Orbitalkiwi Posted November 4, 2019 Share Posted November 4, 2019 KRPC - a mod to allow external apps to perform remote procedure calls to set/check values is fantastic in KSP1. It’d be great for this to be built in to KSP2 as opposed to relying on a mod. Link to comment Share on other sites More sharing options...
mattinoz Posted November 4, 2019 Share Posted November 4, 2019 I believe in one of the interviews the Dev mentioned they have a scripting base mod system that they use to prototype code for the game but will be useable by mods once game is live. Sounds like that would be KRPC with the right interface software. Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 5, 2019 Share Posted November 5, 2019 they are currently using a Lua style for internal development, which might be exposed for release. Link to comment Share on other sites More sharing options...
Thygrrr Posted November 5, 2019 Share Posted November 5, 2019 The thing is, Lua is great for this and works at scale and performance. All the stuff that Module Manager does? Basically for free with Lua, and you can add code to change behaviours, not just data. Link to comment Share on other sites More sharing options...
Lisias Posted November 5, 2019 Share Posted November 5, 2019 (edited) Lua is light, fast and portable - but complex things can be a challenge. You end up writing yourself a lot of things that other languages already offer ready to use, and this can be a show stopper. I tried to write a small dynamic dns daemon to be run on my openwrt router once. It worked, but the lua available on openwrt at that time didn't had one library needed for the task, and writting that myself would be 10 times the effort of the damn thing. So I rewrote the shenanigan non python, shoved it on a raspberry pi and called it a day. This will happen too on KSP2 using Lua. It will he really great for automating things that are already there, but for new complex things you will end up coding in C#. Edited November 5, 2019 by Lisias Hit "Save" too soon. Link to comment Share on other sites More sharing options...
evandisoft Posted November 5, 2019 Share Posted November 5, 2019 (edited) Me and @firda are going to provide scripting tools for KSP 2 if devs don't provide it. We have successfully created an in-game scripting shell for KSP 1 already. And if they do provide them, I think we'll try to add more features. And I know you meant that they should add it instead of it being a mod, but one of the goals for our project will be that you can write mods in it because it allows low-level access to the C#/dotnet classes. Edited November 5, 2019 by evandisoft Link to comment Share on other sites More sharing options...
firda Posted November 8, 2019 Share Posted November 8, 2019 Isn't kRPC PC-centric? Never used that mod but heard it allows for any language to be used but is lagging a lot (some TCP/pipe communicating with external application). Lua could be good, not perfect, I would (being devs) rather use J(ava)Script because it is proven technology and optimized a lot... or Python. ...but as @evandisoft already mentioned, we are working on Lua/ROS (Red Onion Script - my own Ruby/JS/Python-like scripting language) mod for KSP1 and will port it to KSP2. RedOnion vs. kRPC: in-game scripting, no remoting (no lag but limited number of instructions and time per physics update) RedOnion vs. kOS: unrestricted, you can bind to any public KSP/Unity API (`reflect`/`import`/`native`), part-less, run in flight, map, editor, space center... anywhere, do anything. What I would really like to see is some to-native compiled language (like C#Script) .... or maybe I will do that myself one day (ROS is based on my B#/FiLang which already has to-C# translators/generators). Link to comment Share on other sites More sharing options...
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