KincaidFrankMF Posted March 2 Share Posted March 2 On 2/28/2025 at 8:43 PM, munix said: We will definitely try to tweak some things here and there and do some QoL improvements, but large-scale reworks of the UI are not currently planned, it would be a massive undertaking, since modifying existing UI is already quite difficult, and completely rewriting it from scratch would put us back months, if not years Redux sounds awesome, thanks for stepping up this way - I'm sure it means a lot to the whole community, jaded as we are. You mention that modifying the UI would be difficult, does this include the science UI? The new science reports are actually deeply cool, but hidden behind such a nauseatingly awful interface that new players often don't even see them. It's off-putting even once you're used to it. Any chance of introducing some simple KSP1-style pop-ups instead? Quote Link to comment Share on other sites More sharing options...
NexusHelium Posted March 2 Author Share Posted March 2 6 hours ago, Alpha_star said: This is what interested me the most. https://imgur.com/a/sjLN1nv Does that mean you will fix reentry flame colors? Quote Link to comment Share on other sites More sharing options...
SkyHook Posted March 2 Share Posted March 2 A world where KSP2 is revived is a dream! Obviously, I am skeptical given how KSP2 has ended up. But I support what you all are doing, and I will be watching (and hopefully participating at some point) with GREAT interest! Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted March 2 Share Posted March 2 Best of luck y'all! Quote Link to comment Share on other sites More sharing options...
MrG Posted March 3 Share Posted March 3 First of all, this is amazing. I hope you're able to accomplish what you want! I don't understand one thing. How can you make all these changes without access to the original source? I thought modding was limited to additions/some changes but could not have a giant impact on performance since the core functionality isn't accessible. Quote Link to comment Share on other sites More sharing options...
CKIDOW Posted March 4 Share Posted March 4 Quote A little less conversation. A little more action. Quote Link to comment Share on other sites More sharing options...
SpaceMonkeez Posted Wednesday at 09:20 PM Share Posted Wednesday at 09:20 PM Around how far along will we be able to test using our mods within the redux? I’d hate to dive too deep into something just to have it break. Redux would obviously take priority for most people understandably. I wouldn’t try to change that with a minor addition to the game. Quote Link to comment Share on other sites More sharing options...
SpaceMonkeez Posted Wednesday at 09:22 PM Share Posted Wednesday at 09:22 PM On 3/3/2025 at 11:38 AM, MrG said: First of all, this is amazing. I hope you're able to accomplish what you want! I don't understand one thing. How can you make all these changes without access to the original source? I thought modding was limited to additions/some changes but could not have a giant impact on performance since the core functionality isn't accessible. Anything is possible with a keyboard buddy.. and lots of time and stress lol I know they will get something to us and it will only snowball from there. It’s a good team of people that’s involved from the looks of it. Quote Link to comment Share on other sites More sharing options...
munix Posted Thursday at 12:06 AM Share Posted Thursday at 12:06 AM 2 hours ago, SpaceMonkeez said: Around how far along will we be able to test using our mods within the redux? I’d hate to dive too deep into something just to have it break. Redux would obviously take priority for most people understandably. I wouldn’t try to change that with a minor addition to the game. There are some breaking changes in the modding API between SpaceWarp 1.9 and Redux, but honestly not very many, it mostly has to do with logging and configuration values, but as far as most other APIs go, it's still the same, so you should be safe making your mod, and then just adapting it very quickly for Redux. We'll also try before the release to go back and help modders update their mods so that when it does come out, most will be ready and supported Quote Link to comment Share on other sites More sharing options...
SpaceMonkeez Posted Thursday at 01:58 AM Share Posted Thursday at 01:58 AM 1 hour ago, munix said: There are some breaking changes in the modding API between SpaceWarp 1.9 and Redux, but honestly not very many, it mostly has to do with logging and configuration values, but as far as most other APIs go, it's still the same, so you should be safe making your mod, and then just adapting it very quickly for Redux. We'll also try before the release to go back and help modders update their mods so that when it does come out, most will be ready and supported Wouldn’t have thought otherwise but still happy to hear. I look forward to watching the progress as it releases. Quote Link to comment Share on other sites More sharing options...
ILikeToBlowStuffUp37 Posted Sunday at 08:41 PM Share Posted Sunday at 08:41 PM Have you ever heard of something called DnSpy? It's a combination decompiler and editor that recreates the source from the dll files. This can then be edited and recompiled into a modified version of the dll file. Quote Link to comment Share on other sites More sharing options...
munix Posted yesterday at 07:53 AM Share Posted yesterday at 07:53 AM 11 hours ago, ILikeToBlowStuffUp37 said: Have you ever heard of something called DnSpy? It's a combination decompiler and editor that recreates the source from the dll files. This can then be edited and recompiled into a modified version of the dll file. Yup, in fact I'd say that most if not all KSP2 modders have some experience with similar tools Quote Link to comment Share on other sites More sharing options...
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