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KSP2 Release Notes
Everything posted by munix
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The issue with keypad numbers should be resolved in UITK for KSP 2 version 2.4.1 that I just released:
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Release v2.4.1 Changes: Game input - This hotfix adds several missing input locks and changes the way inputs are unlocked after being locked, restoring them to their original states rather than enabling them all. This means you should not be seeing any logged errors from the game's UI after using UITK windows, and all inputs should now be getting locked properly, including the numeric audio keybinds. Full Changelog: https://github.com/UitkForKsp2/UitkForKsp2/compare/v2.4.0...v2.4.1 Note: If you're using CKAN to install the update, please be patient, there's a bug in the current CKAN version which has to do with time zones, meaning it may take multiple hours after release (depending on where you live) before you can successfully download the zip.
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Try to update UITK for KSP 2, I'm pretty sure the new version of Micro Engineer uses an API only available in version 2.4.0+. (Generally, if you have any issues with mod updates, it's a good idea to update all mods and libraries as well.)
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Well, seems like I was wrong, the mod works perfectly fine as is, I just forgot to disable the audio inputs in the library itself, so MNC doesn't even need an update, this should be fixed as soon as I release the next UITK for KSP 2 version.
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I was just recently able to finally properly implement a solution for this in the UITK for KSP2 library, which this mod uses for its UI, and it should apply to all mods retroactively without needing them to be updated, but it seems this mod has some code that prevents it, specifically my suspect is these three lines (though I cannot be 100% sure without testing): https://github.com/schlosrat/ManeuverNodeController/blob/c01f606c50131afd7d95ca7994b7fe211a36bb59/ManeuverNodeControllerProject/ManeuverNodeControllerPlugin.cs#L790-L792 If so, then it's an extremely simple fix of just removing them.
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It is the intended behavior, my rationale was that the mod window can act independently of the game's Kerbal Manager UI (for example it can be opened on its own to simply create a new kerbal), so it should have its own button in the mod button tray, like everything else, but I may rethink this. Thanks for the feedback!
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Have you also updated Micro Engineer itself? Edit: Oh I'm assuming you have, at first I thought that by "upgraded to v1.6.0" you meant the SpaceWarp version, since it's the same
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From the post about the latest update, it seems like that's the new autostaging feature.
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Green means it's enabled, when you click it and turn it gray, it means on next game start it will be disabled.
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It disables or enables the mod. The changes will apply after you restart the game. However, there are some special mods (notably Patch Manager) which have some parts that run even when disabled, though we're looking into ways to fully disable them as well.
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For anyone here who might not have seen the response in the other thread:
- 242 replies
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- 1
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- plan
- totm.aug.2023
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(and 2 more)
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It's a bug in CKAN, it doesn't handle time zones well, so depending on where you are, for the first few hours after a new mod update is released, it will not let you download it. The CKAN team is aware of this.
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Note: schlosrat has already made a release of the fixed version of Node Manager, so the fork is no longer necessary, you can install it with CKAN again.
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Indeed, that's why I corrected myself in the next post. By the way, if you want the "Add Node" functionality back, you can temporarily download this fork of Node Manager where I fixed the bug, at least until schlosrat has time to make a new official release with it. This also fixes the issues with Flight Plan.
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Not yet, version 1.7 with some minor updates related to For Science! will be coming first
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v0.9.0 for KSP 2 For Science! The latest version can be installed using CKAN, or downloaded on GitHub and SpaceDock. General Support for KSP2 v0.2.0 Requires SpaceWarp 1.6.0+ New fixes Revert After Recovery Fix by @munix - Fixes the Revert buttons being enabled after recovering a vessel. Updated fixes Vessel Landed State Fix - Corrected an issue where this fix would prevent collecting science from certain discoverables.
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v0.8.0 General Support for KSP2 v0.1.5 New fixes VAB Redo Tooltip Fix by @Coldrifting - Fixes the VAB Redo button tooltip not being at the same height as the button. v0.7.0 New fixes Suppress Transmissions Falsely Urgent Fix by @schlosrat - Suppresses spam of useless map view log messages. v0.6.0 General Support for KSP2 v0.1.3 and v0.1.4 If you had any previous version installed manually (without CKAN), before installing this update first go to "KSP 2/BepInEx/plugins" and delete the old "community_fixes" folder. New fixes Velocity Display Precision Fix by @arthomnix - Fixes the digit after the decimal point on the navball velocity display always being zero at velocities above 100 m/s. Removed fixes F2 Hide UI Fix - No longer needed as this has been fixed in the game. v0.5.0 General Support for KSP2 v0.1.2 Updated fixes F2 Hide UI Fix - Updated to hide the UI in the map view, also hides the staging scrollbar. v0.4.2 Updated fixes F2 Hide UI Fix - Make UI reappear when leaving Flight/Map view v0.4.1 Updated fixes Vessel Landed State Fix - Added checks for when there's no active vessel
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Ah, then it's possible that only the "Add Node" button is broken (the same thing that is broken in Flight Plan - generally any creation of new nodes)
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On both the IG Discord server and the KSP2 Modding Society Discord server
- 242 replies
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- plan
- totm.aug.2023
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(and 2 more)
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I just tested it and it works fine.
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No, it's broken
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yes, it does