But when I go into KSP root directory, there doesn't look to have any folders related to the modloader (version 0.4.0) I previously installed, yet the mods I installed previously are still showing up in game? Mods have moved to BepInEx/Plugins as space warp is no longer a modloader...
For more information see: https://github.com/Codenade/ksp2-inputbinder/wikiAbout Input rebinding tool for KSP 2 using Unity's Input System spacedock.info/mod/3422/Inputbinder Topics ksp2 ksp2-mods Resources Readme License MIT license Activity Stars 1 star Watchers 1 watching ...
"use placeholder IVA" option allowing to keep crew portraits. This patch is disabled by default and must be enabled from the KSP "ESC" settings menu. It has no entry in theSettings.cfgfile and require a restart to take effect. Do not use this option alongside IVA mods like RPM or MAS...
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. Reply to this topic...Go to topic listing All Activity Home Kerbal Space Program 2 Mods KSP2 Mod Releases Al...
因此,这些是我的LEO/GTO上升弹道的一些部分,并且由于我使用了一整套拟真mods,所以结果非常可信,这可能适用于使用相同发动机和类似油箱的真实发射。这些计算机模拟可以节省大量时间,同时保持极高的准确性。它还提供了一种学习火箭技术的方法,而无需拥有类似SpaceX的公司。因此,在进行粗略估计时,它可以用于指导火箭设计。
因此,这些是我的LEO/GTO上升弹道的一些部分,并且由于我使用了一整套拟真mods,所以结果非常可信,这可能适用于使用相同发动机和类似油箱的真实发射。这些计算机模拟可以节省大量时间,同时保持极高的准确性。它还提供了一种学习火箭技术的方法,而无需拥有类似SpaceX的公司。因此,在进行粗略估计时,它可以用于指导火箭设计。
Adding a mod to CKAN is a matter of writing a smallYAMLorJSONfile to describe the mod, its relationship with other mods, and the installation process. Select anidentifier; this must be a short, unique name for the mod that will identify the mod inside the system (end users will not see...
Valid values for this entry for KSP2 mods are GameRoot, BepInEx/plugins (v1.32), and GameData/Mods (v1.33) A path to a given subfolder location can be specified only under GameData (v1.2); for example: GameData/MyMod/Plugins. The client must check this path and abort the install ...
your saves, and that is a frequent problem I have here. I was planning to do a full playthrough and land on every planet grand tour etc etc before KSP2 came out, but that didn't pan out. The save actually wound up getting corrupted (probably due to one of the mods I was running)...
Do you have any plans for a 1.3-compatible version, or would that require work beyond a simple recompile? I ask because I'm still on 1.3, waiting for more of the mods I use to be updated to 1.31. I already have a 1.3 version of TST and would very much like ...