magico13 Posted July 6, 2021 Share Posted July 6, 2021 (edited) Kerbal Construction Time: Reconstructed (KCTR) is a complete rewrite of Kerbal Construction Time with some notable changes. The main goal of this project is to rewrite the mod with cleaner, more maintainable code, but also to rework features that I felt could use some TLC. That means some features of the original KCT may be removed, tweaked, or new features may be added. The original KCT will still be available if that's what you prefer to use, infinite thanks to @linuxgurugamer for maintaining that in my absence. Here is a rough set of ideas for this project, which are definitely subject to change. Keep: Time for building ships, ksc upgrades, tech node unlocks Time for rolling to/from pads, recovery, reconditioning (though revamped) ScrapYard integration Support for multiple launch sites Alarm clock support (stock yes, KAC tbd) Remove: Button to quick build a ship Upgrade system (instead focus on ksc upgrades and/or spending science/funds) High levels of configurability/presets (some will be retained) Science for building ships Multiple launchpads at the KSC (note, not launch sites/ KerbalKonstructs) New: Higher integration with stock UIs Try to reuse or emulate the ship picker. Allow queueing from the KSC scene. Do something with the awful crew select screen. Drag and drop functionality to reorder ships in a queue Increased focus on subassemblies instead of individual parts Build done in discrete stages (eg design, part sourcing, integration, testing, final checks) "Build Points" replaced with "Complexity", rates replaced with "Efficiency" Development builds will be available on my Jenkins build server, source code is available on GitHub. This thread is for discussion of these changes and for beta releases as features get implemented. Edited July 6, 2021 by magico13 Quote Link to comment Share on other sites More sharing options...
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