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HughesMDflyer4

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Everything posted by HughesMDflyer4

  1. Update: v1.1.0 Changelog: Rewrite to fix time warp/game view widgets coming back when docking/undocking
  2. Time Warp Hider Time Warp Hider is a temporary mod to fix a bug introduced with v0.1.1.0 of Kerbal Space Program 2. As of this update to the game, F2 (or whichever key you have mapped to hide the HUD) hides everything except for the time warp and game view UI elements at the bottom of the screen. This mod simply fixes this. Links Download: GitHub Source: GitHub License: MIT Installation Download and install Space Warp if you do not already have it. Download Time Warp Hider. Copy the BepInEx folder from inside the Time Warp Hider zip file to <KSP2 Game Directory>\BepInEx\plugins\
  3. It cannot be remapped in-game, however you can edit the InputBindings.json to add it manually. The file can be found in: %localappdata%low\Intercept Games\Kerbal Space Program 2\Global The file should end with }]}". After the first of the two curly brackets, add a comma, and paste in the following: {\"action\":\"ToggleAeroGUI\",\"id\":\"1411ef0d-0b4c-4d4a-8d07-a23d96dea6d2\",\"path\":\"<Keyboard>/f11\",\"interactions\":\"\",\"processors\":\"\"} In this example, I've bound it to F11, though you can choose any other key that the game supports. If you're unsure what to type for special keys, you can always bind something to that key in-game, then check this file after applying. It seems (some?) custom bindings aren't loaded on game launch, so every time you launch the game you'll need to go to the Input settings and click the Apply button.
  4. I don't understand, what control are you worried about losing? I've played many games over the years (including those that have modding support) and I can't think of an instance where I was restricted by DRM, or even considered which games do or don't have it. I feel like people are making this out to be a way bigger deal than it actually is. I can understand if it affects gameplay, but if it's something you never know about/see, it shouldn't be a concern.
  5. EDIT: Disregard, found out that transform objects are needed - now the thruster is functional! Mods, feel free to delete this.
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