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Hello, I'm back to release a version 2 of my old KSP 1 mod, but this time for KSP 2 (with a complete rewrite). What is it? QuickMods is a tiny plugin that adds a few small features. Release/Download CKAN https://spacedock.info/mod/3569/QuickMods https://github.com/malahx/QuickMods/releases Source: https://github.com/malahx/QuickMods License: https://unlicense.org/ Features: Brake: automatic brake vessel at load/control lost and toggle brake with key. Pause: pause the game when you open the escape menu, in the editor, add a pause key, and disable pause when decrease warp. PrecisionControl: force precision control at flight loading, it also adds notification when you toggle precision control mode. Revert: lost revert when you pass the atmosphere. Scroll: scroll the R&D view when click mouse. Warp: stop warp when vessel situation change. VabVesselNames: add a new vessel name when you create a new vessel in the VAB. All the features are disabled by default. To enable them, go to Settings -> Mods -> QuickMods -> Choose what you want. And this time there will be ONLY ONE PLUGIN VesselNames All the vessel names are located in the folder \Kerbal Space Program 2\BepInEx\plugins\QuickMods\VesselNames Will all QuickMods 1 be developed? Sorry, but I don't think so. QuickMods 1 has some large plugins that took me a lot of time to maintain. I'll stick to the KISS principle for QuickMods 2 (Keep it simple, stupid!). How to install/update it? Install BepInEx + SpaceWarp Extract the contents of the downloaded zip file into your KSP2 installation folder How to uninstall it? Delete the folder \Kerbal Space Program 2\BepInEx\plugins\QuickMods Thanks! to Linuxgurugamer for his incredible work, to all mod developers who made these games really huge, and to Squad & Intercept Games for creating these awesome games. And a little history on me Years ago, I started coding to create mods for KSP 1, investing a lot of time. This made me realize I could switch to the software industry from my previous job as a design drafter in building thermodynamics. Along the way, I also pursued several educational programs, culminating in a Master's degree. Now, thanks to KSP, I work as a software engineer. I am incredibly grateful to the KSP universe for transforming my life.
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KerGuise Experimental engineering (KGEx) Brings you the Assortment Pack Continuation of random parts by various (named) authors, now continued by zer0Kerbal with community support. On the docket: B9StockPatches ProbiTronics SIL SIL patches ScrapYard 1.9.1 OyScrap 1.9.1 MobileFrameSystem (someday) KaizenKensai DrKermnassusPartsEmporium HotBeveragesIrradiated Komplexity Komplex This is where work on KGEx will be. This thread is a WIP, Released: More Hitchhikers by zed'K Module Manager patch to add fourteen (14) hitchhiker sizes. Spacedock CC BY-SA 4.0 for now here is a lovely screenshot(s): tentative dance card (so far): flying lander --- using Nuke VTOL CC 4.0 BY-NC-SA Source Code: Github repo.
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KSP 1 had MN fine tuning that allowed players to fine tune (duh) MNs while not looking at them directly, focusing on the target object instead. One thing that was missing in it, however, is to fine tune its position on the current trajectory. So every time a player plots an interplanetary burn, if he/she wants to slide MN a wee bit to the left/right, it has to zoom back to MN in and out constantly, because when you zoom out, a slight mouse drag produces a huge change. Add additional two buttons that on click (mouse scroll) move the MN 5 seconds/minutes/whatever to the left or right, to make plotting burns easier. With options to adjust for how much time and in which unit of measure... Pretty please.
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I've used KER and other mods quality-of-life mods for KSP for a longer time now since they make the game so much more enjoyable, but I can't find any analogues to them in KSP 2. Does anybody know any? Help appreciated!
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Stock Alarm Clock Disabler This is a small plugin that disables the stock alarm clock, perfect for those who prefer to use the popular mod Kerbal Alarm Clock. I created this because I was getting tired of accidentally creating an alarm due to the buttons overlapping on the maneuvers nodes. With this installed, it should no longer be an issue! Dependencies: HarmonyKSP Download: or Source code: GitHub License: GNU General Public License v3.0
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This mod simply allows you to stage RCS / activate them by staging. So at launch, they'll be in a disabled state, until staged by user. You can re-order stages as any other engines in the VAB too. It's a simple MM patch that comes from Realism Overhaul mod by @NathanKell ,@RedAV8R and all its contributors. I simply wanted this handy feature available for non-RO users, all credits go to RO authors. Usage: -build a new rocket -Add a lot of RCS -Stage all that stuff -Enjoy Dependency: -Module Manager by @sarbian DOWNLOAD: download : https://spacedock.info/mod/1900/SRCS - Stageable RCS Github : Releases · kurgut/SRCS-Stageable-RCS (github.com) CKAN available. Source code : kurgut/SRCS-Stageable-RCS (github.com) Installation: Merge the zip's GameData folder with your KSP/GameData folder. License: CC BY-SA ______________________________________________________ Thanks to @Kottabos for making a presentation video!
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Lux's OAB Extensions QoL Changes to the OAB [1.0.0] - Angle Snap hotkey and notifications Hotkeys: Left Ctrl + X - Next custom symmetry mode (after you enter the custom mode you can just press X) Left Ctrl + Left Shift + X - Previous custom symmetry mode (after you enter the custom mode you can just press X) Left Ctrl + C - Next angle snap Left Ctrl+ Left Shift + C - Previous angle snap current features: MORE SYMMETRIES! - regular symmetries now also include 10, 12, 16, 20, 24, 32 and 64! You can also set your symmetry from anywhere between Mirror to 512 in the OAB App Bar! Just check the override toggle! Custom Labels! - both for part modders and players! Mk2 and Mk3 labels + custom labels to any modder who wants to add them! IE: SORRY Engines are XS+ and SM+ Angle snap! - control angle snap from 1 to 90º! Precise control your assemblies! - Center them and control their position on all 3 axis! Or ground them! ============================================ Download at Github - Latest release - Source code Spacedock ============================================ Dependecies SpaceWarp [1.3.0+] - Latest release ============================================ F.A.Q How do I add new sizes? - Took some time to write this tutorial to guide you! Any question feel free to ask! Im a modder, how do I configure my parts for LOABE? - This tutorial should guide! Any question feel free to ask! LICENSE
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Hello, and welcome to this new suggestion.. Today I present to you: Procedural Ladders. Currently, placing ladders one by one is cumbersome and often results in less than optimal looks... So by using the same principle as tubes already in the game, we could add length to one ladder, making it all one part. This would result in performance, quality of life, and visual improvements- Personally though, I don't much like how ladders look, but it's only personal opinion... This will be my Kraken Tank submission, thanks for coming.
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This is a list of QoL features / plain features / improvements/ whatever at this point, that I'd personally like to see in KSP 2. Be it today or months from now. There is no particular hierarchy. Feel free to add your own! Adding more to this as I read replies because I'm just one person and have limited thinking prowess! That is to say, I wish to add ideas to this list as I read them because I didn't think about it. Not even going to try and keep this ordered by-effect/change. Will try and keep duplicates out If an idea is from another, I will put their name in parathesis and italicized. "Many" will refer to just that; more than one (including myself) Manuveur Node Window / fine controls, just like we had in KSP 1 More minimized Delta-V readout in VAB / flight. There's a lot of unused black space thats not neccessary sometimes. Another toggle for just Delta-V and not fuel tracker is this wish Option to reduce entering / exiting gravity well "pulse" effect. I love this feature, but its quite huge sometimes for me. Mouse Sensitivity options Mouse direction options (inverse, etc) Seperate VAB / Flight Camera Pan options (sensitivity, inverses, etc) "Warp to Day" / "Warp to Night" "Warp to Encounter" (So as to warp to a few seconds before entering or exiting sphere's of influence) Transfer Window Warp Timers Manuveur Node Editing while Paused (unsure if this is a bug, or a feature, to not be able to do this while paused) Rocket Plumes follow the rockets path opposes to statically locked. More specifically related to effect smoke, to have the sight of your smoke trail as you launch "Do Science" button only flashes when there is truly a new science to do (Unsure if this is bug or not) Make Re-entry effect more flashy (I like the current effect , but it feels almost too static and needs more particles or variation.) Thermal bars less out-of-place feeling (Feels duck-taped on. Which I like, but a more visually in-line one later would be a nice thing) Symmetry automatically goes to correct option when trying to apply new parts to something (example, add struts to a quad-symmetry booster automatically sets symmetry to quad.) (Unsure if this is a bug) Scream bloody murder at the player if they forget to put even a single parachute. Do seperatrons seem weaker? Icon Improvement (WiS3) Darkness settings (WiS3) Easier map movement / less clunky (targetting, manuveur node stuff, etc) (WiS3 & Gluckez) VAB camera/movement fixes/improvements/options (Gluckez) Better Exhaust (Jeq) Better Docking / Structure for them (Gluckez) Better plant-dust for wheels, landing, landing gears, etc (Jeq) Exploding parts cause more explosions (difficulty setting maybe) (Jeq) Improved parts manager (inflight + VAB) (WiS3) Robotics (Many) More intituative action group setting Fuel Flow Priority Correcting Delta-V readouts (Many) Entering/Exiting SOI sphere of influence color or effect difference (perhaps a pulsing in as well for entering, pulsing out for exiting) (WiS3) EVA Construction (Gluckez) Snap rotation to world (Jeq) "Ore" equipment (I'd have to imagine this will be a thing in some way for Colonies?) (Gluckez) Waypoints/Map Markers on surface (Steveman0) A mechanic to make precise sub-15meter target landings? (It's kind of a pain to do it perfectly first try. Seems like a thing that would be really nice for Colonies)
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I will keep adding ideas for QoL improvements here. It's better to have everything in one place. It would be nice to be able to: Press >>> (warp to maneuver) again to go down from 30 to 5 seconds (so I don't have to wait so long or fiddle with manual time warping). Turn off first time user experience during the campaign. Perform maneuver node fine tuning (like scrolling on node elements like in KSP1). Pause the game when pressing Esc. Cut the engine throttle without pressing X twice when accelerating during time warp (should only press X once). Move the map view node-info mini-windows (like AP / PE ) by dragging them with the mouse. Use the Space-bar key to pause / resume tutorial video. Have a Chase Camera for kerbals on EVA. Allow precision text-based editing of parts manager parameters Add ability to set colors via RGB and/or hex codes UI buttons should show hotkeys in tooltips Link distinct assemblies with struts Do part details comparisons in the Parts Catalogue Have a TWR indicator next to the throttle slider in the instruments cluster.
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When designing crafts and vessels, seeing them in the dark void of space is often primordial if you want to go there more than once. And with the VAB always lit up, it's sometimes difficult to do lighting right. So, that's why I feel there should be a dark mode for the VAB where we turn off the lights, so that we can see what it'll look in the shadow. Might be a bit unuseful for those who actualy plan their maneuveurs to happen with direct sunlight, but for those who like the night, it's pretty nice.
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Better Screen Messages This is a small plugin that allows you to move the screen message boxes. This is quite useful if you're having the problem of the messages being obscured by other UI elements, or if you're playing at ultrawide resolutions and don't want to break your neck trying to read the text. You can also change the font size used. Keep in mind that both the position and size are dependent on UI scale value as well! The position and font size is configurable via settings.cfg file. Before/After preview: Download: or Source code: GitHub License: GNU General Public License v3.0
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When deleting my autosaves or debris, I find it quite annoying that I can't do it fast. A pop-up always appear, which is a good thing, but when you are CERTAIN you want to destroy hundreds of debris, it gets annoying- So, shift will act as a "Click at your own risk" type of thing. Disabling warning pop-ups when held. So you could destroy debris and pesky autosaves just by spamming! If you destroy an important thing when doing that though, well, your problem now. Shift key isn't liable for the damage there. This definitely could have more applications and potential than just destroying, of course. But I can't go farther than that-
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I propose adding axes protruding from center of COM, COT and COL and torque calculator generated from theese particular forces. Building, Shuttles, VTOLs and other weird contraptions easier than ever!
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- torque calculator
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There's some things I find particularly annoying about maneuver nodes that should be pretty easy to fix The game should remember what points in the maneuver node you've clicked. Often times when playing around maneuver nodes you end up intersecting a body you don't want or getting too far for an encounter so apoapsis, ascending/nodes, intersections, nearest encounters often times disappear and when you fix it they're no longer highlighted so I need to right click them over and over again. Show entering SOI point of parenting body. When doing 3-star training missions I need to be guessing where the ship will be when leaving kerbin's SOI by trial and error until I find a point that says it's less than a year away. Proritize orbit of current body. If you've done many rescue missions in low kerbin orbit you probably have a whole bunch of stuff around there, that makes it pretty annoying to operate a ship as you try to add a maneuver node and instead it shows the dialog to switch to another object
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Upgrades GUI This plugin is a collections of interface tweaks aimed at making the part/module upgrades feature introduced in 1.2 more user-friendly. Note that the plugin doesn't add any upgrades. If you want to have them in your game you need to download other mods that implement the upgrade feature. VAB/SPH part tooltips show upgraded stats The part stats are now updated according to unlocked upgrades. The part cost is now updated according to unlocked upgrades. All module widgets now show the updated stats according to unlocked upgrades. The part upgrade module widget show the detail of part stats/cost modifiers. If "showUpgradesInModuleInfo" (stock field) is set to true the upgrade config, the module widget now show the details of every upgrade currently unlocked for this module Some QOL tweaks to the tooltip stats : dry mass, mention of multi-mode engines, better formatting of engines thrust/ISP (bonus feature) Non-stock modules using cost/mass modifiers should have their modifiers taken into account too. Upgrades selection This allow to customize which upgrades are applied to placed parts in all modes (Career, Science and Sandbox) Parts with upgrades now have a clickable "upgrade widget" in the tooltip widget list Clicking on the widget show a list of upgrade widgets that can be toggled to enable/disable upgrades for this part Upgrades exclusivity/overrides rules and R&D unlock status can't be bypassed Vessels with customized upgrades will work perfectly if the plugin is removed, all this is done within the stock upgrade implementation. R&D tech tree feature In the nodes part list, upgrades have a pale green background to better differentiate them from parts. Download & source Soon to be available on CKAN ! LATEST RELEASE and source from github. Disclaimer I'm far from a skilled programmer, so the code for this may be ugly. As far as I know, it does the job and doesn't break the game. However, keep in mind that I don't really know what I'm doing. If anybody has the time to review and comment my code, I'm open to suggestions and pull requests KSP-AVC disclaimer This mod doesn't include mini-AVC, but it has a version file that allow version checking trough the KSP-AVC Plugin. Licensing This masterful work of art is released under the unlicense. So public domain, feel free to do anything, especially updating this plugin if I'm not around. Changelog and bugs Known bugs and glitches None at the moment v1.5 for KSP 1.2.2 - 19/04/2017 (Issue #5 fix) : NRE when PartStats{} node is absent from PartStatsUpgradeModule bug (Issue #4 fix) : ModuleDataTransmitter (and others) doesn't revert to base stats bug (Issue #3 fix) : Incorrect state of upgrades at init bug v1.4 for KSP 1.2.2 - 18/04/2017 New feature : upgrade selection system Refactored a lot of things Re-fixed nullref on creating the upgraded parts prefab (thanks @Oort for the perfect bug report) Removed mini-AVC dll, KSP-AVC is still supported Changed plugin name to "UpgradesGUI" v1.3 for KSP 1.2.2 - 28/03/2017 Fixed an issue causing an exception within the GameDatabase, this resolve the issue with toolbar icons disappearance (Thanks @Rodger) The module widget list in the part tooltip is now sorted alphabetically (this reproduce the stock behaviour) v1.2 for KSP 1.2.2 - 24/03/2017 The "custom prefabs" parts now try to call OnLoad() on their modules, with the HighLogic.LoadedScene set to LOADING, in an effort to better replicate what happens with the real part prefabs. This fix the issue with Kerbalism custom modules, and may prevent the same kind of error from surfacing in other plugins. Thanks @ShotgunNinja for guidance on what was happening. Added some error-checking so if things go wrong, the plugin should fail a bit more gracefully. v1.1 for KSP 1.2.2 - 23/03/2017 Added KSP-AVC support for version checking v1.0 for KSP 1.2.2 - 22/03/2017 Initial release
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Please please please make it easier to attach fuel tanks or boosters to radial decouplers. It seems to be VERY hit and miss on trying to place one of these objects right over a decoupler and have it attach to the tank instead of the decoupler... If I'm hovering my mouse over the decoupler, I'm pretty sure I want to attach this thing TO the decoupler.
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What really is missing is the option to sort the crafts when you want to load one in the VAB. Sort by date would be soooo good to have, to see which vessel you worked on last time you played.
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You know how we now have a mode selection for reaction wheels (Full, SAS, Pilot)? Could we get something similar for RCS controls that can cycle through functionality (Full, Translation, Rotation) and be Action Group'ed? Generally speaking, thanks to the power of Reaction Wheels in KSP, I use RCS mainly for translation (docking and fine orbital adjustments) and rarely for attitude/rotation control. (For the latter, it'd have to be one heavy craft with relatively weak RW power, I'm in a rush to change attitude for some reason, I need supplemental control because my control surface aren't as effective in the current situation, or I'm controlling a VTOL.) I'm actually trying to build my first ever space station and I find it tedious to turn RCS on/off depending if I need translation or rotation. Yes, I know I can set the individual degree of control, but I'm not doing that for three degrees across 2 dozen or so RCS ports because my dumbass forgot to do that in the editor. (Even doing it in the editor could be tedious since I can't just click on one button to swap modes - it's four: one to show the open option to do so and one each for roll, yaw & pitch.) It's just a quality-of-life thing. Nothing urgent, but if RWs got something similar, why not RCS as well? (Kinda wonder if RCS should also get the Full-/SAS-/Pilot-control option as well since RCS is sorta tied to SAS in a way, like RWs.) In the meantime, I need to make a MM cfg that sets RCS ports to only translation mode by default...