maxxor Posted October 23, 2019 Share Posted October 23, 2019 will the coding be similar to ksp1 i heard the devs use unity too. my question is will it be possible to just copy paste mods from ksp1 to ksp2 with minor tweaks to code and still use assets and configs to bring over cool stuff already made. Link to comment Share on other sites More sharing options...
Superfluous J Posted October 23, 2019 Share Posted October 23, 2019 Short answer: We don't know. We won't and really can't until it comes out. However my guess is that no mod will work without at LEAST a tweak or two. Most every single mod out there relies on the KSP API (or at least data in KSP that's stored in a specific way) and there is almost no reason to believe any of that will be the same for KSP2. But as I said, there's no real way to KNOW until the game comes out. Link to comment Share on other sites More sharing options...
kerbiloid Posted October 23, 2019 Share Posted October 23, 2019 (edited) Imho, if any KSP-1 mod could work, this would be declared from the very beginning like: "even old mods can work!". Edited October 23, 2019 by kerbiloid Link to comment Share on other sites More sharing options...
Sinthetic Posted October 23, 2019 Share Posted October 23, 2019 They are doing a major overhaul/rewrite of the core code and improvements to modding. I would not expect old mods to be even remotely compatible. Link to comment Share on other sites More sharing options...
Redneck Posted October 25, 2019 Share Posted October 25, 2019 (edited) They did say its a complete rewrite of the code (thank god) so the code/api from KSP1 prolly wont work because the variables and methods,functions in the code will all be different. Im guessing most stock assets (not the code just the meshes and textures) will probably be carried over from KSP 1 if you look at the video. Just a guess Edited November 1, 2019 by Redneck Link to comment Share on other sites More sharing options...
Starhawk Posted October 25, 2019 Share Posted October 25, 2019 On 10/23/2019 at 1:52 AM, maxxor said: will it be possible to just copy paste mods from ksp1 to ksp2 with minor tweaks to code and still use assets and configs to bring over cool stuff already made I would estimate the probability at 0%. I estimate the margin of error on my estimate above to be 0.0000000001%. I am not a professional software developer, however I do have some small knowledge of coding. Happy landings! Link to comment Share on other sites More sharing options...
Snark Posted October 30, 2019 Share Posted October 30, 2019 On 10/23/2019 at 12:52 AM, maxxor said: will the coding be similar to ksp1 i heard the devs use unity too. my question is will it be possible to just copy paste mods from ksp1 to ksp2 with minor tweaks to code and still use assets and configs to bring over cool stuff already made. I think it's safe to assume that no KSP1 mod will work at all in KSP2. They're totally different pieces of software. It would be like trying to play a vinyl record in a CD player. KSP2 will almost certainly require brand new mods written from scratch. Link to comment Share on other sites More sharing options...
kerbiloid Posted October 30, 2019 Share Posted October 30, 2019 Btw, whose is the *.mu file format? Unity? KSP? Any other? Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted October 30, 2019 Share Posted October 30, 2019 10 hours ago, kerbiloid said: Btw, whose is the *.mu file format? Unity? KSP? Any other? Sorry, but you made me https://lmgtfy.com/?q=.mu+file&s=g Link to comment Share on other sites More sharing options...
kerbiloid Posted October 31, 2019 Share Posted October 31, 2019 7 hours ago, mcwaffles2003 said: Sorry, but you made me https://lmgtfy.com/?q=.mu+file&s=g I'm aware. It was mostly a rhetorical question. But I mean that if mu is not Unity's native, then is it nailed to KSP or another game version may take another format. Link to comment Share on other sites More sharing options...
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