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Safarte

7 posts by Safarte

Redux Is Looking for Volunteer Translators

Redux is looking for volunteer translators!

Section titled “Redux is looking for volunteer translators!”

If you are comfortable in English, fluent in one of the languages listed below, and would like to contribute to KSP2 Redux, this is your lucky day! We are looking for translators to contribute to the project by providing translations of various game elements.

Languages: French, German, Italian, Spanish, Japanese, Korean, Polish, Russian, Portuguese (Brazil), Chinese (Simplified), Chinese (Traditional).

If you are interested please contact me on Discord.

Redux Is Looking for Volunteer Developers

Redux is looking for volunteer developers!

Section titled “Redux is looking for volunteer developers!”

In order to achieve the goals previously shown in our roadmap, we are looking for active volunteer developers interested in joining the team! Ideally, we are looking for applicants with experience in one or more of the following:

  • KSP1/KSP2 code mod development
  • Graphics programming: HLSL, Unity Shader Graph, ShaderLab
  • Unity development
  • C# programming

If you’re willing to join the project and would love to contribute to finishing what was promised for KSP2, please send proof of experience in one of the mentioned fields to munix or Safarte by DM. This can be your Github page, a mod’s page, info about a game you worked on or anything similar.

Note: please provide some proof that you own the KSP2 game as well. This is a hard requirement for working on the project as a developer.

Modding SDK: Unity Editor Integration

Redux Update: Modding tools - Unity Editor

Recently efforts have been made in the “modding support” side of Redux, today I want to share with you a breakthrough that will make modding the game a much smoother process.

Using Redux’s modding SDK, which will be partly based on the KSP2 Unity Tools package, in conjunction with PassivePicasso’s ThunderKit you will be able to test your mods by running KSP2 Redux directly in the Unity editor!

This allows you to:

  • Very quickly iterate, with changes being able to be tested in a matter of seconds, not minutes.
  • View what’s happening in-game in real time using the Scene view.
  • Access the full suite of Unity Editor tools, including for example custom inspectors for Unity and KSP2 components.
  • Use built-in Unity C# debugging tools and any other Unity package library.

On a technical note, we are still figuring out stuff like Harmony which does not really work in the editor (but will work fine in the compiled mods), we’ll keep you updated if we make progress on this front. For simplicity, we will also want the modding API to provide as many endpoints as possible that allow you to mod the game without the use of Harmony.

Unity editor integration 1

Unity editor integration 2

Resource Extraction System Preview

Small teaser: preliminary exploration of resource extraction system

Section titled “Small teaser: preliminary exploration of resource extraction system”

Redux developers have been exploring some implementation ideas for the resource extraction system in KSP2. Here are videos of a drill and a resource indicator UI (everything very WIP).

We have been brainstorming ideas on how the resource system should work, where in the complexity - usability scale we should be and other ideas.

We will try to keep you updated as continue fleshing out those ideas.

Resource extraction UI

Community Update: Contributing to Redux

Hi! We are starting to think about how to integrate people who want to contribute to Redux into our processes. Right now we mainly think that external contributions would be best suited for asset development (parts design, model and textures, sound, animations, …) and possibly QA in the future. If you have experience working on this kind of stuff and would like to contribute to Redux, send me a DM or ping me in https://discord.com/channels/1078696971088433153/1340177797196414996. This message also extends to modders who would like to be guided through migrating their mods to Redux when we get closer to release. People familiar with UI design and Unity UITK are welcome too.

Debug Tools Updates

Update: Debug Tools

  • Added new “Vessel Tools” window with various helpful features included (thermal, mass & maneuver node data; flight axes & SAS display; joints manipulation; buoyancy indicators; and others)
  • Added transparency to all existing windows

We will be trying to send similar changelogs as we work on the project to keep you updated.


Update: Debug Tools

  • Added “Vessel Coordinates” window with various info about the current position to the “Vessel Tools” stats windows.
  • Added a “Kerbal Roster Tools” window with ability to edit the roster, add and delete Kerbals.
  • Added an “Experiment Reports” section to the “Vessel Science” window with ability to create and submit reports.
  • Added a “Teleport Bookmarks” window with the ability to create bookmarks in multiple “Bookmarks Lists” from the vessel’s current position. Comes with a built-in list of bookmarks to help debugging.

With this, all the debug windows I wanted to get done before the first release should be complete.

Debug tools window

Expanded debug tools

Dev Blog 0: What's a Redux?

KSP2 Redux Dev Blog 0: “What’s a Redux?”

Section titled “KSP2 Redux Dev Blog 0: “What’s a Redux?””

Hello everyone, let me introduce myself first, my name is Safarte and I am the developer of the Kerbal Life-Support System and Docking Alignment Display KSP2 mods. I joined the KSP2 Redux development team something like a month and a half ago and I’ve mostly been working on debug tools and some bug fixes.

The goal of this first dev blog for Redux is to introduce you to the project in more details and provide you with some information on what we plan to do with it.

  • The next big AAA amazing space exploration game™
  • A quickly put together collection of existing mods
  • A teapot

Now that that’s out of the way, let’s focus on what Redux really is.

We are a team of (mostly) KSP2 modders that really like this game and would like to see it reach its potential. There are currently a bit less than ten people working on Redux to varying levels of involvement.

Our plan for Redux is to try and achieve what we interpret as the core vision of the original developers of KSP2. This means both fixing existing bugs in the game, improving performance and most importantly bring to life promised features like colonies, interstellar travel or multiplayer. We also want to make the game as moddable as possible by providing tools to help the development of mods. Regarding features such as colonies, the current plan is to include all core functionality, with some parts to fill the necessary gameplay roles. Fancier parts will be left to modders to add to the game, for example: Redux might include a simple ISRU for colonies but mods could add many more of varying size, style, etc…

Redux will most likely be distributed as an installer which will apply some patches to the relevant files in an existing KSP2 installation. Redux will not take the form of either a standalone executable or a simple Spacewarp mod, it’s gonna be something in-between.

We hope to be able to integrate Redux’s installer into CKAN to make installation as simple as possible.

What’s gonna be in the first few releases?

Section titled “What’s gonna be in the first few releases?”

The aim of the first releases will be to get KSP2 to a state where we feel we can safely add more features to without it crumbling down to pieces. This mainly includes stuff like performance improvements, bug fixes and enhanced modding support.

We also plan on including some quality of life stuff like some debug tools that can help develop mods or pinpoint issues.

If you’re a player: we are open to suggestions, do not hesitate to drop your ideas in the #🟡redux-suggestions forum. Also, once Redux has released, please report any bug that you can find and think could be caused by our modifications.

If you’re a modder: please get in touch with us so we can accompany you on how to migrate your existing mods to support Redux.

If you’re a Redux developer: chop chop get back to work

Redux is a fan project entirely developed by a team of (passionate) volunteers, we do not have access to the resources of a full game studio so temper your expectations with this in mind. Redux might (and probably will) introduce new bugs to the game, we cannot check every possible scenario otherwise we’d never release anything. We also do not have any affiliation with the former KSP2 developers, please do not interpret this project as an official continuation of KSP2’s development.