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munix

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Everything posted by munix

  1. v0.16.0 New fixes Inflatable Heat Shield Fix by @PoloKornel - Fixes the inflatable heat shield not having ablator.
  2. 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]".
  3. 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.
  4. 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.
  5. Yeah, Spacedock was down, seems to be working fine now
  6. 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.
  7. 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)
  8. That's right, this is basically a library for other mods to use to be able to create plumes for their engines
  9. 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?
  10. 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.
  11. 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.
  12. This mod is for flight camera, not for the VAB.
  13. MicroEngineer does almost the same thing as KER.
  14. 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
  15. 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.
  16. 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
  17. It's not a block, seems like they completely deleted their account again.
  18. The latest update should fix that, yes
  19. 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.
  20. 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
  21. 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).
  22. Just FYI, there's already a stock keybind for stopping timewarp without pausing:
  23. 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)
  24. 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.
  25. 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)
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