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Kerbonaut Manager: Create, rename and remove your kerbonauts [v0.2.3 for KSP2 v0.2.0]


munix

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Kerbonaut Manager

A mod that adds a window to the VAB where you can create new kerbonauts or rename/remove your existing ones.

biqK3Y2.png

How to use

When you open the VAB Kerbal Manager, the mod window will open automatically next to it. By default, you will see the option to create a Kerbonaut - either fill in your desired Kerbal name, or leave it empty for a random one to be generated. Right clicking on a kerbal in the Kerbal Manager window will open them in the mod window to allow renaming or deleting.

If you want the mod window to close at any time, you can do so using the "x" button in the top right corner, and if you want to access it again without closing and reopening the Kerbal Manager, you can do so from the main toolbar in the bottom right of the game window.

Download

Latest release available on:

Source code: https://github.com/jan-bures/KerbonautManager

License: MIT

Install

Recommended installation method is using CKAN.

If you want to install manually:

  1. Download and install SpaceWarp and all its dependencies
  2. Download and extract this mod into your KSP 2 install folder (usually "Kerbal Space Program 2")

Compatibility

  • Tested with Kerbal Space Program 2 v0.2.0.0.30291
  • Requires SpaceWarp 1.6+

Changelog

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Edited by munix
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Release v0.2.0

  • Added the option to set the kerbal's last name
  • Added notifications for when a kerbal cannot be saved (missing name, already existing name...)
  • Known issues 
    • When you create a kerbal with a last name different than Kerman, their portrait will not generate. A workaround for this is to first create the kerbal with the last name Kerman and then right click to edit them and change the last name.
Edited by munix
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  • 9 months later...

This mod shows up in two places in the VAB:

1)  with the Kerbal Manager icon.  This is the correct location

2)  In the App Tray.  When clicked, it displays just the Create Kerbal window.

I assume you don't want it in the App Tray, given that full functionality is not present.

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  On 12/26/2023 at 2:10 AM, Apollo13 said:

This mod shows up in two places in the VAB:

1)  with the Kerbal Manager icon.  This is the correct location

2)  In the App Tray.  When clicked, it displays just the Create Kerbal window.

I assume you don't want it in the App Tray, given that full functionality is not present.

Expand  

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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  • 2 weeks later...

Having the name lock issue where creating one locks the name until you restart the game, even on deleted kerbals. Restarting the game lets you use the name again but weirdly it always uses the same model with that name.  If you create random named kerbals looking for a kerbal you like after a few kerbals it will stop showing the image, it just shows the generic icon.

Edited by Nuggzy
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  • 1 month later...
  On 3/12/2023 at 4:17 AM, munix said:

Release v0.2.0

  • Known issues 
    • When you create a kerbal with a last name different than Kerman, their portrait will not generate. A workaround for this is to first create the kerbal with the last name Kerman and then right click to edit them and change the last name.
Expand  

Based solely on this issue in this mod, I'm going to make an incredibly bold claim for KSP2:

Kerbals won't be the only playable species in the full release.
At some point you're gonna hit a second species in a distant solar system, and they'll be recruitable.

As for the here and now: Thank you for this mod! Lovely work.

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  • 4 weeks later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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