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The KRASH Project (on hold, don't post here till further notice)


Coga19000

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Just to give an example of what Ippo and lo-fi are talking about:

The first mod that I started was the Skylon, but I was new and inexperienced and in way over my head. It just stagnated and became frustrating and so I put it off and made the station hubs, then the docking ports to gradually get familiar with everything. So take this advice seriously. Start slow. You admitted you get easily discouraged, or something to that effect.

Have a look through General Add-on Afairs, find a simple request, read through the Dev Links Compilation, and do that mod first.

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If you want to success, you need to have at least minimum experiance.

Start with editing .cfg file (I recommend NotePad++, it's free):

- look how .cfg's are made

- try to change mass, cost or name

- Then start with modules:

RESOURCE
{
name = SolidFuel
amount = 250
maxAmount = 250
}

After you're done download blender and Unity (both free)

- watch ANY tutorial about 3d modelling for beginners (don't have to be about KSP, just adding meshes, edit mode and extrude tool)

- watch

tutorial. It says about how to add Your model into game

- create simple texture

Congratulations! You have basic skills!

Remember, big things start small.

I agree with this 100%; Also take note I was only offering to do 3D models and textures :P Universal Storage has a team like this: one guy does configs, the other does 3D modeling and texturing. I think doing that may be the best.

Hi Coga, I think you could use some advice. In all honesty, I think you are starting with the wrong foot here. I understand that you want to work in a team, I really do, but since you are so inexperienced (by your own admission), it's just going to be a waste of energies that will divert time from actual learning / working, and just give you more problems than you need to have while you are still trying to begin.

Modding this game is hard, because you work at a very low level. In fact, it is an absolute necessity that you know your way around C#, or at least any other object-oriented C-derivative language, if you are going to write even the smallest plugin (and judging from your post, you'll need to): long story short, you will have to study and learn to use some tools.

At this stage, managing a team is just going to be a huge PITA: you'll need to define roles, find an agreement on the smallest details of all the work you are doing, and most importantly set up your workflow so that it allows you to work without stepping on each other's toes. This last point is going to be very hard if you are not comfortable with the git workflow on your own. Additionally, working with other beginners is not going to help you: you will both just inconvenience each other's learning.

So yeah, my personal suggestion is to drop the "team" idea: it's just going to be a huge overhead that solves a problem you don't have yet. Take a look at FAR, for example: it's one of the biggest mods here, and it has *one* developer, no team. B9 has just 3. I advice you to work on your own for a while until you are comfortable with the process, before you look into having a team.

Working alone may help as well, but a small team can work if you don't have enough motivation by yourself (I know that a small team helped me with my other project (not KSP related)). Other than that, Ippo is 100% correct.

I agree entirely with Ippo; he's made some excellent points, particularly about how to get started.

By way of a little encouragement though, please let me recount my story in KSP modding so far:

In June this year, I had never used Unity or GitHub, written a single line of C# (or anything other than some school level C), or made parts for a game of any kind. I thought programming was something I would never be able to do, and didn't have a brain wired the right way for it. With a little determination, help from the incredible community here, poking the assembly browser in visual studio, literally stacks of googling my way to Unity and KSP info, and 4 months later I've written an entirely plugin for wheels, tracks, landing gear, landing legs and host of other things, as well as produced a load of new parts that it drives. You know what? Along the way, people have collected into a sort of team that each contribute with testing, texturing, model making; just about everything. It's really, really cool working with them, but would never have worked if I'd gone straight out asking for that. I just didn't know enough to be able to do anything effectively, let alone steer a bunch of people.

My advice (if I may be so bold) would be to pick up the tools, get some learning done and start creating. If people like your approach and what you're doing, they will jump on board :)

Plenty of help here (I've never known anything like it), Unity docs are excellent, and it's not all as impossible as you might think. Difficult, frustrating and the steepest learning curve ever? Yes. Absolutely. But all the more rewarding for it.

Looking forward to seeing what you come up with :)

You just started in June?! You're doing good!!! *claps*

Anyhow, I will admit, though I have years of experience in 3D modeling and programming, my time with modding KSP is a few days, maybe a few weeks, and thats just playing with config files :P

I can guess what Squad did under the hood, and in turn, guess the best way to do something with a plugin. But the truth is, I don't know. I'm new at C#, and for the month I played around with it a few years ago, I can say I don't like it. If I do start modding on my own, in case this doesn't work out, and I need a plugin, I'm gonna have to get used to C#; thankfully I already know that it's similar to C++, what I use and love.

Long story short:

Small teams (2, 3 MAX) may work well, depending on the scope of the mod, and the skills and time of the people involved.

If you can do it alone, it's probably best. Unless you have motivation problems.

and, despite the fact that I have many years in programming and 3D modeling, I'm a complete newbie with KSP.

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If you want to create team, OK, but invite people from your school, your friends, family people you can rely on, and you can meet in-person.

Motivation is't really a problem, if community motivates you.

Edited by PatPL
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Well, now that the hate had subsided into actual advice, I'll actually start taking your replies into consideration.

And well, it does look that you're right. I don't have enough time to answer properly to each reply, for all of you have given some undeniable advice. And therefore, I will put the project on hold for now. I did get the motivation I needed, so thanks to everyone giving me a thumbs up on Go Flight ;)

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Well, now that the hate had subsided into actual advice, I'll actually start taking your replies into consideration.

And well, it does look that you're right. I don't have enough time to answer properly to each reply, for all of you have given some undeniable advice. And therefore, I will put the project on hold for now. I did get the motivation I needed, so thanks to everyone giving me a thumbs up on Go Flight ;)

as already said, good luck! And if you do need modeling/texturing, just tell me and I'll see what I can whip up!

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