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munix

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Everything posted by munix

  1. Yeah, that is a known bug of CKAN, if your timezone is UTC+N, it will take N hours for the download to be successful.
  2. If you could test that this behavior is the same without mods, that would be very helpful! To temporarily disable all mods, you can rename the "winhttp.dll" file in your KSP2 folder to something else, like "winhttp.dll.temp" and run the game. The mod loader should now not start at all.
  3. If you're trying to open the mod window in the VAB, that's impossible, since it only works in flight.
  4. And for some visual aid when docking, this is also a great mod:
  5. I can't imagine the company would be too happy hosting their "official" wiki on a domain they have no control over.
  6. That probably isn't an error on your side (and MNC is definitely not required), interplanetary transfers just don't work well yet.
  7. Not yet, the way landing works for now is that you manually deorbit, and it will attempt to simply land somewhere near the impact location.
  8. Yeah, that sounds like the CKAN time zone bug. Basically, the further you are after UTC, the longer it takes for CKAN to be able to download new releases.
  9. v0.11.0 The latest version can be installed using CKAN, or downloaded on GitHub and SpaceDock. New fixes Resource Manager UI Fix by @munix - Fixes the Resource Manager bug where moving a tank from the right pane back to the left pane caused it to duplicate. Decoupled Craft Name Fix by @munix - Decoupled and docked/undocked vessels get names based on the original vessels instead of "Default Name" and "(Combined)".
  10. Patch Manager v0.7.2 This is a hotfix for the CoreModule.CurrentUniverse API property, making it static.
  11. You got pretty close, the main differences are that you need semicolons after the assignments, and it's actually Module_Decouple without the "r" at the end. To access the data inside a module, you need to go a level deeper into Data_Decouple. Also, I don't think the impulse needs to be patched here. Here it is:
  12. For the first one, it should be something like this: @patch celestial_bodies; :json celestial_bodies > data { @if $$bodyName == "Mun" { rotationPeriod: 800; isTidallyLocked: false; } } I tested only briefly, but it seems to work. For the second one, there's no direct replacement, since Patch Manager can only edit or create JSON files (which the games uses for the definitions of parts, planets, science, and things like that), but the skybox is just a texture, and Konfig seems to have included a lot of custom code to get that to work, so the next best thing would be to take the C# code from Konfig's source and use it to put together your own mod that replaces the skybox textures similarly to how it did.
  13. Really, anywhere you can upload files, you could use something like Dropbox, Google Drive, anything
  14. This did not require a mod update in the end, only an update on the CKAN side which I've done, so it should now correctly also download Patch Manager.
  15. Modded KSP2 has two different log locations, the Ksp2.log file in the main folder that you mentioned (this mostly contains logs by the game itself, including most errors) and BepInEx/LogOutput.log (this contains logs specifically made by mods). Usually we need to see both.
  16. Yes, it didn't need an update so it was just marked as compatible with 0.2.0 on SpaceDock. You will however need to update Node Manager, which is its dependency.
  17. Definitely share the logs the next time you encounter it, it might help with figuring out how to fix the issue.
  18. I wouldn't mind the solution presented by @The Aziz above, with two tabs for the two games, but as it is, I feel like it is going to be very messy to have a single page for a planet with two completely different sets of information. Also I definitely agree MediaWiki is great for this, there's a reason why I use it for the KSP2 modding wiki. What I meant was more so to have one wiki instance for KSP1, and another for KSP2, since nearly everything is different between the two games.
  19. One of the issues is that pretty much every single page on the wiki will need two different versions, for example the masses and densities of all the planets are slightly different in KSP2, biomes work completely differently, parts have different stats, etc., so I think it would just be for the best to have a completely separate wiki for KSP2.
  20. I am unable to reproduce this, do you have the latest versions of all dependencies (SpaceWarp, Patch Manager, Community Resources)?
  21. Ah, you're right, thanks for letting me know, I forgot to add Patch Manager as a dependency, I'll fix that in the next update.
  22. v0.10.0 The latest version can be installed using CKAN, or downloaded on GitHub and SpaceDock. General New dependency: Patch Manager 0.6.0+ New fixes Experiment Biome Pause Fix by dmarcuse - Fixes experiments that don't care about biome pausing when the biome changes. Stock Mission Fix by @cheese3660 - Fixes the incorrect completion conditions of the mission Second Dibs: Gold Edition.
  23. It's not exactly what you were asking for, but in Settings -> Mods -> UITK for KSP 2, there's a global setting for the UI scale of all mods that use the library, which Flight Plan does. You can switch it from automatic to manual and set a value that you like.
  24. Patch Manager v0.7.1 This is a hotfix for a bug that occurs when rebuilding cache.
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