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Snapshot Challenge #2: Launch, Land, Repeat!

Hello everyone!

As you have hopefully noticed, last week’s snapshot now features the winning vessels on the main menu screen! Once again, congratulations to Endarkaris, GalaxDragon aka Yuri, and vader!

Now for this week’s challenge: You may have noticed that we’ve added a couple new features in the latest snapshot - Stage Recovery and Waypoints in the flight app bar.

Your challenge for this week is to create an orbital rocket capable of first stage recovery, then, using the waypoint manager, set a waypoint at -0.8, -64, and show off your reusable stage landed on the REDACTED at those coordinates!

Submissions will go in the https://discord.com/channels/1078696971088433153/1536350863281360946 forum channel in the Redux category on our Discord server! They must have an image in the first post to be considered (we want you to show off your craft to us!) and videos of the craft in action are optional. And finally, it needs to include the vessel file (you can select your vessel’s root part in the VAB and press Ctrl+C to copy it, then Ctrl+V to paste it in your post).

Don’t forget to use the “Launch, Land, Repeat” tag on the post to correctly identify your submission.

  1. Only stock and Redux parts, no additional modded ones
  2. An author can only win once per week
  3. The winners will be determined by the number of green heart reactions on their posts before we release the next snapshot

There will be between 1 and 3 winners per week depending on how many submissions we get that week. The winning craft(s) will be shown in the main menu for the week’s snapshot, and then put into the rotation for main menu crafts once we release 0.2.9.

Have fun!

Redux Snapshot 26w33a

Hello, it’s time for the new (quasi-) weekly snapshot version of KSP2 Redux 0.2.9.

This new snapshot version contains: updated textures and scatters for Drast, a new “Stage Recovery” system, personal waypoints, a Kerbal first-person camera, new SM+ parts, a new main menu showcase of challenge winners, and much more!

As always, it also includes fixes for many bugs and also improvements to the Redux modding SDK.

Known issues:

  • The stock vessel in the main menu sometimes doesn’t go away when a new one comes in.
  • The barge part goes crazy whenever you use SAS with it, and engines are not working properly - just teleport it wherever you need it for now.

You can check out the full changelog here: https://github.com/KSP2Redux/Redux/releases/tag/v0.2.9.0.104139

Snapshot Main Menu Vessel Challenge

Hello y’all!

In the upcoming snapshots we are adding the ability to show off crafts in the main menu! This is primarily meant to show off cool community made crafts and challenge winners :3

So what better way to kick this off than a craft popularity context this week.

Submissions will go in the #challenge-submissions forum channel in the Redux category on our discord server! They must have an image in the first post to be considered (we want you to show off your craft to us!) and videos of the craft in action are optional. And finally, it needs to have the OAB Workspace file that the craft was built in.

This week’s theme will be:

I want y’all to make cool landers for the new tiniest moon!

The discord as a reminder is at: https://discord.gg/ksp2redux

  1. No modded parts (obviously)
  2. An author can only win once
  3. The winner is the post in the forum with the most green hearts by Friday before we release the snapshot

There will be between 1 and 3 winners per week depending on how many submissions we get that week. The winning craft(s) will be shown in the main menu for the weeks snapshot, and then put into the rotation for main menu crafts once we release 0.2.9

Have fun!

Mission Editor and Tutorials

Hi everyone! I’m Onoya, one of the new devs for KSP2 Redux, I’m a beginner in development (both C# and Unity), and it’s really a blessing being able to learn while helping Redux!

For now I’m working mostly on making the new tutorials. And I’m here today to speak about how I work with the Mission editor, especially when doing tutorials!

In order to work on missions and tutorials (both modifying existing stock ones and creating new ones), we use the Mission editor, which is a tool made by Infinity (Thanks a lot Infinity for that, it would be a pain to do tutorials without it!).

Basically, the missions and tutorials are just JSON files that the game’s code reads from in order to have those appear and work ingame. But as shown by the image below, those JSON files aren’t that readable, especially for beginners or people not used to using them

Raw Mission JSON, very hard to read/edit

To make working more easily on those, the mission editor are able to convert those JSON files into more readable mission editor files. Here is how one of those mission editor files looks like (that’s the beginning of the 4.1 tutorial)

The beginning of the 4.1 tutorial in the editor, the mission metadata and 2 of its stages are shwon in a much more readable/editable manner

As you see, it’s easier to understand at first glance what is going on, the flow of the tutorials etc…

Using the editor, we can easily add new conditions or property watchers to validate that the player fullfill mission or tutorial’s objective!

Example here, this stage validates when the player’s vessel is above 500 m above sea level, and once that condition is validated, the tutorial goes on next stage

2 stages in sequence with the first one having an Alittude condition of greater than 500 meters before flowing into the next

Another example of the Mission Editor’s possibilities are the ability to add failure tests, which are conditions that if they are met, consider the tutorial as failed and goes to a failure stage where the player is proposed to restart the tutorial.

In this image, the failure test is met if the player removes a part from the vessel or if the player goes into the launch pad from the VAB. Since it’s from the 4.2 tutorial which only takes place in the VAB, it makes sure that the player actually stays in the VAB

An exception branch being shown in the mission editor which allows the mission to be 'failed' if the user launches from the VAB or removes a part from the assembly

There are a lot of others features of the mission Editor that I could speak about, but I’ll speak about them later in another devblog or in tutorials about how to use the Mission Editor

Lately, I’ve been working on new tutorials to cover some stuffs not covered by the stock tutorials, and will work soon on tutorials about Redux’s features (ISRU, and later Colony and Interstellar gameplay when it will be available), and I would like to share with you how I work on them.

For now, I’ve been working an a new group of tutorials named “Rocket tips”, which are like as the title says, some tips. 3 of these tutorials (ISP, Delta-V, and Passive Stability) are already available in the 26w32b Snapshot, and I’m working on the fourth tutorial of “Rocket Tips”

For the “Rocket tips” tutorials, I tried to make those taking inspirations from how the already existing tutorials were done, since Redux’s objective is to stay as close as possible from what we think Intercept Games planned for the game’s future.

Being a beginner, it’s been a learning journey working on these tutorials, and I hope that the community will like them! Of course, do not hesitate to try these tutorials, nor to provide bug reports and opinions on them, so we can fix them if needed, and make the better!

As I said, there will be tutorials about features implemented by Redux (or that will be implemented). But since those are still WIP (like ISRU) or still to be created (Colonies and Interstellar), so I can’t really say now how I’ll do them.

But I can already say that there are new tutorials in the “Rocket tips” category to come, and that new categories of tutorials are coming! (like tutorials on interplanetary travel)

SDK Manager

Hello again! It’s me your local mod tooling gal, a.k.a Infinity, and I’m here to share to y’all something cool that I’ve been working on!

So, I’ve noticed that creating modding projects is a huge hurdle for getting started with modding, and that there is also no way to easily upgrade a project between 0.2.8.5 and 26w32a or any version you’d want - with our current recommendations being to just create a new project and copy the assets. Obviously unsustainable…

That’s why I’ve decided to create something called the Redux SDK Manager

The Redux SDK manager is a GUI/CLI based tool for managing your projects, with the CLI being for those more technically inclined to work with, so this will be a general overview of the GUI.

Starting off when opened, you are greeted with a list of your projects (yours obviously will be empty) and buttons for importing/creating new projects easily.

View on launch

Creating a new project for your mods is quite simple, all you do is press new and select a version (snapshot versions are hidden by default, you can enable them in the settings)

New project menu

Once you have chosen a version, a folder picker will pop up asking you for an empty folder to create the project in

Folder picker

After that, you will be asked to choose a name for your project

Name dialog

And then it may prompt you that it found a KSP2 install, this is for the automated thunderkit importing.

Afterwards, you just have to wait for the setup to complete (it will take like 5-10 minutes) and you should have a usable modding project!

Upgrading a project to a new SDK version is also just as simple, you press the upgrade button and choose the new version you want to target and it will do everything for you.

This program does require you to have git and the unity hub installed, it will detect this on launch and prompt you to install if you don’t have them, but if you want to download them first, here is where you can find them

On first launch you also need to be connected to the internet to fetch the latest SDK versions, subsequent launches and project upgrading does not require a connection however unity will not be able to download the packages without internet connection.

You can download this now at https://github.com/KSP2Redux/Redux-SDK-Manager/releases/latest

Have fun making your mods! :3