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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
oh wow! good to hear that- 21 replies
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
great!- 21 replies
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am i the only one who thinks the mun looks worse now? as far as i can tell the scattering didnt change and from orbit its just the default mun, also, whenever i have my camera on the mun i get a lag spike to drop fps down to 30 ish, parallax 2.0 ran much better and looked better on the mun, what is happening because this might be a deal breaker for me but other than that great mod!
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
Hey everyone, it's been one week, and as promised in my original post, I do a dev log every weekend—if you can call it that, anyway. My last dev log wasn’t really seen by people, unlike the announcement of KSPR, but I put the bulk of what I plan to do in my first dev log, so make sure to check that out if you're interested in my little project. I've finally found some places to learn C#, and although I'm only scratching the surface with variables and WriteLines, I'm already understanding how a mod (or a game) is made more than I did before I started. Anyway, I have two extra ideas that I won’t be sharing because these will probably take years, and I don’t want to hype anyone up—but I hope they will eventually happen. Thanks for reading this short update on my project, and I hope to see the day with you guys when I announce that KSPR starts development!- 21 replies
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[KSP 1.8+] Kerbal Konstructs (Continued)
piloteer replied to NathanKell's topic in KSP1 Mod Releases
is there a way to make stuff with KK so that its only in the save you made it in and not everything else? -
that sucks, i wont use a parts mod though.
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piloteer started following A major ksp rework and kerbal konstructs "colonies"
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i always wanted to make colonies in ksp, and i think kerbal konstructs is the closest thing to colonies, but the problem is, my bases are in EVERY SINGLE SAVE! if possible how do i make it so my bases only appear in the save i made them in?
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
Hi everyone! It’s great to hear from the community and everyone interested in my project. Over the past three days, I’ve been researching how to even start learning to code—because let’s be honest, it’s not the easiest thing to learn, lol. I’ve installed VS Code and the .NET SDK, and I already have Unity and Blender installed, so I think I’m ready to start coding. However, the issue is how to learn. I’ve been looking into it but haven’t found a good website yet. So if you have recommendations, please let me know! That said, my chances of quitting this project have dropped even further because of a little dream I have. It will probably stay on the drawing board for the next 2–3 years, but if I can accomplish it, it will be the pride and joy of my teenage years. Updated Roadmap EPL+ My plan for this first mod is to build a solid foundation in C#, then start tinkering with in-game and mod files to get a better grasp of KSP modding. Once I understand the basics, I’ll start developing EPL+. Essentially, EPL+ will feature: Better textures (because I think the current ones are pretty bad). A simplified process—mine ore, convert it into components with an ISRU, and then easily assemble rockets. I think this would be a great quality-of-life improvement for these kinds of mods, so that’s my goal for EPL+. KKS (Kerbal Kolonization System) Once I have a firm grasp of KSP modding, modeling in Blender, and UI design, I will take on my biggest and most ambitious challenge: KKS. KKS will be a seamless colonization system, similar to what KSP2 colonies were supposed to be. Features I’m planning include: A brand-new UI for colonies (not Kerbal Konstructs). Real incentives to build colonies, such as science output, kerbal birth rates, ore extraction, etc. The option to create orbital or ground colonies. The ability to launch vehicles from KKS launchpads. Colonies will not carry over between save files. A huge variety of parts for customization. To achieve this, I’ll study how KSP2 handles colonies and adapt that concept. Additionally, colonies will have a cost, meaning players will need to transport resources via heavy freighters or mine materials on-site. I also plan to implement automated delivery routes similar to KSP2's system. Debdeb System This project would be a breath of fresh air for me after working on two groundbreaking mods. Debdeb System will add a new planetary system using Kopernicus. The reason I haven’t prioritized this is that, without proper colonies, there isn’t much reason to go there aside from science. However, once KKS is complete, this will become much more interesting. Since planetary modding is already well-documented, I’m not venturing into completely unknown territory here, but I still plan to put in a ton of effort to make it look great. Future plans for Debdeb may include: Parallax support. Volumetric clouds. PUE (Parts Unlimited Expansion) This has been done before, so I’m not exploring unknown territory, but I want to create a professional-quality parts mod, similar to: Far Future Technologies (FFT) Near Future Mods Stockalike Station Parts I want to incorporate every part I’ve ever thought was missing in KSP. Ideally, this would double the total number of parts in the game while maintaining high-quality models. This could potentially be the parts mod for KSP. SR (Science Redone) Don’t get me wrong—I love KSP. But, as I always say, there are flaws, and one of the biggest is science progression. I want to completely overhaul the science system by: Removing the tech tree and the existing science system entirely. Implementing a new system from scratch. My idea is that instead of gathering science points, players will: Launch missions with a purpose that they choose. If the mission is successful, they earn funds to research new parts. This allows for a more dynamic progression system. It’s sort of like career mode, but less restrictive—you still have a purpose, unlike in the current science mode, which feels like sandbox with a small goal. This would likely require months, maybe years of coding knowledge to pull off, but if I can do it, I’d be giving the community something truly groundbreaking. Final Thoughts Thank you to everyone who read this "devlog"! If you can help me on my programming journey, I’d greatly appreciate it. Also, if you have any ideas or feature suggestions, feel free to share them! I never expected to receive so much support for this idea, but once KSPR is developed, we will have the best spaceflight experience in our hands. That said, this is still just an idea, and if I don’t make solid progress in learning C# within the next three months, I might lose motivation and quit. However, that’s unlikely—but just be prepared for that possibility. I hope to see you all next weekend, and I wish you all a wonderful week!- 21 replies
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
ok! i just wasnt sure where to post it- 21 replies
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
i think mods cant do that, im not sure but if it was possible im sure it would have happened already, but if its possible ill try it im happy to see people being interested!- 21 replies
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
Of course kopernicus but that's the only thing I want to use- 21 replies
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
All the help would be appreciated! Thanks for reading my ambitious post!- 21 replies
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A major ksp rework
piloteer replied to piloteer's topic in KSP1 General Mod Development Help and Support
I understand and take this into account, I am new and I don't know everything so thank you, I didn't mention in this post but I plan on doing other super simple projects first, and for EPL I plan on doing texture changes, and simplifying the build process, i would consider that not too much as a first mob but still I highly appreciate this, regarding my road map, I'm not sure if it will ever leave the drawing board but I really focus on 1 project at a time, I think I can do this at a slow pace not to burn myself out, and I think the initial hurdle will be learning modding, so that's the main problem i have. So in short my road map is purely what I could or would add if I got over the initial hurdle. Still, I don't have experience so please tell me what I'm doing wrong if i did and lastly, this is just to show the community what i will be working on for a while, and I can't promise anything but I just want to show what could become of ksp. Still if there's anything I don't understand about this, please tell, me I highly appreciate it!- 21 replies
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I've always been very unhappy with some aspects of KSP. When KSP2's plans were announced, I, as a 14-year-old KSP fan, like many others, was ecstatic at the ideas of proper colonies, orbital construction, multiplayer, etc., until Take-Two ripped that away from us. I was devastated, and I returned to modded KSP1. With the help of mods from modding veterans, KSP1 became a serious game that I loved even more, but it always left a bitter taste in my mouth. And because KSA won't even have an early access game for another year minimum, I decided to take this into my own hands. I would like to announce that I will be working on… KSP Redux, or another name that can still be decided. You all don’t know me, but if I have my sights set on something, it will happen, eventually. I will work on this, but since I don’t know Blender, Unity, C#, or anything like that, expect a long wait. I thought this project would be better than KSP2 Redux because instead of trying to bring an incomplete game to normal standards with KSP2 Redux, I plan on perfecting the original to the promised levels in KSP2. This project will also be completely transparent; I’ll try to post updates each weekend, and if you’re a modder, I would highly appreciate it if you could teach me the ways of the Force. Also, I will always take feedback from the community and try to build off it. Here’s what I plan on adding in rough chronological order: Completely dependency-free mods (with the exception of Module Manager) A more simple version of EPL, which looks better and is simpler—this gap has never properly been filled, and that’s currently a priority DebDeb star system More parts Colonies A rework of the science system (I’m talking no more tech tree, rather you invest science in part research and other things—very rough) I’m sure there’s more that I just temporarily forgot, but it’ll come back to me. This roadmap might look super ambitious for someone who doesn’t know anything about developing, well, anything, but if you can trust me, I’m sure that I can change this game for the better with the help of fellow community members. Any help would be appreciated. I will say more about KSP Redux this weekend when I remember what I temporarily forgot, lol. I hope to also bring some news about how C# is going. Now finally, I really don’t like giving a release date for something that I’m not sure will leave the drawing board, but maybe I can get simplified EPL out by August if everything goes to plan—but don’t rely on this date! Once I’ve released that mod and already gotten a mod under my belt, I expect other mods to take a shorter amount of time. But anyway, this is maybe a bit too ambitious, but with the help of the community, I’m sure I can get maybe a rough early access version of the DebDeb system out by the end of the year! I hope to see some of you this weekend!
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