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KSP2 Release Notes
Everything posted by Falki
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Micro Engineer 1.2.1 Fix background color of Stage window when locked
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What is keeping you from starting your KSP2 Mod?
Falki replied to LuxStice's topic in KSP2 Mod Discussions
I never understood the reasoning that modders won't mod because there's a low player count. Maybe it's just me, but I don't mod because of how many people will use my mod. I mod because it's fun. (that's not what you said @Halban, so I'm not responding to you. I agree with what you said ) -
Signed by me ! I fell in love with KSP not so long ago, around 2016 I think. Started doing some very, very light modding much later on for RSS/RO (which I love to this day) and discovered I enjoyed dabbling in modding when free time allows it. KSP2 was a way to have a fresh start and restart from basics to build my skill up. And it's been a fun ride so far! I'd like to add that, coming from KSP1 modding, biggest difference are the load times. When it takes mere seconds to load the game (on average 7-10 seconds for me), then it becomes much more enjoyable to itterate through your design and removes the frustration you have when you forget to do some simple thing and now you have to wait additional 10-15 minutes for the game to load again. That's especially important when doing UI as that's something for which you have to load the game in order to see how it looks. Also, having a WYSIWYG principle when working with UITK in Unity Editor's UI Builder is another enjoyment. And it's only going to get better as more tools for modding are being introduced, from IG and from KSP modders. It saddens me to see stuff being written as "we, the KSP1 modders" and "we, the KSP2 modders" indicating that those are 2 separate "tribes". I consider KSP a singular entity/universe that will hopefully merge those two communities going forwards. KSP is, after all, known for really good collaboration between modders. As Tim Dodd likes to say: "we're all Team Space!"
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I WISH THEY MADE UI CUSTOMIZABLE You can move any UI group in the flight scene wherever you want. --------------------------------------------- Spacedock: https://spacedock.info/mod/3391/I Wish They Made UI Customizable Source: https://github.com/Falki-git/I-Wish-They-Made-UI-Customizable Authors: Falki DESCRIPTION Have you always wanted to have the navball centered on the screen? Me neither. But still, you can do that with this mod. You can move any UI group in the flight scene wherever you want. Maybe you'd rather have the time warp at the top of the screen, or you want to declutter the UI by hiding the big green stage button as it's mostly useless since we don't play on touchscreens and we do have working space bars on our keyboards. Or maybe you want to make room for those juicy Micro Engineer windows. World is your oyster. REVIEW THINGS TO NOTE open the mod window by selecting it from the app bar when you're satisfied with what you changed remember to save the UI by pressing the Save button if you messed up and want to revert to default press the FUBAR button pressing Reset resets the position of the currently selected UI group INSTALLATION Extract the contents of the .zip into your KSP2 installation folder. Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\
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It's not possible to delete default windows right now. It was a design decision to prevent players from accidently delete important windows. Since they can be collapsed/hidden, I didn't think anyone would want to completely get rid of them. I'm planning on adding undo and revert functionality for the next version, so I might enable deleting primary windows when people will be able to revert it. For now, you can go to the mod folder, open the .json file inside it and manually delete the window you want. I can't test that right now, but I think it will work. One small warning though. Stage, Maneuver and Target windows have some special functionality attached to them. If you delete them, there's no way of getting that back. Stage has the table header, Maneuver has the possibility of deleting nodes and iterating through them (if multiple exist at the same time) and Maneuver and Target automatically hide if they're popped out and there's no active maneuver/target at the moment.
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I'll look into relative velocities, but can't promise anything yet. As for adjusting text size, I was thinking about resizables windows and text. In the mean time, there's an option in "UITK for KSP2" settings where you can manually adjust scale, though that will change the scale for anything using UITK. Go to Settings -> Mods -> UITKFORKSP2
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Micro Engineer 1.2.0 "UITK overhaul" UI overhaul: switch from IMGUI to UI Toolkit (UITK): New Flight scene windows New EditWindows window New OAB StageInfo window Main user feature of UI Toolkit is optimization, as UITK uses events to make changes to the UI, it's not being redrawn several times per frame. Also, UI will automatically rescale to any resolution user selects. Other changes: "ALT + E" can be used to open in-flight and OAB GUI edit windows: double-clicking an entry automatically installs/removes it stage info window is now also editable if upgrading from a previous version: window layout will be reset due to intensive changes made to the UI all leftover images in ..\assets\images\ can be safely deleted - except icon.png(!) Dependencies: Space Warp + BepInEx - v1.3.0.3 or later UITK for KSP2 - v1.4.0 or later Developer notes: UITK uses asset bundles to load UXML, USS and image files. They are located in ..\assets\bundles\microengineer_flightui.bundle & microengineer_oabui.bundle UI was created in Unity Editor, version 2020.3.33f1. Source Unity files are located in (github source): ..\UnityProject\ Flight windows: Stage Info in VAB: Edit windows:
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Micro Engineer v1.1.0 "Snap & Rename" Added window snapping (can be turned off in settings) Added renaming of individual entries by user Add support for SpaceWarp 1.2.0 (mod_id discontinued in favor of BepInEx GUID); backward compatibility with SW 1.1.x retained Snapping: Renaming:
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@Poppa Wheelie, for surface level TWR you should look at the SLT metric (Surface Level TWR). It shows 0.74 on your screenshot, which is close to the actual value of 0.80. To get the exact value some more calculations need to be performed, but this is close enough to be usable. Text scalability is on the TODO lost, although a bit longer one Yes, current scaling is built for 2560x1440 or 1920x1080 really.
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Micro Engineer v1.0.2 Fixed popped out windows sometimes getting bugged
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Micro Engineer v1.0.1 Fixed main window from twitching when the window height exceeds the available screen size.
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Micro Engineer v1.0.0 Change log: Added 105 new entries: Orbital (13), Surface (5), Flight (11), Vessel (15), Maneuver (22), Target (26), Body (2), Misc (11) NOTE: for obvious reasons most of new entries are not added to the default windows, so if you're interested in some of them then add them to any window via the Editing window NOTE2: since this update brings a breaking change in windows layout, if you already made changes to the layout in the previous version it will now reset when you upgrade, sorry! Added themes support: light, gray, dark + visual overhaul of all buttons/icons Open edit entries window for the particular window directly from the window header Added possibility for decreasing or increasing of number of decimal digits per entry Large values are now automatically scaled by changing the unit they're display in. E.g. m -> km -> Mm -> Gm Base unit for Thrust is now kN Maneuver nodes: added possibility for deleting and switching to other active nodes Reordered default entry ordering (can be manually reordered by player) Settings window is no longer toggleable from the toggle bar at the top of Main GUI. It can now be opened by clicking on the dedicated Settings icon (gear) Locked window transparency changed: 80% -> 20% Optimized OAB updates: they're now done entirely by messages/events Substantial rewrite of the entire codebase; some bugs are likely so please report them (discord, forum) -- New Entries, full list: Orbital (13): Argument of periapsis, Eccentric anomaly, Longitude of ascending node, Mean anomaly, Orbit percent, Orbit radius, Orbit time, Orbital energy, Orbital speed, Semi latus rectum, Semi major axis, Semi minor axis, True anomaly Surface (5): Altitude from scenery, Dynamic pressure, Static pressure, Atmospheric temperature, External temperature Flight (11): Angle of attack, Drag coefficient, Exposed area, G-Force, Heading, Pitch, Roll, Sideslip, Speed of sound, Yaw, Zenith Vessel (15): Burn time, Command crew capacity, Fuel percentage, Number of parts, Stage fuel percentage, Stage ISP Actual, Stage ISP ASL, Stage ISP Vac, Stage Thrust ASL, Stage Thrust Vac, Stage TWR ASL, Stage TWR Vac, Throttle, Total ∆v ASL, Total ∆v Vac Maneuver (22): Argument of periapsis, Eccentric anomaly, Eccentricity, Inclination, Longitude of ascending node, Mean anomaly, Orbit percent, Orbit time, Orbital energy, Period, Semi latus rectum, Semi major axis, Semi minor axis, Time to apoapsis, Time to periapsis, True anomaly, Universal Time, UT at closest approach, UT at SOI encounter, ∆v prograde, ∆v normal, ∆v radial Target (26): Altitude from sea level, Argument of periapsis, Body radius, Eccentric anomaly, Eccentricity, Inclination, Longitude of ascending node, Mean anomaly, Name, Orbit radius, Orbit time, Orbital speed, Period, Phase Angle, Semi latus rectum, Semi major axis, Semi minor axis, Standard gravitation parameter, Distance at close approach 1, Distance at close approach 2, Relative speed at close approach 1, Relative speed at close approach 2, Time to close approach 1, Time to close approach 2, Transfer Angle, True anomaly Body (2): Radius, Standard gravitation parameter Misc (11): Altimeter mode, Autopilot mode, Autopilot status, Launch time, Local gravity, Speed mode, Start UT, Time since launch, Universal Time, UT Close Approach, UT SOI encounter -- Themes: -- Open editing window by clicking the gear icon: -- Decrease or increase number of decimal digits per entry: -- Units automatically scale for bigger values: -- Manipulate maneuver nodes: -- Open settings by clicking the gear icon: -- Pop out windows and drag them wherever you want: -- That is all, have fun! FYI @linuxgurugamer, you asked for additional maneuver info (inclination, eccentricity, etc.)
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[Micro Engineer] In VAB, Show Stage Info for Different Ships
Falki replied to SoulCandy's topic in KSP2 Mod Discussions
Hi, glad you like it! I'm not sure what you're asking to be honest. For your suggestion: Stage Info window already targets the Main Assembly, so when you select another assembly in the workspace, stage info is updated to the selected assemly, as shown in this clip: About the issue you're describing, you're mentioning having multiple "crafts" radially attached to the main rocket? Whatever is part of the same assembly is considered one rocket, so stage info that the game calculates includes everything you have attached, with the staging you defined. What am I missing here? -
What's currently mostly being done is dumping information about staging directly from the game, with some additional calculation to get sea level TWR & deltaV on other celestial bodies. If the game makes a mistake, Micro Engineer will happily forward that mistake For torque, it's exactly as you described. Ackward thing is that you have to have CoM and CoT turned on to get positions of vectors. For some future version we'll have to manually calculate CoM and CoT by going through all the parts.
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Stage Info isn't available any more (or currently). Micro Engineer has a similar function so you can check it out.
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Release KSP2 Release Notes - Update v0.1.2.0
Falki replied to Intercept Games's topic in KSP2 Dev Updates
Micro Engineer shows remaining dV for maneuvers. -
Micro Engineer 0.8.0 More accurate Sea Level TWR for bodies with Atmosphere Tree/node-like selection for CelestialBody selection Optimized data updates for Stage Info entries (update only on deltav changed) Add Torque entry (experimental). CoT & CoM indicators must be turned on. Toggle Torque in Settings window. Per request by @FirroSeranel. Note that torque data is experimental as I'm not sure if it calculates it correctly. If something seems wrong, please let me know and I'll see if it can be fixed. Accurate SLT: Node-like selection for CelestialBodies:: Torque:
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Glad you like it Torque will have to be calculated with what the game is currently providing. I might be able to get something, will look into it.
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Micro Engineer 0.7.2 Add Stage Info window to VAB Window positions and states are now automatically saved on scene changes Windows no longer persist on scene changes (Flight <-> Space Center <-> VAB) Windows automatically open when entering Flight and VAB scenes if user didn't close them previously Fix: disable game input when editing window names (from 0.7.1) Preserve compatibility with SpaceWarp 1.0.1 (version with no sound problems) (from 0.7.2)
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MICRO ENGINEER Displays useful information about your vessel in flight and in VAB. See your orbital and surface parameters, deltaV, TWR and many other things. --------------------------------------------- Spacedock: https://spacedock.info/mod/3282/Micro Engineer Source: https://github.com/Falki-git/MicroEngineer Authors: Falki, Micrologist DESCRIPTION A (heavily) KER inspired mod to give you some additional information on your missions. Flight: You can enable and disable individual sections and pop them out into their own window or create your own window containing only the information you want to see. VAB: See stage info for your vessel - TWR, deltaV, burn time REVIEW INSTALLATION Automatic It's highly recommended to use CKAN to download Micro Engineer (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 Micro Engineer from the list and click on Apply changes Manual Install BepInEx + SpaceWarp + UITK for KSP2 (see Dependency chapter) Grab Micro Engineer'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 flight or VAB, open the mod window by clicking its entry in the APP BAR. Or press CTRL + E to toggle mod windows Flight Pop out windows and drag them where you want Minimize the main window to hide irrelevant data Popped out windows will snap to each other when being near Open Edit windows by clicking on the gear icon Edit windows: add or remove any entry from any window any way you like reorder entries inside the window create new custom windows/huds with information you want rename any window, rename any entry change number of decimal digits for each entry lock a window to prevent accidental dragging Double-clicking an entry that displays a speed will change to an alternate unit: km/h VAB: See deltav, TWR, sea level deltav, sea level TWR and burn time for each stage Set a different celestial body for each stage to see what TWR and deltav you'll get on that body See Torque that your vessel is generating. NOTE: CoT & CoM indicators must be turned on for torque to display properly! DEPENDENCY Space Warp + BepInEx - v1.7.0 or later UITK for KSP 2 - 2.4.1 or later CHANGE LOG Full change log: https://spacedock.info/mod/3282/Micro Engineer#changelog