munix Posted March 7, 2023 Share Posted March 7, 2023 (edited) Kerbonaut Manager A mod that adds a window to the VAB where you can create new kerbonauts or rename/remove your existing ones. 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: GitHub SpaceDock Source code: https://github.com/jan-bures/KerbonautManager License: MIT Install Recommended installation method is using CKAN. If you want to install manually: Download and install SpaceWarp and all its dependencies 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 Spoiler v0.2.3 Added support for KSP 2 For Science! v0.2.0 Removed patch preventing deletion of kerbals on recovery (this has been fixed in the base game) v0.2.2 Added support for KSP 2 v0.1.4 v0.2.1 Fixed bugs when switching Kerbal Manager panes or adding a command module after it's been opened Stopped mod window from showing up in-flight 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. v0.1.0 Initial release Edited December 25, 2023 by munix Quote Link to comment Share on other sites More sharing options...
munix Posted March 12, 2023 Author Share Posted March 12, 2023 (edited) 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 March 12, 2023 by munix Quote Link to comment Share on other sites More sharing options...
Jack Kerman2 Posted March 16, 2023 Share Posted March 16, 2023 Where do you input the mod into the ksp 2 folder. do you put it in the spacewarp folder? Quote Link to comment Share on other sites More sharing options...
munix Posted March 16, 2023 Author Share Posted March 16, 2023 (edited) 11 minutes ago, Jack Kerman2 said: Where do you input the mod into the ksp 2 folder. do you put it in the spacewarp folder? You can use Carnasa's video as a guide on how to correctly install the newest versions of SpaceWarp and the mods: Edited March 16, 2023 by munix Quote Link to comment Share on other sites More sharing options...
munix Posted March 16, 2023 Author Share Posted March 16, 2023 (edited) Release 0.2.1 Fixed bugs when switching Kerbal Manager panes or adding a command module after it's been opened Stopped mod window from showing up in-flight Download: Release v0.2.1 · jan-bures/KerbonautManager (github.com) Edited March 16, 2023 by munix Quote Link to comment Share on other sites More sharing options...
Moskit Posted December 19, 2023 Share Posted December 19, 2023 Hello, would this work in For Science! update? Quote Link to comment Share on other sites More sharing options...
munix Posted December 20, 2023 Author Share Posted December 20, 2023 3 hours ago, Moskit said: Hello, would this work in For Science! update? Hi! I've just checked and it seems like it breaks the stock Kerbal Manager window. It shouldn't be too difficult to fix, so I'll try to do that asap. Quote Link to comment Share on other sites More sharing options...
munix Posted December 25, 2023 Author Share Posted December 25, 2023 Release 0.2.3 Added support for KSP 2 For Science! v0.2.0 Removed patch preventing deletion of kerbals on recovery (this has been fixed in the base game) Download: CKAN is recommended, manual download on GitHub and SpaceDock Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted December 25, 2023 Share Posted December 25, 2023 Thanks for the quick fix Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted December 26, 2023 Share Posted December 26, 2023 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. Quote Link to comment Share on other sites More sharing options...
munix Posted December 26, 2023 Author Share Posted December 26, 2023 1 hour ago, 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. 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! Quote Link to comment Share on other sites More sharing options...
Nuggzy Posted January 5 Share Posted January 5 (edited) 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 January 5 by Nuggzy Quote Link to comment Share on other sites More sharing options...
Melfice Posted February 9 Share Posted February 9 On 3/12/2023 at 5:17 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. 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. Quote Link to comment Share on other sites More sharing options...
The Real Franklin Posted March 9 Share Posted March 9 (edited) So just to confirm, this mod doesn't work with the current version of the game, yeah? Edit: Nevermind, I'm an idiot; it works just fine! Edited March 9 by The Real Franklin bein dum Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.