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QuickMods 2 [v2.1.0 for KSP2 v0.2.1]: a tiny plugin that adds a few small features (QoL & UX enhancements)


Malah

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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

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.

Edited by Malah
update
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11 minutes ago, cheese3660 said:

Quite interesting actually seeing a KSP1 mod being rewritten  for KSP2, I really like how you implemented it for KSP2 though looking through the code.

Only part of QuickRevert and QuickPrecisionControl was in the KSP 1 version. I have developed QuickVesselNames for KSP 1 but never released it (I have developed some other QuickMods for KSP 1 but never took the time to release them). I rewrote everything from scratch because I wanted to change the license from GPL to Unlicense.

Many things are similar in KSP 2, but easier (perhaps, thanks to BepInEx & SpaceWarp, and also because now I really know how to develop in C#).

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3 minutes ago, Malah said:

Only part of QuickRevert and QuickPrecisionControl was in the KSP 1 version. I have developed QuickVesselNames for KSP 1 but never released it (I have developed some other QuickMods for KSP 1 but never took the time to release them). I rewrote everything from scratch because I wanted to change the license from GPL to Unlicense.

Many things are similar in KSP 2, but easier (perhaps, thanks to BepInEx & SpaceWarp, and also because now I really know how to develop in C#).

Ah, that makes quite a bit of sense, as for stuff being easier in KSP2, likely a combination of the 2, me and a few others have definitely been trying to make KSP2 modding simpler.

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1 hour ago, modus said:

Could (should?) this be a part of the community fixes mod? Or is it totally seperate in what it wants to do?

Hello, I've been considering this, which is why I opted for the Unlicense. If someone wishes to incorporate part of this mod into another mod, they are welcome to (and I'd be pleased not to have to maintain code that is being integrated into other mods). A small credit to me in the other mod is sufficient, along with a brief PM regarding your integration. If the implementation is sound, I may consider removing this portion from QuickMods.

Personally, I won't be doing this for several reasons:

  • Many features in QuickMods are not fixes but rather reflect my ideas for QoL or UX improvements.
  • I aim to release things quickly (parts of this mod were developed and released only yesterday), though it's worth noting that if I were developing within a community mod, I might not have this same agility.
  • This mod serves as a POC for ideas that could be easily integrated into KSP (similar to how the ideas of QuickScroll/QuickSearch were integrated into KSP 1).
  • I lack the time to maintain and learn the code of another project.
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Those reasons look totally valid:)

I know next to nothing about coding, but since (to me) both this mod and community fixes really improve the game (haven't used your mod but if it's as good as the ksp1 version -or the adopted version- I'm gonna love it:)) it seems a good idea to have it as one awesome package:D

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11 hours ago, Malah said:

Many features in QuickMods are not fixes but rather reflect my ideas for QoL or UX improvements

There is also "Kerbal Life Hacks", as "Community Fixes" but QoL. But I agree rapid development is worth it for now.

22 hours ago, Malah said:

ATTENTION: if you update QuickMods you will overwrite any changes made in the txt files.

Look at how "Even Better Time Warp" does it. There is a default and active versions. The active version is unindexed, but if it's missing (like after first install) - it is created as copy of default version.

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17 hours ago, Superfluous J said:

AWESOME. Does it (or can it) also turn off pausing the game when you hit "<" one too many times?

YES, it will be for the next update ;) this feature always bothered me as well.

I planned the next release for next week, with:

  • new: Added QuickBrake (similar to KSP1's QuickMods) (done, in testing),
  • new: Added the option to disable pausing when decreasing warp (done),
  • fix: PrecisionControl is enabled each time you return to flight from the map (todo),
  • fix: StopWarp when landed it displays message and do a force stop warp (todo).

Also, I will reflect on whether I can add the 'go to last vessel' feature from QuickGoTo (and I won't do it if I can't integrate it into the escape menu).

Edited by Malah
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On 2/29/2024 at 6:53 AM, Superfluous J said:

AWESOME. Does it (or can it) also turn off pausing the game when you hit "<" one too many times?

Just FYI, there's already a stock keybind for stopping timewarp without pausing:

BGfyttT.png

Edited by munix
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On 3/1/2024 at 7:21 AM, munix said:

Just FYI, there's already a stock keybind for stopping timewarp without pausing:

It's not on the chart, so maybe it's one of the mods, but I'm stopping warp with "X". Either way, much better then pressing "<" a bunch of times.

 

Edited by Sun_Serega
"a the" => "on the"
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21 hours ago, Sun_Serega said:

It's not a the chart, so maybe it's one of the mods, but I'm stopping warp with "X". Either way, much better then pressing "<" a bunch of times.

 

With X? How on Kerbin do you ever cut your throttle?

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4 hours ago, Schneider21 said:

With X? How on Kerbin do you ever cut your throttle?

You can't cut the throttle while warping. So if you press X while warping it first cuts the warp so the second press can cut the throttle. At least that's my theory why it works like that. I didn't remap anything.

Edited by Sun_Serega
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Any news on whether the dev teams are considering the Arrow keys and a possible open remapping option for this?

I know it has been a topic of discussion in the past, i was just curious if anything official was ever heard about maybe one day getting to remap the arrows with rover controls.

I have been contemplating a 3rd party custom keypad for my laptop. Anyone have experience using 3rd party systems like a macro pad?

I know flight controls require the modlets but was hoping something like this would work bc its using software to emulate the keyboard.

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On 3/7/2024 at 6:26 PM, Fizzlebop Smith said:

Any news on whether the dev teams are considering the Arrow keys and a possible open remapping option for this?

I know it has been a topic of discussion in the past, i was just curious if anything official was ever heard about maybe one day getting to remap the arrows with rover controls.

I have been contemplating a 3rd party custom keypad for my laptop. Anyone have experience using 3rd party systems like a macro pad?

I know flight controls require the modlets but was hoping something like this would work bc its using software to emulate the keyboard.

Sorry, but I don't think I will work on this.

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  • 2 weeks later...
Posted (edited)

Hello,

A small update introducing QuickBrake along with several new minor enhancements for QuickPause, QuickPrecisionControl, QuickVabVesselNames, and QuickWarp.

Release/Download

Changelog

QuickMods

  • Added QuickBrake to brake at load.
  • Refactor & stop use of private methods/fields.

QuickPause

  • Added the ability to pause in the Vehicle Assembly Building (VAB) and Editor.
  • Added a feature to disable pause when decreasing warp.
  • Added Pause key.

QuickPrecisionControl

  • Implemented functionality to retain the last value of PrecisionControl.
  • Added a notification message when toggling PrecisionControl.
  • Fixed the toggle behavior of PrecisionControl when switching between Flight and Map modes.

QuickVabVesselNames

  • Added a feature to order vessel names based on the lines of the file, vessel names change after each launch.
  • Updated the file vessel names loading process.
  • Renamed the file vessel names to "default_*".
  • Renamed QuickVesselNames to QuickVabVesselNames

QuickWarp

  • Fixed the issue with changes in the landed situation.
  • Renamed QuickStopWarp to QuickWarp
Edited by Malah
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