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Safarte

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  • Location
    France
  • Interests
    Space Exploration, Quantum Computing, Game Development

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  1. Well I'm for sure looking forward to modding KSA too when it comes out! The more space games the better.
  2. KSP2 Redux Dev Blog 0: "What's a Redux?" Hello everyone, let me introduce myself first, my name is Safarte and I am the developer of the Kerbal Life-Support System and Docking Alignment Display KSP2 mods. I joined the KSP2 Redux development team something like a month and a half ago and I've mostly been working on debug tools and some bug fixes. The goal of this first dev blog for Redux is to introduce you to the project in more details and provide you with some information on what we plan to do with it. What Redux isn't. The next big AAA amazing space exploration game™ A quickly put together collection of existing mods A teapot Now that that's out of the way, let's focus on what Redux really is. Who's working on Redux? We are a team of (mostly) KSP2 modders that really like this game and would like to see it reach its potential. There are currently a bit less than ten people working on Redux to varying levels of involvement. What is our scope for this project? Our plan for Redux is to try and achieve what we interpret as the core vision of the original developers of KSP2. This means both fixing existing bugs in the game, improving performance and most importantly bring to life promised features like colonies, interstellar travel or multiplayer. We also want to make the game as moddable as possible by providing tools to help the development of mods. Regarding features such as colonies, the current plan is to include all core functionality, with some parts to fill the necessary gameplay roles. Fancier parts will be left to modders to add to the game, for example: Redux might include a simple ISRU for colonies but mods could add many more of varying size, style, etc... What form will Redux take? Redux will most likely be distributed as an installer which will apply some patches to the relevant files in an existing KSP2 installation. Redux will not take the form of either a standalone executable or a simple Spacewarp mod, it's gonna be something in-between. We hope to be able to integrate Redux's installer into CKAN to make installation as simple as possible. What's gonna be in the first few releases? The aim of the first releases will be to get KSP2 to a state where we feel we can safely add more features to without it crumbling down to pieces. This mainly includes stuff like performance improvements, bug fixes and enhanced modding support. We also plan on including some quality of life stuff like some debug tools that can help develop mods or pinpoint issues. How can I contribute? If you're a player: we are open to suggestions, do not hesitate to drop your ideas in the #redux_suggestions forum of the KSP2MS discord server. Also, once Redux has released, please report any bug that you can find and think could be caused by our modifications. If you're a modder: please get in touch with us so we can accompany you on how to migrate your existing mods to support Redux. If you're a Redux developer: chop chop get back to work Final disclaimer Redux is a fan project entirely developed by a team of (passionate) volunteers, we do not have access to the resources of a full game studio so temper your expectations with this in mind. Redux might (and probably will) introduce new bugs to the game, we cannot check every possible scenario otherwise we'd never release anything. We also do not have any affiliation with the former KSP2 developers, please do not interpret this project as an official continuation of KSP2's development.
  3. This is the right file, the updates are made in the "dev" branch and then later merged into the "main" branch. You can change branch at the top left of the list of files in Github. Hmm I'll need to think about whether this fits into the scope of KLSS but it is an interesting idea!
  4. The dry masses have been chosen quite arbitrarily and are still WIP, thank you for your feedback I'll look into rebalancing this. I have received similar reports, I'll look into it. Thanks for the translation, it will be added in the next version of the mod.
  5. Nice to hear you were able to go around the issue, but yeah if possible I'd like to pinpoint the core of the issue so people who encounter the issue down the line have a chance of not having to destroy all their vessels so I'd be glad to have access to the broken savefile.
  6. Could you send me the file for your savegame? Either using something like dropbox or DM it to me on Discord (@safarte)
  7. You can find some examples of V-SwiFT patches with resource container switching here if you want: https://github.com/Safarte/KerbalLifeSupportSystem/blob/main/plugin_template/patches/part_variants.patch
  8. Yes the Kerbal goes back to work when resupplied.
  9. Version 0.7.0 released! Added: Non-lethal life-support system: Enable this mode by setting the "Kerbals Die" option in the Mod Settings to false. When running out of supplies, a Kerbal will stop working and go on strike instead of dying. When on strike, Kerbals cannot control vessels or perform experiments. On strike Kerbals in EVA can still move to enable rescue missions (but they cannot perform experiments). Enhancement: Food/Water/Oxygen storage parts for each size have been merged into single parts with variants selectable in PAM thanks to the great V-SwiFT part switching mod.
  10. Yeah it is a known issue that life-support recyclers break down at very high time-warp. I'm still looking into how to fix that but I suspect weird stuff is happening in the stock systems.
  11. This shouldn't happen. Do you have all dependencies installed and up-to date? If you're using CKAN are you using the latest version of CKAN? Also could you send me the Player.log file found in "App data/Localow/Intercept Games/Kerbal Space Program2"?
  12. Do you have the latest version of CKAN? (newer KSP2 mods require the latest CKAN version)
  13. This is a pretty interesting idea, I need to go over my mod and think about what it brings in terms of real gameplay loops at some point. I'll be sure to take this idea for "habitat" / "living space" into account in my deliberations, thanks for the suggestion.
  14. Version 0.6.0 released! Added: New and improved Life-Support monitor UI visuals. Current / max crew supplies duration have been merged into a single line per vessel with a button to switch between the two. Added: Ability to filter only Vessels/Kerbals in LS monitor. Added: Search bar for vessel names in LS monitor. Added: Options to show/hide empty vessels and show active vessel on top in LS monitor. Added: Ability to pin vessels to top in LS monitor. Added: In-game notifications when a vessel runs out of a supply and when a Kerbal dies due to lack of a supply. Bugfix: Kerbals in EVA are new properly destroyed when running out of supplies. Other: Added French localization. Other: Added Chinese (Simplified) localization by @fengyuan0529.
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