Cailean_556 Posted March 18, 2023 Share Posted March 18, 2023 With the requirements for KSP2 being somewhat out of reach for some people - quite a percentage, according to Steam - why not bring a little update to KSP1? The team have obviously demonstrated they can, as they added the partially uncovered Mun Arch, so it's not outside the realms of possibility. I'm not talking about adding everything KSP2 has but adding some of the parts and changing/modifying some of the values. Example changes: -Change "Liquid Fuel" for rockets to "CH4". -Change/Add "Liquid Fuel" for jets to "Methane". -Change/Add "Liquid Fuel" for the NERV to "Hydrogen". -Add the cylindrical Hydrogen tanks. -Add the SWERV, or a "SWERV-like" engine. -Add the larger solar panels. -Change the ISRUs to be able to make CH4/Methane/Hydrogen. -Add hints of the other anomalies in KSP2 to their KSP1 equivalents (partially uncovered/hidden versions). While this may sound like a small update with very little effort (that's also kind of the point - just a little something to tide players over at no extra cost), it would give those who can't play KSP2 right now a taste of what they could once they can either upgrade, or when KSP2 matures enough for their PCs to handle it in some capacity. Some or all of this can be added with various mods, I know. But having these changes as "stock" means that if support for the mods stops, KSP1 still has something that works. Or, potentially, bring these parts of those mods in as a free official DLC - provided the contributors agree, of course. Quote Link to comment Share on other sites More sharing options...
tg626 Posted March 18, 2023 Share Posted March 18, 2023 2 hours ago, Cailean_556 said: why not bring a little update to KSP1 Answer: $$$ Your proposed changes are not small, unless they were going to put a few devs on task for bug hunting and fixing, its better to leave it be. I'll admit, doing something like altering the Mün arch, makes it seem trivial - and I have zero clue as to why they put resources into such a pointless endevor, esp when they had such a wealth of bigger fish to fry, but I'm certain KSP1 is now in a code freeze - unless something really major comes up, 1.12.5 will be the end of the road. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted March 18, 2023 Share Posted March 18, 2023 To answer your points in order: Mods Mods Mods Mods Mods Mods Did any of the KSP anomalies/Easter eggs make it to KSP2? Just grab all of Nertea’s mods and you’ll notice some striking similarities with KSP2. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 18, 2023 Share Posted March 18, 2023 (edited) IMHO, KSP 1 does not need anything *new*. The ONLY thing I would want to see as an update, is **BUGFIXES**.... Let me say it again: **BUGFIXES** There is a *plethora* of bugs, many from wayyyyy back, & very old, and *moar* than enuff to keep the KSP1 Team busy, for as long as PD is willing to keep their lights on. If they *were* to put the $$ & effort into this, which I *highly* doubt at this point, IMHO, I would advise them to select the bugs they would consider fixing, and *before* they go and start doing their own thing to address them, i would behoove them to search for mods that have already addressed/worked-around/*fixed* said bugs, and poke those mods' solutions, & incorporate said solutions. And, no, I am not talking about just *copy/pasting* said solutions. That would raise a *WHOLE* slew of copyright/licensing issues. However, in many cases, there *are* only so many ways to code things. Anyway, this is all a moot point, as I said, it's soooooo highly unlikely that PD will invest the $$ into *any* moar work on KSP1, unless theres a way to do it, that *they think*, will sell moar copies of **KSP 2**. (ie, the last 1.12.5 update, with adding the Launcher & Mun Arch & all the fluff, that was *pure* marketing, solely targeted to selling moar copies of KSP 2) Edited March 18, 2023 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted January 4 Share Posted January 4 On 3/18/2023 at 6:15 AM, Stone Blue said: for as long as PD is willing to keep their lights on. *cries* sorry necro Quote Link to comment Share on other sites More sharing options...
Manfred_Kerman Posted yesterday at 12:27 PM Share Posted yesterday at 12:27 PM On 3/18/2023 at 11:53 AM, jimmymcgoochie said: To answer your points in order: Mods Mods Mods Mods Mods Mods Did any of the KSP anomalies/Easter eggs make it to KSP2? Just grab all of Nertea’s mods and you’ll notice some striking similarities with KSP2. = lag lag lag Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted yesterday at 01:38 PM Share Posted yesterday at 01:38 PM I would rather not risk breaking ever older mod that still works but is unsupported. *My* primary draw to KSP1 is the manner in the MM and contract packs alter the gameplay loop of career. The second draw is the highly customizable nature of KSP1. Giving me the ability to alter the original sandbox scope into a streamline and focused gameplay preference. Having to trouble shoot 50+ odd mods would not desirable. Furthermore, I do not trust PD to alter the game in a way that will appeal to the majority of community. They do not have a history of considering consumer feedback, utilizing poles. Granted this is a new parent company and handler of the IP, but we still have month of silence after acquisition. If KSP2 has taught me anything, people have different opinion on what is fun. KSP removed many of the aspects I grew to enjoy about KSP1. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted yesterday at 02:57 PM Share Posted yesterday at 02:57 PM 2 hours ago, Manfred_Kerman said: = lag lag lag Install manually. Simply remove all parts you don't want from any mod, including Squad. Simplest way is to just make a copy of your entire GameData folder outside of KSP, then go into GameData and delete the .mu and .cfg files for any part you never use. The biggest lag for KSP is because it loads every .mu and .cfg it finds in the GameData folder on start. Even models that aren't configed. Eveything you delete is less to load into memory. Parts only here, don't go deleting MM patches of mods that need them. If you decide you want a part back in, just copy in from your outside copy. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted yesterday at 03:44 PM Share Posted yesterday at 03:44 PM 45 minutes ago, ColdJ said: Install manually. Simply remove all parts you don't want from any mod, including Squad. Simplest way is to just make a copy of your entire GameData folder outside of KSP, then go into GameData and delete the .mu and .cfg files for any part you never use. The biggest lag for KSP is because it loads every .mu and .cfg it finds in the GameData folder on start. Even models that aren't configed. Eveything you delete is less to load into memory. Parts only here, don't go deleting MM patches of mods that need them. If you decide you want a part back in, just copy in from your outside copy. I have wondered this before but was afraid to try.. I assumed anything with a DLL would be referencing the various parts meshes and would possible through errors if I attempted... there are literally several parts mods I REALLY want for a single part... All hail the Gravimoli . This makes my day Quote Link to comment Share on other sites More sharing options...
ColdJ Posted yesterday at 03:56 PM Share Posted yesterday at 03:56 PM 2 minutes ago, Fizzlebop Smith said: I assumed anything with a DLL would be referencing the various parts meshes and would possible through errors if I attempted... there are literally several parts mods I REALLY want for a single part... Well obviously don't delete .dll This is what I love about KSP 1 and I think is unlikely to happen in any successor. The part configs are all simple text files. The game loads all the model files that are found in GameData. Config files direct the game to a specific .mu in a specific folder and it's parameters and modules tell the game what to attribute to it. That simple. It is how I was able to start part modding. I have no skill in programming, but I didn't need to for KSP. The first mod I made was simply making custom config files for parts that were already in game. You can have several configs that all use the same model but do different things. 3D modeling my own parts came much later. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted 18 hours ago Share Posted 18 hours ago (edited) 6 hours ago, ColdJ said: Well obviously don't delete .dll This is what I love about KSP 1 and I think is unlikely to happen in any successor. The part configs are all simple text files. The game loads all the model files that are found in GameData. Config files direct the game to a specific .mu in a specific folder and it's parameters and modules tell the game what to attribute to it. That simple. It is how I was able to start part modding. I have no skill in programming, but I didn't need to for KSP. The first mod I made was simply making custom config files for parts that were already in game. You can have several configs that all use the same model but do different things. 3D modeling my own parts came much later. I do not know how it was inferred that I was even considering deleting the DLL from my post. Though I lack the terminology and nomenclature I thought it was pretty easy to Parse. I assume the DLL attached the part file to the mesh in some manner. I thought jiggering with parts files would be akin to breaking a shortcut by moving the original file location. I am very grateful for this knowledge though. -- Side note. I am pretty decent at writing configs for some games. Make some pretty decent automated systems in minedustry and loved the way pixel starship handles logic drive combat. I no longer consider myself capable of modding anything. The games where I would modify .ini, .cfg, .json or even writing simple batch files for cooperation between picky systems did nothing to prepare me for attempting to navigate development software and compiling code. After being unable to successfully set up the IDE a few times I realized I my brain is not cut out for it. Edited 18 hours ago by Fizzlebop Smith Quote Link to comment Share on other sites More sharing options...
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