#Community Fixes & Kerbal Life Hacks
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I also added coloring for the maneuver patches
these are the colors in order of the respective patch indices
in theory only 5 (or 6 for the maneuvers) are needed, because that's the maximum the game allows
but better be safe than sorry
😆
and if for some insane reason, these were not enough, I actually index the lists modulo their lengths, so the colors would just repeat from the start)
Awesome! I’d like to double check KSP1 too to keep it similar
it's quite different, I wanted to keep the same color scheme as the stock game
blue and similar colors for the main trajectory, orange and similar colors for maneuvers
no reason to mimic KSP1 here imo
bookmarking this here
would be a nice next life hack
(for the Color Manager in the VAB)
@carmine coyote after seeing the video - I was on mobile - I think it's definitely cool 😄
and, if I just waited a bit longer, unnecessary, too

since it's coming in the next game update
lmao
hahaha
lol!
I didn't see the update
https://i.imgur.com/RHWkZj4.png this seems cool! Finally unified UI
Great new function! Chinese translation added. Happy to be helpful!
Awesome, thanks!
I may be able to get this done... but i'm hating Unity UGUI so much right now :/
I've been saying this! Although the replies in the thread bring up a good point -- we need a bit more than a simle hex code since there's also transparency
yeah basically
Currently using ColorUtility.TryParseHtmlString to parse the hex, but does not seems to work with alpha values.. need to check
@carmine coyote another thing mentioned in the thread that I think might be worth adding to the fixes: when renaming a craft in the tracking station, the colour of the background becomes nearly the same as the colour of the font, so it's very difficult to see what you're typing. It's likely that they'll fix that with the upcoming font change, but it should also be pretty quick to implement while we wait for that?
Alpha can be easily controlled with the slider anyways but if i can also make it accept in hex is a plus
Yeah just having the hex would already be a great improvement
Yes the hex itself would be huge
Got it working also with alpha
Nice
the best way to go about creating the labels and text boxes would probably be to clone other ones that already exist in the game, to get the same styles
similarly to what we do for example for the Mods page in Settings
you can do that very easily with just something like
var originalObject = GameObject.Find("path/to/some/text/box");
var myTextBox = GameObject.Instantiate(originalObject, newParentTransform);
Thanks for the tip! I'm doing that now.. but still, working with UGUI is a pain in code.. With UITK is so much easier
I definitely agree with that!
I was thinking of adding a hack that lets you set your target body/vessel+part through dropdowns and without having to go to the map and fumble around. anything like that already in the works y'all might be aware of?
Also, @carmine coyote I get an error inside OrbitalLineColors.cs: Feature 'collection expressions' is not available. Please use language version 12.0 or greater Doesn't seem like the language is explicitly set in the .csproj, but setting it to 12.0 there does in fact resolve the issue for me.
You guys do little fixes like that as separate branches/PRs, or push them straight into dev or something?
Ah, that sounds like you have multiple versions of .NET SDK installed and for some reason, it's not picking up .NET 8 as the current/default one
I think Flight Plan might do something like that to some extent, but not exactly the same
And I do push my stuff directly to dev, but you won't have access to repository by default, so PR is the way to go 🙂
That sounds right. I'll leave the change locally but avoid committing it for now, then. Thanks!
FP does offer this capability but I can see it being broadly useful. I don’t think I’d want to pull it out of FP, but you’re certainly welcome to adopt or adapt from what FP does
FP is amazing. Probably what planted the idea in my head in the first place, lol. It may not be something worth actually releasing, but it sounds like the right level of difficulty for a first task for me.
one thing that will make this kinda difficult is that we'd need to add a Unity project for Kerbal Life Hacks in order to make a UI for the target picker
because so far none of the other "hacks" have their own windows
I'm wondering if it wouldn't make more sense to make it its own mod considering this
there wouldn't really be much of a difference in difficulty
plus SpaceWarp.Template includes a ready-to-go template type for UI projects, which would make it easier to get started than adding it to an existing project, I think
Ah, I see. I was thinking the UI could be built programmatically, but would definitely be more straightforward from within Unity.
I looked at the repo for Flight Plan, and THAT didn't look like a Unity project either. I get the sense there's a piece of the puzzle I'm not seeing here
the Unity project for Flight Plan is here: https://github.com/schlosrat/FlightPlan/tree/master/FP_UI
but Flight Plan (at least the current version) is not using the template
or rather, a very old version of the template
a better example would be my fork where I've converted it to the newest project structure and am working on adding localization: https://github.com/jan-bures/FlightPlan
oh i like this template
the template is chef's kiss
Yep, A very old template. I'll be happy to align with the new template once you've got that to a state where you're ready to give me a PR!
oh I can probably do that right now
I have all that done and working, just not the localization yet
one thing that I would ask of you before I do it is, if you don't mind, to merge your changes from master into dev, for some reason dev is actually behind master
and I'd rather make a PR into dev, but my code is based on master
@static spruce
I can do that. I'll get that sorted and then post here.
thanks!
Dumb question just to be sure I don't f this up. Does this look right to pull from Master into Dev and get them aligned or do I have this backwards? That would be a disaster.
yep that's right
OK, that's don, but it also says Dev is one commit ahead of master.
it's just the merge commit, that's expected
So this is expected and is inconsequential?
Almost done, what do you think?
Oh that is looking amazing!
Wow, very well done! 🎉
Ah, damn, and here I am already having used the mind-blown emoji
It doesn't look like it affects the emissive maps, so the light won't be reflected or affect other parts, but it's awesome nonetheless!
Yep, it's just the albedo, the glow is from PP effects not real emissive light
i kinda need to see a whole glowy rocket, though
i tried but doesn't look very good, it's good for small parts
your contribution to Science is appreciated
Holy crap
Can that actually be implemented in the colour selector?
Project Glowstick
Raver Space Program
yes it's already in there
Cool! So how does it work in terms of the input numbers?
We are about to have way too many cyberpunk rockets
don't remove the constraints
or I mean dont constrain it
This is amazing
(both the color picker improvement and the shiny neon rocket)
this is beautiful!
And since the kerbal suite take the colors saved for your agency, glowing kerbal suits, here we go 😄
Amazing! I've always wanted this!
Mmm, Tron
nice
Oh man, this is going to look sick with the mod that gives kerbals proper headlights since those can be adjusted like any other lamp
So it looks like I already had glowing suits support in HUMANS, but didn't know it 😆
Amazing!
@carmine coyote Hey, made the PR with the VAB Extended Color Manager, did some testing and seems to work fine but the code is a bit messy and I may have missed something, I did my best 😄 Let me know
awesome, thank you, I'll take a look at it shortly!
@carmine coyote, for VesselLandedStateFix, I think you need to check for Splashed state as well
Might have been an unusual landing spot few have reached so far 🙂
fixed, thanks
Here's the save if you need it for testing, vessel Eridiani
The bug that just keeps on giving
to be fair I don't actually fix this bug, it's just a very dumb workaround
How many times until community fixes eradicates it
like I literally just check if the state is wrong and update it
that should do the trick
Making people install spacewarp 1.9 i see
Updated forum topic.
thanks!
@carmine coyote can you create a new thread
https://forum.kerbalspaceprogram.com/messenger/148552/?tab=comments#comment-389872
will do after lunch, thanks
Community Fixes v0.12.0 for KSP2 v0.2.1 Download: GitHub or SpaceDock Source code: KSP2Community/CommunityFixes on GitHub License: MIT This project aims to bring together community bug fixes for Kerbal Space Program 2 in one centralized place. Compatibility Tested with Kerbal Space Program 2 v0.2...
@high brook they just completely ignored that DM and didn't lock the thread
Would you try to report it instead?
wtf
when I get to a computer
Thanks
What happens when ships are docked as far as names are concerned? Do their identities get lost for good? I wanted to suggest a life hack that shows the craft's name instead of the part model in the Resource Manager so that you could more easily select which you were trying to transfer to and from, but based on what I've seen with some undocking behavior, I'm thinking the name used from the VAB is lost when you dock two craft.
Anyone know for sure on the functionality there?
I've seen inconsistent behavior. I want to say I've seen it give another number, like Starship-2 undocks to be Starship-2 and Starship-3. But sometimes undocking gives one of the two vessels DefaultName-3 or something like that. Finally I think I've seen it actually remember the different names. It's maddeningly inconsistent. I think one variable is probably whether the vessel is pre-docked in the VAB or if you dock / redock after launch. I'm not sure what the other variable(s) are. For reference, I play with CF & KLH with default configs.
I added a fix in 0.11.0 for this to keep the original names when undocking
#1183537268565229648 message
it should still work
@carmine coyote so what is expected behavior with the community fix enabled and a vessel pre-docked in the VAB? Also does it matter if you rename a vessel in the tracking station prior to docking? I'm not pushing for a fix (I don't mind renaming there if I need to) but I'd be happy to help out with save games if I see a deviation. If you're interested, what save games would you want? One prior to docking, one with them docked, and/or one with then undocked?
I don't think I've ever tested that use case to be honest
Hi, so is this released or not yet?
nope, not yet
I would like to first either make it compatible with Color Presets, or add the functionality of Color Presets into it
because currently the UI breaks when you use both at the same time
Makes sense
hmm, is it just me or are experiments still pausing spuriously in 0.2.1.0
skimming through the code in dnspy it looks like the science experiment code still has the same bugs from 0.2.0.0, and may be entirely unchanged
let me try validating files, disabling all mods, and using a fresh save just in case
I kinda just trusted the patch notes when they said they fixed it lol
but it could have been a different similar bug, or something
at a glance it seems like they may have just forgotten to commit whatever patch they were citing in the changelog or something, lol
they mentioned a new "suspended" state for experiments which I don't see anywhere
I've seen inconsistent results. Sometimes it works, sometimes it doesn't. Orbital survey seems fairly consistent. For most (if not all) planets, you can do orbital survey in low orbit separately for each scientific area, but in high orbit you just get credit for one, regardless of what biome you are in. If I remember correctly, it correctly pauses in low orbit and will unpause on its own when you reenter the area. However, it shouldn't pause when you transition biomes in high orbit but it does, and I've found the need to click unpause manually immediately after switching. Also once in a while things don't seem to work the way they should, but I'm not sure of the details / root cause. I've had the radiation thing stop and need to be reset manually before continuing.
yeah, I think I'm starting to figure it out
in 0.2.0.0 there were two different issues:
- experiments would always pause when switching region, even for those that don't care about region like orbital survey in high orbit
- experiments needed to be manually restarted which is painstakingly tedious with long-running experiments that flip between biomes frequently (e.g. orbital survey in low orbit)
it looks like 0.2.1.0 seems to have fixed the latter issue by resuming experiments when they return to their initial region, but not the former
I think the always pause is intended
Where it pauses on a new biome and then waits for the original biome again
I think thats intended
actually hmm, now it's not pausing on biome switch for me
Thats even odder, it should pause on biome switch I thought
They should just do away with this pausing system alltogethet
Just have the experiment to have a state per situation
this code is a mess
Remember you are looking at decompiled code
it looks like they did actually fix both of the issues from 0.2.0.0, but there are at least two new bugs
oh yeah I'm aware, I'm referring to the logic itself haha
The best logic would just be this
probably
anyways - the new issues I've found are:
- when an orbital survey experiment is started in low orbit and the craft shifts to high orbit, the experiment resumes running and just yields a high orbit research item (high orbit -> low orbit works correctly but with some weird context messages in the UI)
- time warping at high speed with a running experiment can result in experiments being "eaten" and reset rather than completing when the remaining duration goes negative at a bad time (this was also technically possible in 0.2.0.0, but nigh impossible to encounter due to the constant pausing)
From my playthrough, you start the Orbital Survey experiment at a specifi region and then it needs to complete that region before you can start in a new one. So it pauses when you get to a new region and resumes when you get to the original region. If you start the experiment in a new region, it then wants to complete that new region and forgets about the old one. Tedious still.
that's how it works in low orbit, but high orbit yields the same data regardless of region
well, that's experiment-specific
yes, this is for the orbital survey
oh lmao, I was thinking Orbital Survey aka Falki's mod, not Orbital Survey the stock experiment type
ah, lol
I mean the stock experiment, yeah 🙂
for high orbit there's no validlocation so there's no requirement for a scienceregion, i.e. it behaves as it's a single region
ok so we can acces the part manager even without vessel control
would it be possible to add the CR-7 R.A.P.I.E.R in Air-Breathing Engine Mode to the usable jet engines for the "It's Breathable Enough" side mission?
kerbals don't count down anymore :(
Hi @carmine coyote, I made a PR to add a fix for the debris name in the Tracking Station
oh nice, thanks! I'll take a look at it sometime today
Ah sick!
That’s been an ache for me personally
sorry it took me this long to get to it, but I did just test it and it doesn't seem to reliably work for me
whatever the original name of the craft, it gives me "Debris of Default Name"
Debris of Default Name
What did you craft looked like? So I can try and replicate it
one of them was relatively complex but the other was just one of the stock sandbox rockets
with the 4 small side SRBs
I just burned straight up until I got to space, and then decoupled them, and the screenshot is taken right after that
Thanks for the release @carmine coyote . I was planning to send you a message to let you know about my PR but you were quicker.
My first fix only handled the simple case where a single debris was generated linearly. My new fix covers the following cases:
- multiple debris generated by linear separation above the root part
- multiple debris generated by linear separation below the root part
- the root part becomes a debris
- multiple debris generated radially
- decoupling and undocking of a debris
- decoupling and undocking of a ship (a consequence of my fix is ​​that the two ships end up with the same name, I had to slightly modify the fix on the name management during decoupling so that it also handles this case).
we are so back
it works!
someone needs to fix SAS t hough
What do you mean?
like clicking retrograde doesn't make it point retrograde, and just spins the craft, or the fact planes turn wobbly when you just turn it on
I think I've only ever seen that first bug once, but generally SAS really sucks in comparison with KSP1, it's extremely overtuned and induces oscillations
but it might be possible to "fix" that by just adjusting the parameters of the internal PID controller
i just want it to point where i want it, not just dance around or flip
Hi @carmine coyote I've submitted a new PR to fix the inflatable heatshield : https://github.com/KSP2Community/CommunityFixes/pull/58
w
Yoooooooo
whoop whoop!