefore people are likely to listen to you). If they wanted to do it, then surely they could have done it from the start, since KSP2 started on version 2020.3 and is currently on 2022.3.
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