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arthomnix

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Everything posted by arthomnix

  1. Version 0.2.0 has been released which adds support for KSP2 0.1.4 (thanks @cheese3660)
  2. The game filters out non-16:9 resolutions from the list of available options by default, I made a mod that disables this a while ago and it should still work on 0.1.3
  3. Reported Version: v0.1.3 (latest) | Mods: too many to fit here; see https://i.imgur.com/jvTIoq1.png | Can replicate without mods? Yes OS: Windows 11 22H2 | CPU: AMD Custom APU 0405 (Steam Deck) | GPU: AMD Custom GPU 0405 | RAM: 16GB LPDDR5 (12GB usable; 4GB dedicated as VRAM) When the vessel is moving above 100m/s, the digit after the decimal point on the velocity display is always 0, even if this is not the true velocity. (In the attached screenshot, the true velocity as shown by the Micro Engineer mod is 156.3m/s, but the game displays 156.0m/s.) This bug can be seen in (as far as I know) every screenshot or video where the UI is shown and the vessel is moving at above 100m/s - as an example see the first 30 seconds of Matt Lowne's latest video: The velocity is shown correctly up to 100m/s; once the vessel reaches 100m/s, the bug appears. Cause and Fix This happens because the game is configured to truncate the displayed velocity to an integer when the velocity is above 100m/s, but is also configured to always display this truncated value to 1 decimal place. This can be fixed by setting the `dontTruncateValue` field of each `UnitEntry` on the velocity display to true. This fix has been successfully applied in version 0.6.0 of the Community Fixes mod. This results in the last digit of the velocity displaying correctly. Included Attachments:
  4. Science will be in 0.2.0.0
  5. A KSP2 time warp mod inspired by BetterTimeWarpContinued. Features: Set custom time warp levels Set presets for time warp levels Force physics warp when outside of the atmosphere, either through the UI or by holding alt whilst changing time warp level (key can be changed in Configuration Manager) Remove time warp altitude restrictions Enable the 11th time warp button (this is 10,000,000x by default; obviously the mod lets you change that) Display the time warp level to 2 decimal places of precision (useful for when you're using time warp levels below 1x) Download: https://spacedock.info/mod/3386/Even Better Time Warp (should be available on CKAN soon) Source code: https://github.com/arthomnix/EvenBetterTimeWarp License: Code is licensed under the MIT License, the appbar icon is from the FiraCode Nerd Font font and is licensed under the SIL Open Font License 1.1 Note: Screenshot is from a development version - the "Force physics warp" option will not appear next to time warp values below 1x in the release version as physics warp is always enabled for these time warp speeds
  6. Updated to template version 1.1.1.2, which uses SpaceWarp 1.1.1. The template name is now simply "SpaceWarp Mod".
  7. KerbalDev has been updated to Rider 2023.1, download link is the same as always.
  8. Val level success! Return Vehicle Landing Crewed Landing Flight to Return Vehicle Return to Kerbin Even more screenshots: https://imgur.com/a/cnJo2h5
  9. Speeds up the game's startup by loading during the logo splash screens. This results in a significant improvement in startup times as the stock game does nothing whilst the splashes are playing. If loading completes before the splashes are finished, the splashes will still play to the end. If this is the case, you can download No Seizure Warning to remove the seizure warning splash and improve loading times even further (but don't download it if you're prone to seizures). Download on SpaceDock: https://spacedock.info/mod/3340/Speedy Startup Source code (MIT licensed): https://github.com/arthomnix/SpeedyStartup
  10. A mod to disable the seizure warning splash screen. The other splash screens are left intact as required by the EULA. Requires SpaceWarp 1.0.0 Disclaimer: If you have epilepsy or are prone to seizures, do not install this mod. Download: https://spacedock.info/mod/3337/No Seizure Warning Source code (MIT licensed): https://github.com/arthomnix/NoSeizureWarning
  11. KerbalDev 0.1.3 has released, which updates the template to version 1.0.1.2, fixing a bug where the `localizations` folder was incorrectly called `localization`. Download from the same place as before: https://github.com/arthomnix/KerbalDev/releases/latest
  12. Updated to add support for completely custom resolutions. The game may not run on a graphing calculator, but at least it can run at the same resolution as one! (In case you were wondering, this doesn't even increase FPS that much)
  13. KerbalDev has been updated with the latest upstream template changes, switching to SpaceWarp 1.0.1. Download from the same link as before: https://github.com/arthomnix/KerbalDev/releases/latest For more details of the changes, see the changelog of the upstream template: https://github.com/jan-bures/SpaceWarp.Template/releases/tag/v1.0.1.1
  14. A simple KSP 2 mod that allows selecting resolutions unsupported by the stock game (i.e. non-16:9 resolutions and resolutions below 1280x720), and custom resolutions. Requires SpaceWarp 0.4 or later. Downloads and Source Code Download: https://spacedock.info/mod/3320/More Resolutions Source: https://github.com/arthomnix/MoreResolutions (MIT licensed)
  15. A Rider plugin for KSP 2 mod development. Currently adds a project template for SpaceWarp mods, based on munix's template for Visual Studio and .NET CLI. Requests for any other features relating to KSP 2 mod development are welcome. Installation Download the latest plugin file from Releases (ReSharperPlugin.KerbalDev-x.x.x.zip). In Rider, go to Settings > Plugins, click the gear icon, click Install Plugin from Disk and select the zip file. Usage In the New Solution window, a new SpaceWarp Mod template should appear. Fill out the parameters - everything except Description and Source URL are required; there is no validation due to limitations of Rider but if you omit the required parameters your project will be broken! It is recommended that you enable the "Put project and solution in the same directory" option, otherwise your readme/license etc. will not be in the root of the solution. Downloads and Source Code Download: https://github.com/arthomnix/KerbalDev/releases/latest Source code: https://github.com/arthomnix/KerbalDev (MIT licensed) Template source code: https://github.com/arthomnix/KerbalDev-SpaceWarp.Template (MIT licensed, forked from https://github.com/jan-bures/SpaceWarp.Template)
  16. If you follow the instructions correctly, Distrobox will be installed entirely in the home directory so there will be no issues updating. All use of pacman is done inside the container which is in the home directory. I've never had any problems with flatpaks or updates using Distrobox.
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