A scripting framework for autopilots in Kerbal Space Program 2.
This is the successor of KontrolSystem which in turn was (supposed to be) the spiritual offspring of the wonderful KOS mod.
- https://github.com/lefouvert/ToTheMoon
- https://github.com/PhilouDS/KontrolSystem2_VAB_UI
- Install BepInEx and SpaceWarp v0.4.0
- ... or just SpaceWarp with bundled BepInEx
- Unpack the one of the releases in the same directory as the KSP2 executable
- Directory should look like:
KSP2_x64.exe BepInEx |- plugins | |- KontrolSystem2 | | |- KontrolSystemSpaceWarpMod.dll | | |- ... | |- SpaceWarp | |- ... |- ...
- Directory should look like:
In flight there should now be an additional menu entry:
which should open the main dialog to start scripts:
The "Manage" button shows all errors if the system failed to reboot. If everything is ok it should be like this:
And there is a console where scripts can write helpful (or not so helpful) stuff to:
... obviously this whole thing is every basic at the moment
Currently there is a hard requirment to BepInEx and SpaceWarp. Both need to be installed to your local copy of KSP2.
If KSP2 is installed somewhere else than C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2
you have to set a KSP2_BASE_DIR
environment variable with the correct path (or somehow set this as a global property for msbuild
).
Convenient build scripts: build.ps1
(Windows), build.sh
(Linux)
- The calculated maneuver nodes are slightly of from the expected result
- ... since the game does a more precise brun simulation
- This requires some careful examination of all the numbers
- When running the script with the map-view opened the gizmo does not appear
- ... most likely the current way of adding maneuvering nodes is not how it is supposed to be done
- Can be mitigated by switch from map to flight and back again
- Lots of documentation
- Better support of vessel steering, throttle etc.