#Kapitalism

1 messages · Page 1 of 1 (latest)

outer kettle
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Kapitalist   -   5    -     1    -   1     -   easy
Materialist  -   3    -    1.5   -  0.75   -  medium
Teknokratist -   3    -    0.75  -  1.5    -  medium
Anarkist     -  0.5   -    0.5   -  0.25   -   hard
             - Budget - Material - Science - difficulty

Administration multiplier values.

plain jolt
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Anarkist 😆

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I object to the 3rd mode not being spelled Teknokratist!

outer kettle
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done

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and now in the mod

plain jolt
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a mention, well alright! 🥹

outer kettle
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save state is now done.

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so if you revert you dont magically lose or gain money

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next stop, part cost.

trim zodiac
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This right here, might be one of the most important mods this game gets!

outer kettle
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the icons for the different administration types

halcyon jolt
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where Kommunist tier kekw

outer kettle
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Kommunist is when you play without this mod.

halcyon jolt
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I approve of this munley

outer kettle
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ksp2 kerbals are Kommunist

plain jolt
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Fascist, you get science points by doing missions like Mun Impactor (Crewed).

burnt mortar
outer kettle
halcyon jolt
plain jolt
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This will be great for multiplayer

halcyon jolt
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indeed it will

outer kettle
halcyon jolt
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so, a Flight Director, a ship designer, an R&D specialist and a..... i guess CAPCOM? or would all four in the group do all the tasks equally?

burnt mortar
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that depends on how you agree to play

outer kettle
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ye

burnt mortar
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all 4 can launch rockets at the same time

halcyon jolt
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ye ye

burnt mortar
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@outer kettle it's not anything extra, but I think it looks a bit more consistent, what do you think?

outer kettle
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looks way better.

burnt mortar
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is 512x512 enough?

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I also just edited them to have similar paddings

outer kettle
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yep, considering I was doing 256.

burnt mortar
outer kettle
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Need to add a bit of left margin and probably make the icons bigger.

Would be nice to have a proper background for this. might try a ballot box or something like that.

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also will see how I can modify the flag to have the chosen administration icon added to the flag.

outer kettle
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will center the text tomorrow

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next up. vanilla part costs. and then adding that to the oab and pad launch.

halcyon jolt
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could we make the text bigger, it seems quite hard to read unless you blow it up on a large screen

outer kettle
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yep. I will resize the text. probably 20 for the main title, 15 for all other text.

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currently its at 8

halcyon jolt
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upvote 👍

outer kettle
silk zealot
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For better scaling

outer kettle
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hmmm ok

finite wadi
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@outer kettle in your request for mod art, I thought I'd start with taking a crack at a standardized currency symbol for the Kerbal Universe...
Thoguhts?

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that being said, It would probably be difficult to integrate a custom symbol everywhere you would want it to show up in the UI, So there is already a "K" currency symbol called Kip in Unicode...

We could just hijack that? so it can be used in the text fields?

outer kettle
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yes that could work. just need to find out how to replace a symbol in game

finite wadi
outer kettle
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thanks

finite wadi
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threw some imagery together...

outer kettle
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that would work yes

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rip £

finite wadi
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Replacement Icon for Admin panel:

outer kettle
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thanks @finite wadi. going to add this to the game, and will update the currency symbol.
@silk zealot im going to make the following changes to the administrations multipliers to make it more balanced

Kapitalist   -   2    -     1    -   1     -   easy
Materialist  -   1    -    1.5   -  0.75   -  medium
Teknokratist -   1    -    0.75  -  1.5    -  medium
Anarkist     -  0.5   -    0.5   -  0.5   -   hard
             - Budget - Material - Science - difficulty

the base budget is ₭1000
so Kapitalist would get ₭2000
Materialist & Teknokratist ₭1000
and Anarkist ₭500

is that better or what other change should be made?

outer kettle
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looks like that symbol is not in the game

silk zealot
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Just use a K instead

lament lantern
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So max temp is in K(elvin) and Money is in K also ?

outer kettle
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just going to go back to the £ for now

outer kettle
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ok craft cost is now all implemented.
you technically could play with the mod now, you just have no way to make your budget bigger or earn any funds. so thats the next part to work on.

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Do not share outside of this channel.
This is an indevelopment version of kapitalism. not all features or costs will reflect the future public build.

Part prices are ksp1 prices and wont be in the public version.

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Part modders can use this build (and future builds) to test their parts before the public build.

outer kettle
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going to spend fri sat and sun working on the mission part

finite wadi
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bummer

finite wadi
finite wadi
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too bad we can't inject symbols into that field...

outer kettle
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@silk zealot would disabling the mission load flow action break anything with PM created missions?

silk zealot
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No

outer kettle
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good

teal prawn
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Hey @outer kettle how is the development of the mod going? Any news? Really anxious about this one

outer kettle
outer kettle
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how this mission generator will work

you get rigid missions - built in
and dynamic missions - generated

dynamic missions will be used for the administration contracts after you get through the main rigid missions.
dynamic missions will also be used for the private contractors

dynamic missions will take in the following info:
current tech
current funds and budget
distance traveled
craft in play
stations

that data will be used to generate 3 levels of missions
easy - stuff you can easily do, low reward, you wont progress doing these
medium - made to help you progress in the game.
hard - made to push the player, will greatly progress the game, these are generated with a 5x multiplier on the input info.

teal prawn
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Recovering parts is something that you will also take into consideration? To get money back for example?

outer kettle
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yes you will get a % of money back. this will be based on distance and if in water.

this will be to encourage reuse. refueling planes. cargo transport.

for planes you will have to take them near the vab. you will get the option to select the payload and refuel

for rockets you will have to land them on the landing pads or transport them to the landing pads, the rocket will then be put in "storage". you can add upper stages back on and payloads.

the payload you select will be one of 2 types:
your payload - something you own and pay for
private payload - something you dont own and get paid to transport (from private contract missions)

waxen dune
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sounds like some of the functionality of kerbal construction time, would you maybe consider implementing building time and other mechanics from kct? seems like it would fit in well with the rest of your plans for this mod

outer kettle
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that sounds like a great idea. and would be an easy thing to implement.

silk zealot
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Is it possible to make these separate mods? Like have KCT be separate in case people want to be able to use it outside of Kapitalism?

outer kettle
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yep that can be done.

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I will make it have the construction time based on factors that mods can add.
so the base factors would be
time factor (base set time for each part used)
material factor (time for the amount of materials used) - would replace time factor once the update is added that adds material cost

and for mods: example Kapitalism,
budget factor (based on the cost of the vessel)
VesselStorageFactor (removes time based on how much of the ship is already there from storage)

last lily
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I made a similar mods idea to this one, but it also includes "lowered costs for reuse of subassemblies", so that if you make a rocket, it's "cheaper to produce" when you're making more of them.

halcyon jolt
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that sounds very similar to when you would 'tool' construction parts in a KSP1 mod, forgot the name of it sadly. It would essentially make it far cheaper to expand by lengthening a stage rather that widening it becuase the tools were already set up for that diameter

trim zodiac
teal prawn
outer kettle
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recovering from the flu so to celebrate I have finished off the mission reward side of things.

outer kettle
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did a test of the mission generator. this was to see if I could even create missions through code.
result, after jumping through some hoops. it now works.

tight magnet
outer kettle
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maybe in the future it will be but for now im focusing on 1 mod.

trim zodiac
outer kettle
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The mission generator will work based on mission templates (yes this will create a ksp1 style situation, but with enough mission templates it shouldnt be too much of an issue)
Mission templates will be made up of the following:

  • Conditions: the requirements for the template to be used (current Funds, Current Budget modifier, Current Science, Current difficulty modifier)
  • Effectors: these can be used to change values within the mission (current Funds, Current Budget modifier, Current Science, Current difficulty modifier)
  • Mission template: what the mission will look like
  • reward Scale: the scaler for the rewards, uses the Effectors
outer kettle
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Will Create an online editor for the templates, this will allow you to create, edit and simulate how the mission template will work.

tight magnet
outer kettle
tight magnet
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Sorry, I mean: are you using the same condition checking data structures & algorithm the game is using, or have you reimplemented them?

outer kettle
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the missions that are generated are the same as the normal game missions. if thats what your asking?

tight magnet
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Yes, just curious, thanks!

outer kettle
tight magnet
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Awesome!

outer kettle
# outer kettle

that when done will generate a c# file containing stuff similar to this. (this is just mockup code)

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did discord not upload all of them...

tight magnet
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So a mod will be needed to add contracts, right?

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(For Kapitalism, it's pretty much the same I think)

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there is already the mod, I mean 😄

outer kettle
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kapitalism would load the c# and compile at runtime.

tight magnet
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Gotcha

outer kettle
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the contract is created based on the template and uses the variables you give it. I think thats a better way to explain it.

deep dawn
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the 0.5 to be more specific

outer kettle
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thats the budget modifier.
budget modifier is whats used to calculate the budget you get every year from your chosen administrations base budget.

you can think of the money like this
(AdministrationBaseBudget * budgetModifier ) + funds

deep dawn
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was it in the base game?

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i mean ksp 1

outer kettle
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nope. ksp1 only had funds.

deep dawn
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to be fair and i respect the idea, but why?

outer kettle
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its to give it a more realistic approach
you get the effects of both government ran space program like nasa and private company like spacex
the government ran space program like nasa part is (AdministrationBaseBudget * budgetModifier )
and the private company like spacex part is funds

deep dawn
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OH I GET IT

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it doesnt give you more for no reason alr

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i see

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which mode is closer to the base game normal difficulty career mode

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anarkist

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?

outer kettle
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I guess. anarkist is hard mode basically.

deep dawn
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buddy you doing a multiplication in your formula, sounds like overblown

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like it will go high very fast

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like for a space station that cost 114k in the base game, ya can put it into orbite with around 70k rocket (probably less), the game will usually reward you with like 334k

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and thats not counting the base funds they give you

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the missions werent always the best but i dont think it would be that hard to fix the mission generator

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(i followed coding classes altrough i dont remember much)

candid atlas
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I am terribly disheartened that the primary direction of the games seems to favor the sandbox playerbase over career. I know logically that is because the features needed to make the game function fall under what appeal to sandbox players... and the rest is extra. If there is no re-entry FX and required mechanics to re enter Kerbin, missions to Minmus are kinda moot.

Thank goodness for the modding community for helping to remedy the shortcomings. As are many, I am incredibly excited about this mod. I installed it just to see what it would feel like to see the $ signs and now that there were going to be some kind of imposed constraints on craft design... But beyond that Missions.

OMG i am excited to have the game prompt me for various datuhz acquisition.
If you are looking for any assistance in writing the mission dialogues or coming up with quirky snippets of text.. I would be more than happy to contribute in some way.

When i used this early DL I had to tie all staging functions to action groups as the space bar no longer worked. Once i removed Kapitalism, staging returned to normal function.

Thank you again for taking on this awesome project and bringing a much more career-esque feel to the game.

last lily
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I think that once there's resource gathering there'll be sort of a career mode, just by that. Though, you could still just launch everything from kerbin (do the 0.1fps rocket) and circumvent the whole thing.

burnt mortar
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Still, I definitely wouldn't say that sandbox is the primary direction of the game, considering the latest big update was almost completely focused on the other game mode

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And when we get the colonies and exploration updates, I'm very positive that it will be a much better "career" experience than KSP1

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Instead of funds, you'll just need to gather resources, so it's even more closely tied to gameplay and having to visit different celestial bodies, rather than just spam tourism contracts to get the money to build things you want

candid atlas
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I always got frustrated at the tourism contracts. The (modded tourism was better) space Hotel and Casino were epic but aside from that It wasn't my bag. I did love the Waypoint missions and Bring Tourist over a Specific Spot.

But as far as focus, you are right.
Its a perception. The dialogue on the forums reinforces this perception. I think many of the elements that i desire will likely be very late to the game, not at all, or acheived through mod support.

This is essentialy a result of all the old career players making a comment like "I wish there were more experiments" or "I wish the pacing of the primary missions were slower" and getting a buncha backlash about how that was "stupid", "redundant" or the part of the first game that makes the "least sense."
This is not the stance of the Devs but the .. degree of how vocal a certain group is.

I should have articulated it better
I know the entirety of the game needs to be complete. Essentially they must reach the end before they add all those little features to the various stops along the road, and i just hope they get some of the major mile markers that appealed to my demographic of Agency Management

outer kettle
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After being distracted by Terra tech worlds. im back on this.

The first version of the editor is almost ready.
Main logic done
Stage logic done
Condition logic almost done
Variable editor Not started

teal prawn
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So this part is some kind of separated mod where people can use to add new missions based in some logics?
Or it's only for Kapitalism?

(Not talking about the editor, but the functionality of adding custom missions)

outer kettle
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currently the mission generator is part of kapitalism.

outer kettle
candid atlas
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[deleted a dumb comment]
I wish i were more knowledgable about some of the specifics of coding so i didnt have to ask as many questions that are probable stupid. Where do i insert the mission file, into kapitalism --> assets?

Just took the first steps of starting the wiki and doing an asset dump their other day. I started reading about the various File types and how Dll, loc and Json work together. I am still very inexperienced and this is a bit outside of my depth.

Going to wait to see what Q&A occurs.

outer kettle
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what im looking for is feedback and suggestions on the editor, the layout, how it feels, how easy or hard it is, places to improve on mentioned areas. any bugs or issues.

candid atlas
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i think it will make people incredibly happy to have a way to make contracts geared toward what they want.. high altitute flight.. far biome collection. I think it wil be way cooler that the OG procedural method.
My knowlege is too limited at this point.

I dont understand Test watched value and Int. Google was helpful in explaining difference between value and integers but was unable to help me understand how they would work or be applied in to overall result? I dont artivulate this kinda of stuff well.

Give me prints of a power plants or bridge and i can follow project from start to finish.. even know the Code to use in that situation. lol not here

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once people that know what they are doing use it... people like me will be able to read the various exchanges and have more insight.

super excited to see wher this goes

outer kettle
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the TestWatched(value, int, bool) are used by the ksp2 mission system to match the current game state to say if the stage has been completed or not.

so if you wanted to do an altitude check it would look like this

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that would output a bit of code like this

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that checks to see if the vessel altitude is over 20000m

candid atlas
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That's what I thought but the int. Part through me. Os thay the true false part then?

If there were very basic hover tootsies that could make it more approachable for the uninitiated.

Seeing the all the possible mission directions was exciting.

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Thanks for explaining

outer kettle
candid atlas
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KSP was something special. It kindled excitement never felt in a game before.

Modding the other games I play are all super easy with single file edits.

The difficulty of understanding ksp2 modding way beyond what i anticipated but I hope in a couple months I knownhow to ask better questions and understand more.

I'm not used to not getting things quickly, or the first time around.

I know sometimes you all must feel as if you are speaking to children. Your patience is appreciated.

Have a good day.

teal prawn
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Hey @outer kettle any news on this mod? Sorry being annoying, just super anxious about it 😄

outer kettle
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yep still working on it. just super limited on time due to work.

the editor gui will be done soon and then I can get started on the blazor test environment for it. and after that v 0.1.0 of the kapitalism mod will be out.

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for extra detail. Blazor is c# for the web. I plan to make dummy dll files for the game so you can test your mission templates before adding them to the game.

sly pike
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this is such a W

outer kettle
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has been taking an abnormally long time to get this done. just not had the focus because of stress from work sapping the fun from programming and getting sidetracked by other projects.

I have taken friday off so I plan to get some of this finished off then.

outer kettle
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not making any promises since im bad at sticking to timelines but this weekend might be the first release of kapitalism.

candid atlas
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In the hushed anticipation of the gathered crowd, a solitary clap cut through the silence, sharp and deliberate. "Shadow!" the voice called out, a lone beacon of encouragement in the dimly lit space. It was a spark in dry tinder, and slowly, as if waking from a collective reverie, another joined in—clap, clap—followed by another voice, "Shadow, Shadow!" The rhythm built, a crescendo of palms meeting in solidarity, the chant growing from a whisper to a roar. The room swelled with the sound, a symphony of support that filled the air with palpable energy. One by one, the crowd became a single entity, a force united by the name that echoed off the walls—Shadow, Shadow, Shadow! The encouragement was a tangible thing, a wave of sound and spirit that sought to lift the one they called Shadow to new heights.

outer kettle
candid atlas
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I was working on some kerbal fan fiction earlier this forming.

Going to eventually [one day?] post on the forum.
Trying to offer encouragement in an amusing manner while in the creative spirit.

Quality Products take time.

lament topaz
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what next, Kommuni—boink

flint hound
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where is kintonism

plush gull
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make a communist difficulty where you just get a select amount of money every ingame day and you only earn science from missions

meager quarry
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i got a idea, what about a Autokratist, a authoritarian state funds you, you get more money when your mission was productive, less money when you fail, also maybe make your kerbals "disappear" when your not being productive just to incentive you.

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also the states force you to do some of their missions, if you don't they will make your kerbals "disappear" or fund you less.

meager quarry
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also a administrative building that you can visit, or just a UI where there will be all KSC staff, where you can hire and fire, a KSC staff that work in some area of your space program will boost that specific area.

  • Scientist will give a very little bonus science point everytime you do science.
  • Engineer it will make your rocket parts less expensive by 0.1%
  • Financial Specialist will boost your money income from missions and state funding.
    also they need money to help with their lifes, so give them paycheck within a determined time.

another cool feature to the UI is a section for special kerbals that get a high enough experience.

  • Head Researcher it will significantly boost your research in both mission and do science in space.
  • Administrator (for autokratic, kapitalist and anarkist) will give you bonus in state funding, also another variant of the job Director (for materialist and teknokratist) which will give you bonus in both state funding and missions.
  • Famous Influencer (only available for kapitalist, materialist and anarkist) a influencer that will boost your reputation gain and loss, another variant Loyal Government Agent (for autokratic and teknokratic) which will boost your reputation gain and loss, also might give you little state funding bonus.
  • Head Engineer will lower your parts cost significantly.

with this KSC staff management feature you can also promote kerbalnauts to these positions.

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also special kerbals might appear in your hireable staff menu
for example:

  • Wernher Von Kerman
  • James Webb Kerman
  • Gene Kerman
  • Bob Gilruth Kerman
    etc...
candid atlas
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Lest see how the initial drop is.

I know there is a looot of hard work being placed in this. I am not want to be less than constructive to those offering suggestions.
We are not really sure what the full spirit of this mod entails until we experience it.

What is the UI like? Are there bugs. Is this suggestion already part of it? Would this suggestion truly apply to theme that this mod is attempting Cultivate.
Let us hold off on the detailed content suggestions until we see what we get.

I am not a developer and do not really know if this is the sentiment. Please Feel free to correct me if i am steping on toes, or in the wrong.

meager quarry
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well im just giving some ideas for modder, he's free to deny or modify the ideas.

outer kettle
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I do plan to make everything configurable so adding in your own administration types. initial release wont have that feature tho since im already way behind on the release.

talking about delays, I have been distracted by my new 3d printer for the past few days, and next week im taking the dogs up to the peak district, its a national park in the uk.

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I might end up ripping the mission generator out of this mod and sticking it into its own mod since its added the most amount of delay.

plush gull
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pls tell me the mod is almost done i love kapatalism

meager quarry
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kapatalism

outer kettle
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soooon

outer kettle
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once I get the first version of this out I will move it into the KSP2Community. that will hopefully reduce development time and other stuff.

outer kettle
# outer kettle I might end up ripping the mission generator out of this mod and sticking it int...

right to get the mod out I have decided to move the dynamic mission stuff into its own mod, I have created a mission update system so you can add kapitalism stuff to missions.

With the mission update system im updating the games base missions to have the kapitalism stuff added.

Another thing is part costs, still not got good part costs so I will add a gui for editing the part costs that way I can crowdsource the part prices

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this is what the mission update files will look like

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if anyone wants to have a go at creating some good part costs before release heres the part data file with the current costs.

burnt mortar
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without touching Unity ofc

outer kettle
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im not sure how that would work since Im updating enums at runtime.

burnt mortar
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I don't think that should conflict with it

outer kettle
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I dont think addressables will accept the non game enum

burnt mortar
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I mean you'll just be loading JSON files from addressables

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and doing whatever you want to do with them

outer kettle
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oh ye

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addressables should already work

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Im not stopping the normal load process.

burnt mortar
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I mean specifically for your funds data

outer kettle
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how ever you do that in patches.

burnt mortar
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and load it using AssetManager.LoadByLabel

outer kettle
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its the MissionRewardType in MissionRewardDefinition

burnt mortar
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I think you're misunderstanding

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I'm specifically talking about your "mission update" files

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that are already in JSON

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this

outer kettle
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oh ok

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how would you update a mission normally

burnt mortar
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wdym?

outer kettle
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I assume patch manager had a mission system

burnt mortar
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oh yeah it does

outer kettle
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could that not do it?

burnt mortar
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:missions #KSP2Mission_Secondary_Pol_Flag > missionStages > _0 > ConditionSet > PropertyCondition {
  isInput: false;
  Inputstring: "";
  TestWatchedstring: "Pol";
}
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this is an example patch

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it will just transform the mission's original JSON file, so if you Harmony/Premonition patch the game's mission system to accept different enum values, it should work just fine with PM

outer kettle
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normal

"MissionReward": {
        "MissionRewardDefinitions": [
          {
            "MissionRewardType": "SciencePoints",
            "RewardAmount": 5,
            "RewardKey": null
          }
        ]
      }

with kapitalism

"MissionReward": {
        "MissionRewardDefinitions": [
          {
            "MissionRewardType": "SciencePoints",
            "RewardAmount": 5,
            "RewardKey": null
          },
          {
            "MissionRewardType": "Funds",
            "RewardAmount": 1000,
            "RewardKey": null
          },
          {
            "MissionRewardType": "Budget",
            "RewardAmount": 0.5,
            "RewardKey": null
          }
        ]
      }

so how would I turn that into a patch.

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becuase if that can be turned into a patch thats a majority of the work done and I can remove the update system.

burnt mortar
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:missions #SomeMissionName > missionStages > _0 > MissionReward {
  MissionRewardDefinitions +: [
    {
      MissionRewardType: Funds,
      RewardAmount: 1000,
      RewardKey: null
    },
    {
      MissionRewardType: Budget,
      RewardAmount: 0.5,
      RewardKey": null
    }
  ]
}
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I think something like this should work

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where _0 is the index/ID of the stage you're editing prepended with an underscore

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@silk zealot can correct me if I'm wrong

outer kettle
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:missions #KSP2Mission_Main_Kerbin_01 > missionStages > _15 > MissionReward {
    MissionRewardDefinitions +: [
        {
            MissionRewardType: Funds,
            RewardAmount: 1000,
            RewardKey: null
        },
        {
            MissionRewardType: Budget,
            RewardAmount: 0.5,
            RewardKey: null
        }
    ]
}

I dont see whats wrong. @burnt mortar

burnt mortar
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ah, missing semicolon after the array

silk zealot
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You are missing a ; after the ']'

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Its telling you whats wrong and where, better than most errors ive seen with it

burnt mortar
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MissionRewardDefinitions +: [...];

outer kettle
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might want to add a -1 to that error logger

burnt mortar
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yeah, it found the curly brace and logged its line number

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since it isn't supposed to be there

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that's correct

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you could also have the whole statement on a single line, so -1 wouldn't work

outer kettle
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to me the error was saying that the } was missing the ;. maybe needs better wording.

burnt mortar
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I guess that's fair, usually compilers say something like "found '}', but ';' was expected"

silk zealot
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Blame antlr for that ... itd be a massive undertaking to fix that

silk zealot
outer kettle
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:missions #Main_Kerbin_01 > missionStages > _15 > MissionReward {
    MissionRewardDefinitions +: [
        {
            MissionRewardType: Funds,
            RewardAmount: 1000,
            RewardKey: null
        },
        {
            MissionRewardType: Budget,
            RewardAmount: 0.5,
            RewardKey: null
        }
    ];
}

working patch to add kapitalism stuff to missions.

#
  • would work for any other mod that modifies enums
burnt mortar
#

I can add these two reward types to the mission editor if you want

outer kettle
#

would be good. maybe have them hidden under an advanced menu or something so people dont get confused.

burnt mortar
#

what should I add as a description/label for Budget to make it more clear?

#

is it like budget multiplier?

outer kettle
#

yes

#

it adds to the multiplier

#

so before a mission you have a multiplier of 1.2 and do a mission with a budget reward of 0.5 you would have a budget multiplier of 1.7

burnt mortar
#

gotcha

#

with the option to just type anything in the box

outer kettle
#

that works.

burnt mortar
#

in case some other mods add their own rewards

silk zealot
#

Hmmm
Itd likely be too complex for the editor, but what if you added in the patch a check for the Kapitalism mod when those rewards are selected

outer kettle
#

you can do that?

silk zealot
#

Yes?

burnt mortar
#

No?

silk zealot
#

Its one of the builtin libraries that allows you to query the installed mods

burnt mortar
#

I'm open to it but how should it look?

#

currently the editor just saves the whole mission as JSON

#

and when saving it as a patch, it just drops it into a @set block

silk zealot
#

Ah that might be slightly painful that way, because youd have to use ternaries

#

Its builtin:meta and the function is exists-mod

#
MissionRewardDefinitions: ... @if exists-mod("kapitalism id") @else ...,
#

Or you could just generate 2 different jsons depending on it and doing the ternary at the top level

#
@set-value ... @if exists-mod(...) @else ...```
burnt mortar
#

yeah I'll probably do that

outer kettle
#

does this seem fair.

burnt mortar
#

can't see/download that for some reason

outer kettle
burnt mortar
#

still nothing, says "NaN KB remaining" and clicking download gives 415 Unsupported Media Type

outer kettle
#

huh

silk zealot
#

Its on your end

#

I could download the fiest one just fine

burnt mortar
#

🤷‍♂️

outer kettle
burnt mortar
#

restarting Discord seems to have fixed it, weird

outer kettle
#

cleared cache now it loads correctly.

#

will release the first version tomorrow.

#

🎉

outer kettle
#

public version will be released at 12 (uk time)

outer kettle
#

Kapitalism V0.0.1 has now been released.
https://spacedock.info/mod/3587/Kapitalism

some notes:
Some part costs are missing, if you want to help us fill them in you can update the config in Kerbal Space Program 2\Config\Kapitalism.config (PartCostEditor from false to true) you can then use right mouse button on any part in the OAB to edit the costs

remember to use ckan to install

#

For modders that want part costs on their parts, you have 2 ways to do it.

in unity just set the cost field in the part json
or
using a pm patch to update the cost field

meager quarry
#

kapitalism was released LFG

barren quail
#

congrats on the launch 🙂

outer kettle
#

Thanks, It took longer than I expected it to. 🥳

barren quail
#

one of our engineers requests that this mod is renamed to Kapytalism or Munny

outer kettle
#

I like Munny, could do some cool logos with that.

#

hmmm

outer kettle
#

coin reference

finite wadi
#

Did someone ask for mod art?

outer kettle
#

idea is to use the £2 coin as a ref. inner part is the mun outer is the rest of the coin. on the outer rim have the mods name.

outer kettle
#

Looking for people to help with creating part costs on kapitalism.

if you wish to help heres the instructions:

  1. Install kapitalism
  2. Run the game
  3. Close the game
  4. Edit this file
    Kerbal Space Program 2\Config\Kapitalism.config
{
  PartCostEditor:true
}

This will enable the part cost editor
5. boot the game back up
6. go to the oab (vab)
7. place a part
8. right click part
9. edit part cost to what you think it should be
10. when you are happy with the part costs upload them here (ping me)

you can find the part cost file here Kerbal Space Program 2\BepInEx\plugins\Kapitalsim\PartData.json

dont edit costs of modded parts, mod developers can set this when creating their parts.

near breach
#

holy shit the mod is finally out

outer kettle
#

@burnt mortar @silk zealot how can I use #1189995324421443624 to add a new building to the ksc?

burnt mortar
#

there's nothing like that in there, it's more like an equivalent of Kopernicus, while you want Kerbal Konstructs

outer kettle
#

I remember having a discussion about it, I thought it could do it.

burnt mortar
#

see I thought I remembered you saying that you would make that mod

#

lol

outer kettle
#

I thought the conclusion to that was it was not needed.

burnt mortar
#

it's possible, tbh I don't really remember it all too well

silk zealot
#

I dont recall either

outer kettle
burnt mortar
#

ah

outer kettle
#

true

outer kettle
#

ok getting somewhere. duplicated the ksc.

outer kettle
#

hopefully past the teething issues and I can now continue with 0.0.2

onyx compass
#

Can you get it to work properly with wmcc

#

Or will that need a separate patch?

outer kettle
#

wmcc? @silk zealot thats one of your mods right?

#

the mod author will need to add a patch to their mod if they want to add money to their missions

#

if its a part mod the mod author adds it to the part json in unity.

outer kettle
#

not sure if this has changed in any updates but the cost field in unity is what mod developers set on parts

outer kettle
worthy geyser
#

Here? It's the only place that can be visible from the ksc menu

outer kettle
#

I did think of there but the landing pads are in the way.

burnt mortar
#

could theoretically also go here

worthy geyser
#

You can still keep the landing pad, it's already a big place (like all the current building could fit here)

burnt mortar
#

to put it closer to the rest of the KSC

worthy geyser
#

yeah, at those 3 places

outer kettle
midnight harness
#

though a would be easier to hit...

outer kettle
#

my current plan for the building

burnt mortar
#

I was curious to see how the real world KSC administrative building/headquarters looks like and damn

#

pretty cool

outer kettle
grizzled sundial
#

Will there be a road for it?

outer kettle
#

like all the other buildings yes.

acoustic quartz
acoustic quartz
outer kettle
#

0.0.2 this weekend.

grizzled sundial
#

yipee

outer kettle
#

depending on how fast I can get the science rewards done it will be tonight or tomorrow.

outer kettle
#

confirmed later today. just doing some bug checks before I do the 0.0.2 release build

outer kettle
#

Mod has been updated

outer kettle
#

Started work on the Administration building UI
(the background is just being used as a template for me)

odd wagon
#

you should get funds back for recovering rocket parts

outer kettle
midnight harness
#

nice

last lily
#

It'd be neat if subassemblies would give a small discount (but I guess hard to prevent duplication of money), or a cheat menu to apply this manually.

onyx compass
outer kettle
obsidian plume
#

How do I install this?

lament lantern
#

Ckan to install ksp2 mods

burnt mortar
#

you can't, since Shadow deleted all his KSP2 mods, from both GitHub and SpaceDock

outer kettle
#

|| not deleted from github, just made private ||

finite wadi
#

@outer kettle why? so do you mind then if I package a copy of kwp with my streamdeck mod?

outer kettle
#

kwp is MIT so yes, just note I may republish at a later date if/when the ksp ip is sold or dead.