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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. I'm assuming you are using steam. I would recommend: a) Going into Steam Properties for KSP and verifying your files. To do this: right click KSP in the steam client application and select "Properties". Then Select the "LOCAL FILES" tab and then click "VERIFY INTEGRITY OF GAME FILES...." b) Ensure you don't have any mods installed in your steam directory for KSP. Or if you do, ensure those mods are updated for KSP 1.3.
  2. Here are the instructions for reporting bugs: I'm assuming you are using steam. I would recommend: a) Going into Steam Properties for KSP and verifying your files. To do this: right click KSP in the steam client application and select "Properties". Then Select the "LOCAL FILES" tab and then click "VERIFY INTEGRITY OF GAME FILES...." b) Ensure you don't have any mods installed in your steam directory for KSP. Or if you do, ensure those mods are updated for KSP 1.3.
  3. No. it was always en-us. and yes. you can only do one language if you prefer. I'd recommend just repeating your English Localization cfg node for all the other languages and put the language codes in them. Then when everyone volunteers to translate it for you you can just drop their translation in. you also don't have to localize your mod at all. and just leave it as before in English.
  4. You can use whatever you want as the tag. However, it is suggested you use something unique. for example for my mods I'm using "#autoLOC_<modabbreviation>_xxxxxxxx" .. and yes of course you can use the stock tags if you have parity with any. Be aware though - you need to consider things like context, gender, etc when reusing tags. So a word - eg "Extend" or "Retract" may have completely different meanings in different languages or even in the same language for different "Types" or "Genders" of parts. As an example.
  5. I concur, the order for EditorPartList does not appear changed to me at all. I've added the info about IModuleInfo into the modders notes.
  6. Sorry but you mentioned CKAN? Are you running a modded install? This is the un-modded support sub-forum. Be aware if you are running via CKAN and modded your install, you may have mods installed that are not compatible with KSP 1.3 and that will break the game.
  7. One of the files that comes with KSP has not updated. I would suggest you go into Steam App, right click KSP and select properties.The select "LOCAL FILES" tab and click "VERIFY INTEGRITY OF GAME FILES...". Once that is finished try to start the game again.
  8. Assuming you are using Steam. Right click KSP in the steam client - select the languages tab and then English.
  9. Random comments without evidence. Evidence via bug report and pictures please. I see none. I just tried all the runways in the release and there are no bumps or cracks.
  10. We had to deal with that for the languages in 1.3 and we have made allowances where we can for possible future languages.
  11. I would guess more if you want to use any of the new API features.
  12. Mods will work even if not localized - once they've had other necessary changes mad to them to align to the API changes.
  13. Crashes are mostly related to upgrading over a modded install with mods that are not updated for the new version.
  14. The API documentation has been updated for KSP 1.3 and moved to this thread. Locking this thread.
  15. This is the Official API documentation. Here are the Doxygen docs for KSP 1.12.0
  16. Yes they are in the zip. I just checked. Did you import the unity package as a custom package and ensure they are selected?
  17. What config file did you change? you have to change it in your save file for an already started game.
  18. Yes it's in the process of being changed... you can still click.. but there are also contracts now (i've struggled to find the time to complete it). But I will after 1.3.
  19. For those interested my ResearchBodies mod does 2 already, has its own telescope for discovery contracts and is integrated with my TST mod as well as DMagics science mod. Might look at some possible integration with TWP which would be something along the lines of point 3.
  20. Gimbal and separate nozzles? So you mean 6 module engines? That's a fair bit of work.
  21. It means I won't be updating this (or any of my mods) for KSP 1.2.* but they will all be updated when 1.3 comes out. I've also prepped TAC LS for Localization. So anyone interested in translating it to the supported languages (or any of my other mods for that matter) then drop me a PM
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