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ShadowDev
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A Farewell to the KSP2 Modding Community
ShadowDev replied to ShadowDev's topic in KSP2 Mod Discussions
https://discord.gg/interceptgames -
A Farewell to the KSP2 Modding Community
ShadowDev replied to ShadowDev's topic in KSP2 Mod Discussions
Me and @The Space Peacock are working on something for the people who stick around with ksp2 in the long run. This is going to take time to do. The Space Peacock has shared some details about this in the KSC discord (ex intercept server). im trying to not share too much right now as generating hype generates stress and I dont want to add timelines to this. We might expand the team at later points. -
A Farewell to the KSP2 Modding Community
ShadowDev replied to ShadowDev's topic in KSP2 Mod Discussions
The repos are private now cus I will probably cannibalize some of the code for other projects. heres a copy of the license https://github.com/Bit-Studios/sealeopard/blob/master/License -
A Farewell to the KSP2 Modding Community
ShadowDev replied to ShadowDev's topic in KSP2 Mod Discussions
I will be taking them down so no one can use them. keeping them up would only fill Take twos pockets, instead of the people who worked on the game. -
Dear fellow KSP2 players, Modders, enthusiasts, and especially the Intercept Games team, The recent news of mass layoffs across Intercept Games, Private Division, and the wider Take-Two family has left me heartbroken and deeply disillusioned. While I understand the complexities of business decisions, these actions are a severe blow to passionate developers and have sent shockwaves through our community. I want to take this moment to express my profound gratitude to the Intercept Games team. Your hard work, dedication, and sheer talent have brought us the framework for an incredible space exploration experience. KSP2's potential shines, and that is a testament to your unwavering commitment. A special thank you goes to @Dakota, whose engagement with the modding community has been instrumental. Your insights, support, and openness to our ideas have fostered a space where creativity and collaboration can truly thrive. While I will still cherish the joy of modding and the unique flavor it adds to the KSP experience, I cannot in good conscience continue to support a project ultimately under the control of Take-Two. Their recent actions feel like a betrayal of the talent and passion that fuels this game, and I cannot remain complicit. The circumstances of my departure leave a bitter taste, but I hold no ill will towards the Intercept Games team. To you, I say - your work is valued, your contributions are immense, and I deeply respect the difficult situation you've been placed in. At the end of June is the final day my mods will be on spacedock. Kind regards, shadowDev
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when its sent to the pad is when the funds are deducted. first from the Budget balance and if your budget balance is 0 it then uses your funds. if you are just testing, reverting the flight will give you the money back. (a gui bug shows this not happening, but it does. still working on fixing that bug) The next update 0.0.3 will give a breakdown of both balances. you can see them in the save file at Kerbal Space Program 2\ModSaveData\[your save name]\kapitalism in that folder you will have a list of saves. you will see a key of Budget and one for Funds, they are the 2 balances.
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The budget system works like this Every year budget gets reset to (1000 * Budget Multiplier) The budget in the mission refers to the multiplier that gets added to your total budget multiplier. so if you click on kapitalist you start with 5x multiplier aka 1000 * 5 lets say you do a mission with a budget reward of 0.5, that will add 0.5 to the multiplier. you wont see any changes until the next game year when you get your new budget. the total money you see is current years budget + funds the budget system will come more into play in future updates where you balance private company vs government ran org.
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You seem to be having some very odd permission issues. As far as I can tell this is not mod related. have you installed any new software recently?
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you have a dot at the end of a folder, that will cause it to be inaccessible. will add a fix for that in 0.0.2.1 so dots get removed. do you have the logs for the "Contracts don't get completed" part.
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Hi can you send me the mod save data folder. its at "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\ModSaveData"
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Hi thanks for the bug report. I will try to get this fixed ASAP
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not any time soon.
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Help Getting Started - Overwhelmed
ShadowDev replied to Fizzlebop Smith's topic in KSP2 Mod Development
just go with the default options. none of that really matters. the best place to get help will be on the ksp2 modding discord -
Do you know what mods you had loaded so I can test to see if I can replicate and then fix.
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Kapitalism 0.0.2 Added: New Kapitalism stats menu Rewards for collecting science Notifications on fund and budget updates Spend count in OAB Updated: Save system now tracks based on games save Moved Money into the stats menu Bugfixes: Money duplication glitch from missions being marked as done multiple times On save revert would not revert money
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Hi Science icons in the mission control I have looked into and not seen any way to do it. I will get it to work its just not high on the list. 0.0.2 will have a cost summary in the OAB. and on a 0.1.x update will have it broken down per stage.
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Hi it looks like I messed up a configuration. uninstall and reinstall and it should work
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Hotfix 0.0.1.2 It seems like I had forgot to include the patcher in the zip. this hotfix will fix that and the issues associated with it being missing Hi I think part 2 of this should be fixed with the above hotfix.
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Hotfix 0.0.1.1 Fixed: - choosing your administration type only occurs once - Revert to VAB does not use buffered save
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Thanks for the feedback. I agree on that. the part prices are not good atm and as stated in the quoted post I am looking for people to help direct what the prices should be, please do give suggestions. but I also think the administration default for kapitalist is too low since its supposed to be the easy mode. I plan to up it to 10k, with the 2 medium options being at 5k and the hard option being 1k. I am also taking into account future updates that will add in extra ways of getting funds and budget, examples of future ways being: Vessel recovery (depending on distance) Bringing back science (value based on how much you bring back, modified by where you got it from) Administrative building (allows you to hire staff to give modifying effects on everything) Mission generator (being moved to its own mod, gives unlimited missions based on criteria) 1 parachute, 1 capsule, 2 tanks and an engine should get you past mission 1.
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Hi directly porting and loading ksp1 mods would be basically impossible. ksp1 will always be around and is not going away and no USG is going to be abandoned. KSP2 modding currently uses BepInEx and has a few library mods to make the experience easier. KSP2 will have its own modloader at some point as well.
- 2 replies
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- porting mods
- ksp2
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(and 1 more)
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yes because this sounds cool and no because you shouldn't be making mods based on if people will use it or not (modding for player count is the worst type of modding).
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Thanks for the feedback, its really appreciated. 1.a) Total cost of vessel has not been added to the ui yet (plan to add this in the 0.0.2 update) 1.b) The part costs are not totally done yet, currently its a modified ksp1 part costs. so lots of parts still have no cost (set to 10) trying to crowdsource the part costs since thats the best way to get something that everyone can agree on. so if you wish to help with the part costs heres the instructions to enable the part cost editor: 1. Install kapitalism 2. Run the game 3. Close the game 4. Edit this file Kerbal Space Program 2\Config\Kapitalism.config { PartCostEditor:true } This will enable the part cost editor 5. boot the game back up 6. go to the oab (vab) 7. place a part 8. right click part 9. edit part cost to what you think it should be 10. when you are happy with the part costs DM me on discord shadowdev alternatively you can share the file in the modding discord. you can find the part cost file here `Kerbal Space Program 2\BepInEx\plugins\Kapitalsim\PartData.json` Dont edit costs of modded parts since mod developers can set this when creating their parts in unity. 2) could you get me a screenshot of this and where you expect this to be so I can create a plan around it for a future update.
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The Comprehensive Colony Communications Archive
ShadowDev replied to The Space Peacock's topic in KSP2 Discussion
I will make sure to setup a ping bot to spam you until this post gets updated. -
The Comprehensive Colony Communications Archive
ShadowDev replied to The Space Peacock's topic in KSP2 Discussion
Good work on this, and I hope this is kept uptodate.