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Cross-Compatibility with mods? Could we see this with KSP2?


Fundati

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Direct ports, no. Can they be changed to work with KSP2, yes. (If the mod author wants to do so.)

Part mods: Those will probably be the easiest to convert over to KSP2. But the API's will change so the configs will have to be redone. Also there maybe some changes required to the models to make them compatible. Not overly difficult, but time consuming.

Program type mods: The API's will be changing. Without knowing what the API's will be, or knowing what language(s) Intercept is using or expecting or allowing, can't say if it would be easy or not. It could be easy, to a royal PITA, to total rewrite for program type of mods. So mods like MJ, KER, KOS etc. may not be available for awhile after release if at all.

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10 hours ago, Fundati said:

Considering the game is still being made in Unity, I wonder if the devs are planning on some backwards-compatibility with mods. Maybe not most mods, but surely parts mods, right? 

It's never that simple. It's possible to intentionally preserve some degree of backwards compatibility, but you are usually handicapping yourself by doing so. There are better places to spend developer resources at. If the mods are good and useful, someone will port them over.

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