KerikBalm Posted May 4 Share Posted May 4 Can any of the planetary bodies be backported to KSP1? They have a lot more detail. At this point, the best outcome I see for KSP2 is to backport as much stuff as they can, and offer it as a KSP 1 DLC (free to those who purchased KSP2, so as not to burn all bridges) Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted May 4 Share Posted May 4 2 minutes ago, KerikBalm said: Can any of the planetary bodies be backported to KSP1? They have a lot more detail. At this point, the best outcome I see for KSP2 is to backport as much stuff as they can, and offer it as a KSP 1 DLC (free to those who purchased KSP2, so as not to burn all bridges) Given that the games use totally different version of Unity, and the first game was a bit of a mess in terms of coding, I *doubt* it's practical to do. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 4 Author Share Posted May 4 I'm sure they can export a height, normal, and color map, to make a KSP1 version of the KSP2 planets. Ksp1 often used heightmaps of 2048x1024, but I can confirm that 8192x4096 also work just fine (I have even gone higher) So more detail can be added to stock bodies in KSP1 Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted May 4 Share Posted May 4 Just now, KerikBalm said: I'm sure they can export a height, normal, and color map, to make a KSP1 version of the KSP2 planets. Ksp1 often used heightmaps of 2048x1024, but I can confirm that 8192x4096 also work just fine (I have even gone higher) So more detail can be added to stock bodies in KSP1 Some mods have done that, I'd argue JNSQ has the best planet textures of any Kerbal Space Program mod. However I've not really seen any substantial improvement to Kerbin itself. I'd love to see it, don't get me wrong. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 4 Author Share Posted May 4 My guess is that KSP2's PQS system has some procedural generation functions for close up detail that KSP1 lacks, so it wouldn't be a exact copy of the terrain- but still an improvement I also imagine some of the part models, like the larger landing legs, could be back-ported with little issue. Quote Link to comment Share on other sites More sharing options...
MechBFP Posted May 4 Share Posted May 4 From what I have seen in the past for other games as long as you own the secondary game, and the back porting process requires copying such things over from that installation, then it is usually not something that gets a cease-and-desist letter, but there is no guarantee on that. Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted May 4 Share Posted May 4 The goal of KSP 2 was "KSP 1 rebuilt with a sanitary codebase, and stock implementation of Far Future Technology". Not really possible to backport, especially the "you don't need mods for these future technologies" bit. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 5 Author Share Posted May 5 What future tech does ksp2 currently have? Is the codebase really more sanitary? Quote Link to comment Share on other sites More sharing options...
stephensmat Posted May 5 Share Posted May 5 If it's over, we never get Colonies. Hand on my heart, I never cared about resources, multiplayer, or interstellar. Colonies I was looking forward to more than normal. Even if we can reverse engineer the graphics, music, anomalies... we'll never have stock Colonies. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 5 Author Share Posted May 5 Well, I am now looking I to KSP colony mods I'm thinking about installing For the first time Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted May 5 Share Posted May 5 someone could backport the easter eggs, i'd love to visit (view spoiler below) Spoiler the minmus monument and Mun or Bust crashed ship Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted May 5 Share Posted May 5 (edited) 12 hours ago, KerikBalm said: What future tech does ksp2 currently have? Is the codebase really more sanitary? You missed the point. I'm not saying that's what it is now, I'm saying that was the goal they wanted to achieve and there's nothing that can be backported to KSP 1 that would help fulfill those goals; mods like ELP won't feel any less half baked. Edited May 5 by Bej Kerman Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 5 Author Share Posted May 5 4 minutes ago, Bej Kerman said: You missed the point. I'm not saying that's what it is now Well, what they have now is what I am asking about back-porting. One thing I really value is more detailed planets - smaller scale details. I like to play between 3 to 6.25x rescale, but the ksp1 terrain is not very detailed, and it especially shows when scaled up. I would like to use KSP2's Duna in KSP 1 Ksp2 also had some bigger landing struts that I would appreciate in KSP1 Stuff like that doesn't have to go to waste 4 minutes ago, Bej Kerman said: There's nothing that can be backported to KSP 1 that would help fulfill those goals; They don't have to fill the colony/future tech goals to be desirable 4 minutes ago, Bej Kerman said: mods like ELP won't feel any less half baked. Honestly, I never even tried them. Already getting ISRU made exploration so much easier. Colonies seem like such an easy-mode to me: drop a decent sized payload (colony starter( on mun or minmus, make rockets there - now you're halfway to anywhere in the Kerbal system, and can easily drop a payload big enough to start a colony anywhere else. For interstellar travel, colonies seem to be much more important. I wouldn't want to send ever probe and lander from Kerbin - but without interstellar, I don't see a need for colonies But maybe I am underestimating the challenge and fun. Asi it is, I was never interested enough to try the mods. I'm only thinking about it now because it's a feature that would have been part of KSP2, and I want to try the concept out, even if it packs polish and has a clunky UI Quote Link to comment Share on other sites More sharing options...
Spicat Posted May 5 Share Posted May 5 A proper UI/UX mod would be great (not just a reskin). Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted May 6 Share Posted May 6 15 hours ago, Spicat said: A proper UI/UX mod would be great (not just a reskin). Yeah, the current ones are just reskins you've said. Nice but I surely perfer KSP2's UI over KSP1's. I doubt that could be backported though, KSP1's basic UI layout has remain unchanged ever since the modding community was here, so it's probably deep inside the codebase and pretty hard to change. Quote Link to comment Share on other sites More sharing options...
Flush Foot Posted May 6 Share Posted May 6 20 hours ago, KerikBalm said: without interstellar, I don't see a need for colonies But maybe I am underestimating the challenge and fun. I kind of thought the 'biggest bonus' from Colonies, aside from yes, "easy mode", was being able to launch wildly oversized, un-aerodynamic craft from an atmosphere-less surface. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted May 6 Share Posted May 6 4 hours ago, Alpha_star said: Yeah, the current ones are just reskins you've said. Nice but I surely perfer KSP2's UI over KSP1's. I doubt that could be backported though, KSP1's basic UI layout has remain unchanged ever since the modding community was here, so it's probably deep inside the codebase and pretty hard to change. No, we've screwed with the UI a bunch of times. And, I love KSP's UI and probably more than KSP 2 but that's just my opinion. Quote Link to comment Share on other sites More sharing options...
RileyHef Posted May 6 Share Posted May 6 (edited) I recently backported the soundtrack with the help of a mod and have really enjoyed it. The menus and KSC buildings all sound exactly the same. The flight experience is near identical at launch (minus the 10 second countdown, which I am ok to omit) and I am currently working on adding dynamic music for each body based on a craft's altitude. It is not perfect. For example, the mod I work with has no ability to crossfade between 2 tracks when a scenario changes, creating an abrupt start/stop between dynamically layered tracks. There is also no musical feedback based on thrust input either. Still, I think it does the job of carrying on the amazing work of KSP2's composer to capture the same emotions I felt in the sequel. I hope that someday someone smarter than me can create a mod that allows for KSP2's dynamic sound design to reach the same level of complexity in KSP1. I have not yet had time to investigate it, but I believe that other sound design elements such as UI sound effects, part sounds, etc could be implemented too. If done correctly, I think that this would be a great improvement to keep KSP1 feeling modern. Edited May 6 by RileyHef Quote Link to comment Share on other sites More sharing options...
RileyHef Posted May 6 Share Posted May 6 28 minutes ago, AtomicTech said: No, we've screwed with the UI a bunch of times. Mods have allowed for additional UI elements to be made, but the foundational pieces are very limited. I think this is what others are referring to here. Take the altimeter, for example. It is stuck at the top of the screen. Mods allow for us to shift it from horizontally to the left or right, reskin the look, and include the same data in other areas, but no one can actually place the altimeter on the sides or bottom of the screen to match KSP2's layout. Quote Link to comment Share on other sites More sharing options...
miklkit Posted May 6 Share Posted May 6 This. At this point backporting things from KSP2 are what I am interested in. How hard would things like easter eggs be? Quote Link to comment Share on other sites More sharing options...
BrobDingnag Posted May 6 Share Posted May 6 I've managed to backport one of the glitches (reproduced three times in a row; no idea how I did it; haven't seen it again since), so that's one step done! Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 6 Author Share Posted May 6 50 minutes ago, BrobDingnag said: I've managed to backport one of the glitches (reproduced three times in a row; no idea how I did it; haven't seen it again since), so that's one step done! LOL Ummm, it's ok if that one particular issue isn't backported. Is this really the result of you trying to backport something from KSP2? Or is it just a modding induced KSP1 bug that superficially resembles a ksp2 bug? Quote Link to comment Share on other sites More sharing options...
mattihase Posted May 7 Share Posted May 7 On 5/4/2024 at 8:55 PM, KerikBalm said: My guess is that KSP2's PQS system has some procedural generation functions for close up detail that KSP1 lacks. I'm not so sure. 2 seems to have just as much of a stairstep coastline problem as 1, so if there's procgen stuff working on the fine details, it could be doing better. I wouldn't be surprised if there's bits of KSP1's UI that pre-date unity's current UI framework. Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted May 7 Share Posted May 7 18 hours ago, BrobDingnag said: I've managed to backport one of the glitches (reproduced three times in a row; no idea how I did it; haven't seen it again since), so that's one step done! Is that Spectra without Scatterer? happy to see another person using the same unpopular config like me. Anyways, this issue could be caused by Sushut's main menu mod if you have it installed, otherwise not sure. Quote Link to comment Share on other sites More sharing options...
kerbiloid Posted May 7 Share Posted May 7 *** Earlier @JadeOfMaar was so kind to give some advices on the manufacturing (EPL and others) here. Quote Link to comment Share on other sites More sharing options...
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