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Everything posted by Falki
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That's a high praise, hope it will live up to it Uuuuh, that's an awesome ideal!
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Orbital Survey Scan celestial bodies from orbit --------------------------------------------- Spacedock: https://spacedock.info/mod/3519/Orbital Survey Source: https://github.com/Falki-git/OrbitalSurvey Authors: Falki FEATURES Scan surfaces of all celestial bodies and generate 2D maps. Available maps are: Visual and Region Display an overlay of the acquired map in 3D space (Flight view) or in Map3d (Map view) Display vessel positions, names and geographic coordinates in the mapping UI Create waypoints that will show in Map UI, Flight view and Map3d view Zoom, pan and track active vessel in the mapping UI Experiments trigger in Exploration mode when mapping milestones are achieved at 25%, 50%, 75% and 100% of the scanned surface (GIF not updated to current UI) REVIEW HOW DOES IT WORK? Antenna parts gain an ability to start scanning Each antenna part in the game with a maximum range of >1 Gm gains an orbital survey module Each antenna part can do either Visual or Region mapping. See the descriptions in R&D and OAB to see which mode it has Initiate the scans by parking your vessel in orbit and enable scanning (right-click the antenna part and toggle scanning) Open the Orbital Survey map and watch as your vessel collects scanning data by orbiting the body Toggle the Planetary overlay to see your scans overlayed on the body in real time (GIF not updated to current UI - each antenna has a fixed mode that cannot be changed) Each scanning mode – Visual and Region – has an ideal altitude at which the scanning area is optimal. Being at lower or higher altitudes applies a progressive penalty for the scanning area. Below the minimal and above the maximal altitude scanning is no longer possible. Ideal, Minimum and Maximum Altitudes depend on the Body Category the vessel is orbiting. E.g. Minmus -> Small, Mun -> Medium -> Kerbin -> Large Experiments trigger in Exploration mode When mapping milestones are achieved at 25%, 50%, 75% and 100% of the scanned surface, experiments will complete and their Research reports will show up in the Research Inventory Research reports are generated on all vessels that participated in the creation of that report When experiments are complete, a notification will pop up to notify you about the event. If you're not controlling a vessel that participated in that mapping, switch to it so that you can transmit the report and collect that juicy Science Create Waypoints by right-clicking on the Map UI Delete already created Waypoints by right-clicking on their marker icon and selecting Remove For best results park your vessel in a polar orbit, as close as possible to 90° inclination as that orbit covers the entirety of the orbiting body Be careful not to lock yourself into a resonant orbit. If you notice your map isn't being revealed, that your vessel keeps orbiting over the same patches of land it already scanned, you're likely in a resonant orbit. Tweak your apoapsis and periapsis a bit to leave orbit resonance. You don't have to be exactly at the Ideal altitude. NOTES Kerbol (the star) cannot be scanned "Always show Map view overlay" setting can be found in Settings -> Mods -> Orbital Survey. If toggled, Map view overlay will always be applied to every body in game. This effectively makes all bodies "hidden" in Map view until you scan them. 2.5x Kerbolar System is supported INSTALLATION Automatic It's highly recommended to use CKAN to download Orbital Survey (and any other mod really) as it will take care of mod placement and installing dependencies Grab the latest version of ckan.exe from here: https://github.com/KSP-CKAN/CKAN/releases Open CKAN and point to the location of your KSP2_x64.exe (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Select Orbital Survey from the list and click on Apply changes Manual Install BepInEx + SpaceWarp + UITK for KSP2 + Patch Manager + Premonition For SpaceWarp (see Dependency chapter) Grab Orbital Survey .zip file from SpaceDock Extract the contents of the .zip into your KSP2 installation folder (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ DEPENDENCY Space Warp + BepInEx - v1.9.2 or later UITK for KSP2 - v2.4.2 or later Patch Manager - v0.9.0 or later Premonition For SpaceWarp - v0.2.0 or later ATTRIBUTION Icon by flaticon.com - Satellite icons created by mattbadal - Flaticon -- NOTE Some Regions are quite rare on certain bodies so they could be considered spoilers. You've been warned! Toggle off the setting for the legend if you want a fully spoiler free playthrough CHANGE LOG
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ME isn't doing any calculations, it just forwards the information that the game provides. Since this is a game bug, it would make more sense to do a fix in https://spacedock.info/mod/3301/Community Fixes because that would solve both issues with the stock readouts and ME readouts. I'll forward this to the KSP2 Modding discord.
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Adding new hairstyles/accessories to kerbonauts?
Falki replied to mattihase's topic in KSP2 Mod Development
Has anyone done this yet? No. But it definitely could be done. There's still lots of area in KSP2 modding that haven't been explored, so any help is welcome. I suggest you join the KSP2 modding society discord, if you haven't already: https://discord.gg/ksp-2-modding-society-1078696971088433153 -
Micro Engineer 1.5.1 Fixed textfields locking game input when they shouldn't have. It's now possible to rename windows and/or entries without locking the game NOTE: in order for this fix to work correctly, UITK for KSP 2 needs to be updated to v2.1.1 or later
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Micro Engineer 1.5.0 now supports 0.1.5 patch added years to time entries (1 year = 426 Kerbin days, 1 Kerbin day = 6 hours) changed OAB Stage Info header "SLT" (Sea Level TWR) to "ASL TWR" for clarity now possible to disable the keybind (CTRL + E) or to change it; look for the option in Settings -> Mods --requested by @Benozkey message subscriptions are now persistent, meaning Micro Engineer will continue to function through exiting to the main menu and loading a different campaign fixed Total ASL deltav in OAB Stage Info window not updating if different celestial bodies are selected -- reported by @Scarecrow71
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Currently all mods that use UITK are broken due to the Unity version upgrade this patch brought. We should have a fix ready soon. Until then, you can grab this prerelease version of ME: https://github.com/Falki-git/MicroEngineer/releases/tag/1.5.0-RC It isn't fully functional yet, some data is not displayed, some visual styles are a bit 'off', but at least it will work for the most part. Oh and DO NOT click on any textfields cause that will break the game.
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This is fixed now. Gonna release it when we'll be ready to update mods that broke after unity upgrade in the latest patch.
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Thanks for bringing this to my attention, I need to fix it! What's happening is that total values are taken from stock stage info parameters and those don't take into account different bodies that are selected for stages, they just default to Kerbin values. I should just sum up the values for each stage and display that as total. Also, Body selection in Micro Engineer's window is meant for displaying At Sea Level values when you want to land or take off from a certain celestial body, so selecting Kerbol doesn't make much sense... well, unless you're _landing_ on Kerbol, but I wouldn't recommend that (I could remove Kerbol from the list, but meh, it's nice to see it in the hierarchy). So if you're calculating values for a transfer stage, then just select the Body you'll be orbiting when initiating the transfer burn, meaning in most cases it will be Kerbin. Although for vacuum delta v it doesn't matter what Body is selected since vacuum delta v will be the same at any orbiting body. Delta v is delta v.
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Micro Engineer 1.4.0 Add minimize button to the main window When the main window is minimized, popped out windows remain open Tweak styles to add more padding to buttons; reduced size of buttons
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Hue Utility for Mimicking Authentic Natural Skin (H.U.M.A.N.S.) Customize your kerbal human attributes any way you like. --------------------------------------------- Spacedock: https://spacedock.info/mod/3477/H.U.M.A.N.S. Source: https://github.com/Falki-git/HUMANS Authors: Falki FEATURES Customize individual kerbal attributes Change: first and last name, skin color, hair style, hair color, suit color and nationality Pick between various shades of human or kerbal skin colors Pick a culture and nationality At the start of the campaign pick one of the cultural presets: American, European, Chinese, Russian or Kerbalkind Each culture preset carries a chance (weight) that a certain nationality and skin type will be assigned to the kerbal. Around 50 nationalities are present currently. After the nationality is assigned kerbals are given random first and last names from the pool of names for that nationality Each culture gives a default suit color to all kerbals Define your own cultures, nationalities, skin colors... Every parameter that H.U.M.A.N.S. is using is loaded from .json files that can be found in ..Kerbal Space Program 2\BepInEx\plugins\Humans\data\ You can edit those json files to define your own cultures, nationality weights, suit colors or any other parameter Maybe you want to create your own kerbal fantasy culture? Or tweak nationality weights to increase the chance for your own nation? Or add first and last names that you feel are missing? NOTE: github PRs are very much welcome to add new nationalities and first and last names Other If Custom Flags mod is installed, this mod adds 4 new flags: USA, EU, Chinese, Russian INSTALLATION Automatic It's highly recommended to use CKAN to download H.U.M.A.N.S. (and any other mod really) as it will take care of mod placement and installing dependencies Grab the latest version of ckan.exe from here: https://github.com/KSP-CKAN/CKAN/releases Open CKAN and point to the location of your KSP2_x64.exe (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Select Humans from the list and click on Apply changes Manual Install BepInEx + SpaceWarp + UITK for KSP2 (see Dependency chapter) Grab H.U.M.A.N.S. .zip file from SpaceDock Extract the contents of the .zip into your KSP2 installation folder (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ USAGE While in KSC open the mod window by clicking its entry in the APP BAR Note: due to KSC mod buttons being broken currently, the only way to open the GUI is with a keybind CTRL + H DEPENDENCY Space Warp + BepInEx - v1.5.0 or later UITK for KSP 2 - 1.4.0 or later ATTRIBUTION Nationality per culture weights and first and last names for nationalities are largely inspired from the wonderful KSP1 mod KerbalRenamer - https://github.com/KSP-RO/KerbalRenamer (licence) Skin colors from https://huebliss.com/skin-color-code/, https://www.schemecolor.com/beautiful-touch.php, https://www.schemecolor.com/ebony-skin.php, https://www.schemecolor.com/normal-and-tan-skin-colors.php, https://www.schemecolor.com/asian-skin.php, https://www.schemecolor.com/black-guy-skin-colors.php Nationality flags from https://www.countryflags.com/ Biographies by ChatGPT https://chat.openai.com/
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Micro Engineer 1.3.2 Fixed OAB body dropdown sometimes not being able to select a body Changed keybind toggle to "CTRL + E" as previous "ALT + E" caused issues with roll trim FYI @adaniel87
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This is a good place to ask! Alternative is the KSP2 modding society discord: https://discord.com/channels/1078696971088433153/1080340366995239004, we're more active there. I've just realised this bug as well, I'll look into it later.
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Micro Engineer 1.3.1 Fix UniversalTime entries due to KSP2 0.1.4 update (TimeToNode, SoiTransition)
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What is keeping you from starting your KSP2 Mod?
Falki replied to LuxStice's topic in KSP2 Mod Discussions
I'm following the scene from day 1 and have been actively contributing to it (my forum post count is not indicative as I don't use it much). So I'll repeat: there are no competing standards for third party injectors. BepInEx is the mod loader with an optional SpaceWarp API to make things easier for modders. Sure, nobody can stop people from creating their own mod loaders, but same can be said for KSP1 . Point is that all mods now use BepInEx, and that's been the case for months now. I'm sorry you interpreted it that way. My point is that we (the modders) are really enjoying writing mods for the game, modeling new engines, new tanks, writing UI with UITK, so if there are people who are thinking about jumping in, go right ahead, you won't be sorry -
What is keeping you from starting your KSP2 Mod?
Falki replied to LuxStice's topic in KSP2 Mod Discussions
It's an individual decision whether to start modding on not, of course, but just to reiterate, there are no competing standards for third-party injectors, there's really only one that all current mods are using. As for breaking changes, so far (6 months) there was only one big change that affected most mods and it was quickly addressed in a single afternoon with a patch on the common modding API SpaceWarp. So individual mods didn't need to adjust at all, only the common API. Honestly, existing modders are having a blast modding the game. So many ideas, so little time -
Micro Engineer 1.3.0 Double-clicking a speed entry changes to an alternate unit (km/h)
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No scaling out of the box, I'm afraid. Stock UI scale doesn't affect mods. In "UITK for KSP2" (mod) you can manually adjust scaling in Settings, but that will scale everything that is done in UITK, including Micro Engineer for example. If that suits you, great!
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[Dev Blog] SpaceWarp 2.0: Help Us Shape the Future of Modding!
Falki replied to munix's topic in KSP2 Mod Discussions
I prefer approach 1, though without strong opinions towards it. Reasoning: Space Warp isn't that big (yet!) to warrant splitting it into multiple mods. App 1. would reduce dependency issues. I'd even merge UITK for KSP2 with SW as that seemed to be no. 1 reason players were having issues with. Also, I have a personal preference for singular mods with separation of concerns split between projects. But either way you choose, we'll adapt. -
That is totally understandable. It's a huge time investment to learn a new environment. I'm actually not expecting many modders for KSP1 to switch to KSP2, especially the established ones, who know the ins and outs of KSP1, who have a lot to maintain. As KSP1 came out, a decade-or-so ago, we were all much younger. As time goes on, you get new obligations, family expands, kids come... so future KSP2 modders will mostly be some new kids that have a lot of time on their hands. Main point of my post was to address the "it's hard to mod KSP2" argument, to show a perspective from someone who tried modding both games.