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munix

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  1. v0.15.0 New fixes Tracking Station Debris Name Fix by @PoloKornel - Replaces the object's guid with a human-readable name: "Debris of [ship name]".
  2. v0.14.0 General Support for KSP2 v0.2.2 Requires SpaceWarp 1.9.5+ Requires Patch Manager 0.11.1+ New fixes Save/Load DateTime Fix by @bizzehdee - Displays dates and times of save files in the correct locale format.
  3. Feel free to make a PR to fix it if it doesn't work with the latest version, it's after all a community project. Nobody has created an issue on GitHub or reported any bugs here, and I haven't played 0.2.2 yet, so I wouldn't know if it's broken.
  4. Yeah, Spacedock was down, seems to be working fine now
  5. Well, Lux posted the teaser because he was working on them and wanted to share a progress update, and shortly after he kinda went MIA.
  6. You don't, because they were never implemented in any released engine mod (and I think they never actually worked in the game, only inside Unity)
  7. That's right, this is basically a library for other mods to use to be able to create plumes for their engines
  8. 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?
  9. 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.
  10. 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.
  11. This mod is for flight camera, not for the VAB.
  12. MicroEngineer does almost the same thing as KER.
  13. 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
  14. 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.
  15. 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
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