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KSP2 Release Notes
Everything posted by WaveFunctionP
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The gameplan hasn't changed. I just have just been busy with other projects. And to be honest, replicating all the changes I made for kspil to compatible with kspi does not sound very appealing to me. I think it will happen eventually, but I don't have a timetable. That said, the goals of this project have not changed. Compatibility and usability will always be a priority.
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I've personally never been a fan of the "annoy your users" strategy of customer support. The problem is that it comes up every time, even when there are no problems. The popup wouldn't be a problem if there were actually an issue that needed an update, but the checker is unable to perform that way.
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You'd need an MM config to edit the tech requirements for the parts and the upgrade requirements. For now, only sandbox can work correctly because of the treeloader issue. Even if you modify the tech tree to stock, you won't have a very good experience with science progression because the tree is just too small.
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You should be getting them as you warp. There's nothing really magical going on with what the mod is doing. It literally just runs the experiments when the game says it is available. You may have picked those landed reports on launch. Keep in mind that some experiments in orbit have reports for each biome like the gravity sensor.
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Interoperability has been a major focus of kspil. I was able to work with many other mod authors to improve resource compatibility, some structural changes have delayed further progress a bit, but I am confident that in the future that we can come up with a solution that will be inclusive which maintaining the integrity of each mod. It is not a simple process, and will likely take many interations and continued effort to maintain as new mods come and old ones go. I just ask you to be patient. You are no being ignored, but development doesn't happen overnight. This is afterall a hobby for even the most dedicated mod developers. edit: btw, kspil has it's own thread.
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This is my thoughts as well. I don't know enough about the science tree to do anything about it yet though. Though I did have the idea of scrap the expanded tree entirely and make the parts purchasable with resources or science, which kinda helps balance the mod and makes the mod agnostic to alternative tech trees. But that is trading one challenge for another. I am not sure which will end up being harder to implement.
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Just starting a new playthrough of Roverdude's mods including USI, Karbonite and others. We'll be build lots of bases and stations to better support integration with KSPILite in the future. Come join the fun in chat, there will likely be lots of explosions since I haven't play these mods before. http://www.twitch.tv/wavefunctionp
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Sorry not being as active lately. I have other project that I also work on, but interstellar is core mod for KSP to me, and as such, so long as I am playing KSP will likely find things to muck around with. For now am letting fractal get the bulk of his ideas implimented for his version, let the version numbers catch up so that that are not confusing. It will be a big undertaking to converge the code back with fractal's branch. That is the goal, although I plan to work where I can to get more customization into base kspi so that most changed do not need to be code based. Resource compatibility will need to be addressed. It's a sticky subject, but I am sure that with work it can be addressed. Don't expect big things very soon. .25 will likely be just enough to keep your saves working while I find time to resolve the many tiny issues that will come up. If I do my job properly, you guys will converge with KSPI's code base completely seamlessly, assuming kspi doesn't do any part breaking changes.
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Concerning cost: I went through a few iterations of cost before lite was released. The main method I settled upon was a multiplier that scaled per MJ, additionally multiplied by power to weight. The price roughly intercepted the cost of an LVN for whatever reactor/nozzle combo was closest in performance. I wasn't too concerned with "realism". (This was just for hardware, resource balance would come later.) My reasoning was thus: KSP doesn't have an actual market economy. There is a bounded rate by which you can gain funds, so unless you intend to players to perform some task to generate funds, which will need to be designed, all costs need to be reasonable within those bounds. With this is mind, the focus of funds to me should be about influencing player behavior. I had a lot of offers from people to trying to adjust costs based on real world values, which is ludicrous frankly. Are we talking dollars, euros, doubloons... There is no United Kerbal States with set budget for KSP funds. There is no stock exchange. The inputs the funds system are arbitrary. The outputs will always be just as arbitrary. With this in mind, you will run into an issue where it becomes more cost effective to use higher tier reactors over lower tier reactors because the scaling is no linear. You will either have reactors that are entirely unreasonably priced for their performance or too expensive for the stock incomes to support. At just 10 funds per MW, the range is 150 (cheaper than an RTG) to 4.05M (the likely working budget for entire playthrough) funds. Dry cost. Before even considering resource costs. And before considering power to weight. This was one of many reasons that I linearized reactor outputs for kspil. Just something to keep in mind.
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My branch will reconverge at the earliest opportunity. kspil/experimental was originally my personal version which I had made available to the public. I plan to contribute to the original codebase in whatever way that I can. What I was doing to extend support for modification and compatibility can be done with kspi or kspil. But I won't leave current kspil users stranded with broken saves. I will support at least .25 for kspil. There will be no epic space battles.