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KSP2 Release Notes
Posts posted by cheese3660
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13 hours ago, lordcirth said:
Just WMCC and the dependencies:
Is everything the latest version?
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18 hours ago, lordcirth said:
Any idea what's broken?
I have no clue, what all mods do you have?
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6 hours ago, lordcirth said:
That is completely incorrect for the tech tree
The second node should be named "Rapid planned disassembly"6 hours ago, lordcirth said:Imgur gives me a 404 with this image
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3 hours ago, lordcirth said:
v1.33.2, but the index is updated. 1.34 isn't packaged for NixOS 23.11 yet. Does v1.34 work? I can try installing v1.34.4 from nixos-unstable when I get home.
Almost every KSP2 mod is going to require >= 1.34
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1 hour ago, lordcirth said:
CKAN and this thread have 0.0.3, github has 0.0.4; also CKAN can't install WMCC because the Modules dependency is "not indexed". What's the recommended version and install method?
Thanks!
What CKAN verson are you using
On 2/21/2024 at 3:23 PM, PASSthe40 said:Will there be future updates? I have some feedback based on my playtime:
I'm waiting for some more tooling and some other mods to make the flow more balanced, I want to introduce 0.3125 meter parts at the start and I know that someone is working on those, and I want to vastly add to and change up the missions
On 2/24/2024 at 2:20 AM, Scratchy said:Hi, thank you for the great mod! Its a big challange especially when combinded with the 2.5x resize mod. I've a small request, would it be possible to move the autonomous exploration node close to the beginning of the tier2 with a smalerl requirement of science points? I wanna recreate the lunakhod mission (soviet moon rover) bevor sending my kerbals up there. Also maybe we can gett early jets right unlocked right from the beginning? I know the Kerbal universe is not the same like ours but it would be more realistic that way.
I'll likely look into this when I look more into balancing the tech tree with the other parts and missions I do want to add
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Release v1.9.4
What's Changed
- Added two MonoMod libraries to support certain types of Harmony Transpiler patches.
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On 2/23/2024 at 9:01 AM, KSRe-dev said:
so it seems something else changed between those versions that introduced it
The main thing that changed between those versions was the introduction of string interpolation, so maybe the way I was using that method changed and that's why the bug came to the surface, all I can say is that the new version of the method has the intended behavior for that method.
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V-SwiFT
Variant Switching & Feature Tweaking, a part switch mod for KSP2
Spacedock: https://spacedock.info/mod/3562/V-SwiFT
Github: https://github.com/KSP2Community/V-SwiFT
Author: KSP2 Community
Description
V-SwiFT is a part switch mod for Kerbal Space Program 2, it allows modders to make variants for their parts such as changing out engine modes, increasing the mass, adding attach nodes, adding resource containers, removing resource containers, swapping out materials, etc...
Images
An example of the popout window for an engine mode switch variant
How to use?
There is some documentation currently on the github wiki that is incomplete, the best place to ask for help is through me, or on the KSP2 Modding Society Discord
Dependencies
- SpaceWarp (0.1.9.0 or later)
- Patch Manager (0.11.0 or later)
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3 minutes ago, Malah said:
Only part of QuickRevert and QuickPrecisionControl was in the KSP 1 version. I have developed QuickVesselNames for KSP 1 but never released it (I have developed some other QuickMods for KSP 1 but never took the time to release them). I rewrote everything from scratch because I wanted to change the license from GPL to Unlicense.
Many things are similar in KSP 2, but easier (perhaps, thanks to BepInEx & SpaceWarp, and also because now I really know how to develop in C#).
Ah, that makes quite a bit of sense, as for stuff being easier in KSP2, likely a combination of the 2, me and a few others have definitely been trying to make KSP2 modding simpler.
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Quite interesting actually seeing a KSP1 mod being rewritten for KSP2, I really like how you implemented it for KSP2 though looking through the code.
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The issue that both of you have is that something is very broken with a vessel in your save that is causing Patch Managers sanity checks for broken vessels to error, and I don't know exactly what is causing that error.
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Love seeing wayfarer's wings in there @leonardfactory's mod is awesome
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Release v1.9.3
What's Changed
- Fixed bug in Colors patch that affected V-SwiFT variants
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I fixed the most likely cause of the issue (verified by checking the behaviour of the method) in 0.11.1
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2 hours ago, KSRe-dev said:
seems to be a bug introduced at some point after 0.9.1
That doesn't seem to be the case actually
Looking at the relevant piece of code, it would've been a bug introduced since the beginningIt will be fixed momentarily
Release v0.11.1
What's Changed
Fix bug in name patterns where
#name
was essentially being treated as#"*name*"
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3 hours ago, PTNLemay said:
Or is it really game-breaking, like the target orbit appears under the planet/moon's surface?
Some of the orbital ones would have a lot tighter requirements, and then stuff like the original Keostationary orbit would have incorrect orbital speeds and not be possible
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Release v0.11.0
Whats changed
- Adds "slotted mixins", an example of these is in the documentation
- Adds an error counter for patch errors that shows when loading and in patch managers foldout
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Release v0.10.1
What's Changed
- Fixed a bug where modifying a part's field would cause errors
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Release v0.10.0
This release changes how indexers work, it adds support for the following types of indexers
- Indexers in variable declarations
$x[5]: 3;
- Nested indexers
$x[1][2]: 3;
- Mapping indexers
$x[*] *: 5; // multiplies all values in $x by 5
- Defining new lists and such using indexers
$y[0]: 3; // Creates $y as a list with its first element being 3
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Release v1.9.2
What's Changed
- Fix waypoints to not be created below ground if the body isn't loaded by @Falki-git in https://github.com/SpaceWarpDev/SpaceWarp/pull/294
Full Changelog: https://github.com/SpaceWarpDev/SpaceWarp/compare/spacewarp-1.9.1...spacewarp-1.9.2
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Release v1.9.1
What’s Changed
- Fix Simplified Chinese localizations by @fengyuan0529 in https://github.com/SpaceWarpDev/SpaceWarp/pull/291
- Add Spanish localizations by ValenX in https://github.com/SpaceWarpDev/SpaceWarp/pull/290
Full Changelog: https://github.com/SpaceWarpDev/SpaceWarp/compare/spacewarp-1.9.0…spacewarp-1.9.1
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SpaceWarp 1.9.0
What's Changed
- Add Italian localization
- Add Chinese localizatiob
- Fix mods save data loading when reverting to VAB
- Add the option to keep addressables in memory after loading them by label- Fix KSC app bar buttons
- Waypoints API -
15 hours ago, Fizzlebop Smith said:
was it due to an attempt at maintaining balance?
A lot of reordering is for maintaining balance, the text tweaking is mostly for some immersion.
The constraints can easily be changed if I wished to -
21 minutes ago, Schneider21 said:
Is that enough to fire the report?
It should be, as long as you have enough EC, it takes about 30 EC per report
I'll look into the balancing a bit more, I was thinking of making a few tier one things a bit cheaper
Space Warp [v1.9.5 for KSP2 0.2.1]
in KSP2 Mod Releases
Posted
Release v1.9.5
What's Changed
Download on SpaceDock