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Community Fixes [v0.14.0 for KSP2 v0.2.2]


munix

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Community Fixes
v0.14.0 for KSP2 v0.2.2

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Download: GitHub or SpaceDock
Source code: KSP2Community/CommunityFixes on GitHub
 License: MIT
Old thread: Community Fixes

This project aims to bring together community bug fixes for Kerbal Space Program 2 in one centralized place.

Compatibility

Implemented fixes

UI tweaks

  • KSP 2 Save Fix by @jayouimet - Replaces the Control Owner Part to the first available Command module or to the Root part if not found when it is set to null.
  • Vessel Landed State Fix by @munix - Checks if the vessel's state is Landed when not actually near the ground and resets it. Should fix this persistent bug.
  • Suppress Transmissions Falsely Urgent Fix by @schlosrat - Suppresses unhelpful map view log messages.
  • VAB Redo Tooltip Fix by @Coldrifting - Fixes the VAB Redo button tooltip not being at the same height as the button.
  • Revert After Recovery Fix by @munix - Fixes the Revert buttons being enabled after recovering a vessel.
  • Stock Mission Fix by @cheese3660 - Fixes the incorrect completion conditions of some stock missions.
  • Resource Manager UI Fix by @munix - Fixes the Resource Manager bug where moving a tank from the right pane back to the left pane caused it to duplicate.
  • Decoupled Craft Name Fix by @munix - Decoupled and docked/undocked vessels get names based on the original vessels instead of "Default Name" and "(Combined)".
  • Time Warp Thrust Fix by @Sun_Serega - Fixes the bug where thrust under time warp was sometimes not working despite draining fuel. Should fix this stock bug.
  • Save/Load DateTime Fix by @bizzehdee - Displays dates and times of save files in the correct locale format.

Installation
Recommended:

  1. Use CKAN to download and install Community Fixes.

Manual:

  1. Download and extract UITK for KSP 2 into your game folder (this is a dependency of SpaceWarp).
  2. Download and extract SpaceWarp into your game folder.
  3. Download and extract Premonition into your game folder (this is a dependency of Patch Manager).
  4. Download and extract Patch Manager into your game folder.
  5. Download and extract this mod into the game folder. If done correctly, you should have the following folder structure: <KSP Folder>/BepInEx/plugins/CommunityFixes.

Configuration
All fixes can be toggled on or off in Main menu -> Settings -> Mods -> Community Fixes. The changes will take effect after the game is restarted. Fixes are enabled by default unless otherwise noted.

Bug reports
You can report bugs or request features on the Issues page on GitHub.

Changelog
For a comprehensive changelog, visit the Releases page on GitHub.

Contributing
If you'd like to contribute to this project, please take a look at our wiki.

Edited by munix
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1 hour ago, Biggen said:

Thanks for this. One thing. Install from Ckan in step 1 above should say “Community fixes”, right? Life hacks is a separate mod, right?

Ah! You found the easter egg and get a cookie as a reward!

Spoiler

Nope, I just copied the text from my Kerbal Life Hacks thread and edited it, forgot to change it there, thanks for letting me know :D

 

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Bug:

With Community Fixes installed, if you create a ship with a root part that is not a command pod, and stage away the command pod, you cannot then revert the flight.

Recreation:

  1. VAB, create a ship "backwards" as so:
    1. Fuel tank
    2. Decoupler on top
    3. Capsule on top
  2. Launch.
  3. ESC, note that "revert" is an option.
  4. Stage.
  5. ESC, note that "revert" is no longer an option, just "recover"

This does not happen with Community Fixes uninstalled.

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  • 3 weeks later...

Can we request new community fixes here?

The Poodle engine gimbaling is all wrong - either too much authority range for ordinary rockets, or its gimbal rate and damping are out of tune, or something.  In any case, pretty much every default-settings rocket with a Poodle is constantly overshooting and oscillating.  Turning the gimbal down to 25% seems to cure it, with no downside I can find.

I'm happy to write custom default patches for my own install as I did in KSP1, but it would be more helpful for the community to share these corrective fixes in a place like this

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  • 2 weeks later...

Anyone else having issues losing kerbal portraits at the top right when on a craft using this mod?  I couldn't EVA sometimes because I couldn't click on their picture.  Uninstalling this mod has corrected this issue.

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Yeah, I encountered that as well, but after I got my 3 kerbs onto a rover. Saving and reloading fixed the issue once, but when it occurred again shortly after I ended up disabling the setting to hide portraits and restarting the game. The button on the app bar is pretty inconsistent with when it shows up, but I can't seem to find any sort of pattern for when it does or doesn't appear.

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18 hours ago, Biggen said:

Anyone else having issues losing kerbal portraits at the top right when on a craft using this mod?  I couldn't EVA sometimes because I couldn't click on their picture.  Uninstalling this mod has corrected this issue.

18 hours ago, Schneider21 said:

Yeah, I encountered that as well, but after I got my 3 kerbs onto a rover. Saving and reloading fixed the issue once, but when it occurred again shortly after I ended up disabling the setting to hide portraits and restarting the game. The button on the app bar is pretty inconsistent with when it shows up, but I can't seem to find any sort of pattern for when it does or doesn't appear.

Are you sure it's a problem with Community Fixes, and not Kerbal Life Hacks? I'm asking since CF doesn't do anything with kerbal portraits, but KLH has a way to disable them when the vessel is a probe (which has been kinda unreliable and can also happen for crewed vessels, so I might just get rid of it).

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5 hours ago, munix said:

Are you sure it's a problem with Community Fixes, and not Kerbal Life Hacks? I'm asking since CF doesn't do anything with kerbal portraits, but KLH has a way to disable them when the vessel is a probe (which has been kinda unreliable and can also happen for crewed vessels, so I might just get rid of it).

Actually I think you are correct.  Looking through my CKAN history it was Life Hacks and not Community Fixes.  I've never even installed Community Fixes.  Not sure how I landed in this thread!  Sorry about that.

Edited by Biggen
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1 hour ago, Pawelk198604 said:

Where i should put it in the game folder? 

I just downloaded it because I had problems with the landed stage bug on the Mum!

 

On 2/4/2024 at 1:43 PM, munix said:

Manual:

  1. Download and extract UITK for KSP 2 into your game folder (this is a dependency of SpaceWarp).
  2. Download and extract SpaceWarp into your game folder.
  3. Download and extract this mod into the game folder. If done correctly, you should have the following folder structure: <KSP Folder>/BepInEx/plugins/CommunityFixes.

 

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  • 3 months later...
  • 1 month later...
On 6/21/2024 at 2:53 AM, Laur said:

Is this needed for 0.2.2 ?

Yes, but the latest patch seems to have broken the mod/fixes. Unfortunately, instead of doubling down and using this setback as a platform to build our own better version of KSP2 on a more optimized and modern KSP base game than the first one, everyone has just given up. Imagine the possibilities if we channeled our frustration into creating a stronger, more vibrant community effort, rather than abandoning ship."

Edited by SheepDog2142
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On 8/5/2024 at 2:32 AM, SheepDog2142 said:

Yes, but the latest patch seems to have broken the mod/fixes. Unfortunately, instead of doubling down and using this setback as a platform to build our own better version of KSP2 on a more optimized and modern KSP base game than the first one, everyone has just given up. Imagine the possibilities if we channeled our frustration into creating a stronger, more vibrant community effort, rather than abandoning ship."

Feel free to make a PR to fix it if it doesn't work with the latest version, it's after all a community project. Nobody has created an issue on GitHub or reported any bugs here, and I haven't played 0.2.2 yet, so I wouldn't know if it's broken.

Spoiler

And just to address the "abandoning ship" part - the game is unfinished, buggy, thoroughly unoptimized, we have absolutely no official modding tools, and the game has like 100 players left. And I say that as someone who was on board modding the game since the very first day until we learned the game will be abandoned. There's just no good reason to continue, we would have to go and rewrite probably like 80% of the codebase to get to something that's usable as a foundation. Not to mention there are lots of things that are nearly impenetrable to us, such as all the shaders for which we have no source, and which cannot be reverse engineered. For the past year and a half, we were relying on the studio to eventually give us access to some of their Unity tools, or to create even create some sort of a modding SDK, and also to keep optimizing and improving the game. Now that we know that will never happen, there's no use beating a dead horse. (That's why we - modders from the KSP2 Modding Society Discord server - moved onto making our own open-source space game where we will have full control over the code from the very beginning, and where we can avoid the inefficiencies and mistakes of KSP1 and 2.)

 

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Thanks for your work munix! I was waiting for colonies to come along to finally take KSP2 for a test drive, but it seems that will now never happen.  Thankfully the community has people like you that can still bring some joy to all of us who lost out and what could have been so much more.

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2 hours ago, Kerbal Kommander said:

Thanks for your work munix! I was waiting for colonies to come along to finally take KSP2 for a test drive, but it seems that will now never happen.  Thankfully the community has people like you that can still bring some joy to all of us who lost out and what could have been so much more.

Colonies is a work in progress but that's what my role as a modder is rn ;)

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  • 2 weeks later...

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