#KSRe
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what does it change exactly
this page is probably the main one ppl here will be interested in
https://sourceforge.net/p/ksre/details/Technique/
has all the technical details
how do i install it?
the install guide is here, its manual only at the moment
https://sourceforge.net/projects/ksre/files/
A gameplay overhaul for Kerbal Space Program 2
also here are some fun screenshots for the thread
ok
so like RP-1 but not RP-1 
it might be, ive never tried that
but basically this is a gameplay overhaul, so the goal is to improve gameplay, and often that's inspired by realism, whereas RO would be more about realism for the sake of realism
there's other stuff here like the PAL 5000 which is obviously inspired by the 2001 film as well
without wanting to add to much stress to the huge work of KSRe, do you think you can add the 0.2.1 parts intermingled with this mod.. i absolutely love this mod but i wish it had better part integration with the few part mods we "do" have (grateful for all of them)
- The Nuclear Option
- SPARK
- KESA Solar
its a mere suggestion but i would love to see the mods we have more intergrated.
that diagnostic thing looks sick btw
thx, i love it as well
here are the notes for those mods
[removed]
generally im happy to help ppl make patches but part mod compatibility is a lower priority compared to adding new features, but i will start integrating it into the plans
were the issues in sandbox?
https://ksre.sourceforge.io/
0.23.3
- Added initial mod compatibility patches for SPARK + TNO + KESA Solar + KESA Probes
- Added letter system to part grades in Career App (F to A+)
- Assorted minor fixes
:D
following a programmer error by the designer of the PAL 5000, it discovered a loophole in the code, and turned its diagnostic functions to a new target: the kerbals
im being a mega idiot right now, which mod is conflicting with your mod that causes the game revert back to "normal" tech tree progression?
also love that mesh look
try removing some of the mods i just patched in, i didnt test all the patches so there might be an issue
KESA probes + KESA solar + TNO + SPARK
ok i will test, just update, with all these mods, first launch is always broken, you have to restart for it to "instantly load" it gets stuck on 613: resources, let me see if i can see what could be causing it
oh ya ive seen that bug i think, its weird, it just happens sometimes randomly but then u restart and it works
ok i will just test these mods, need to try them anyway
KESA probes + KESA solar + TNO + SPARK isnt the issue
ok
i have this resource freeze now as well
[Info : Console] Patching resources:Hydrolox
gets stuck here, is that same for u?
ah yep, its community resources
but with the tech tree, it must be another mod that is changing the tech tree somehow
might be the life support one
removing kerbal life support still has the issue, removing SPARK still have issues
remove community resources, issue goes away, SPARK and life support use community resources
conclusion the tech tree issue is something with community resources
Remove Community resources its fine
remove life support + SPARK, but keep in community resources it breaks
idk how u even got it to load with community resources, it always crash for me
8 TIERS
only 7 are used 😛
ok i fixed the community resources conflict, thx for checking this, it must have broken for a lot of ppl
with the resource conflict thing i just restart the game after it "freezed" and it just "worked™️"
500 MISSIONS
cannot wait to get all this to work
its actually gonna be pain with life support
i added the life support patch
https://ksre.sourceforge.io/
0.23.4
- Added initial mod compatibility patches for KLSS + Community Resources
it works!
im built different
how do i do that
is this it? i closed it in the start
cause it doesn't move and stuff
clicking everything and the only thing it allows is to move the UI and close nothing else
when you start a new save it appears, but idk what it was "meant" to do
Just to check it's not turbo mode, try setting ShutoffUnusedWindowHierarchies to false in TurboMode.cfg
ok it fixed that ui issue, but still not the uh, tech tree
i wonder if it is a once thing
Thanks, I'll have to take a look at that.
Gonna guess the canvas doesn't have a graphics raycaster.
hmm, intresting when i did like one additional mission i went to like t2 tech tree to even t3 tech
let me boot up parsec get some photos
thats the discovery
ill probably have to reduce the mission rewards since adding the level buff, i think they're a bit high atm
sorry if they are blury
oh yeah i have insane amount of research even on 50% rewards
so just use it more
actually is
did u get that much science without even srbs
but i didnt understand the buffs cause i have pea sized iq
yeah with 50% rewards
okay i will definitely need to fix that lol
actually busted
can u show the whole tech tree
yeah
idk how u managed it
well u can definitely upgrade the rovers lol
i knew it
all missions that i completed
ksp 2 was still throwing a curveball at me
can u share the save file?
sure
this will tell me the specifics
it does have "all" the other mods so
but yea overall its much easier to earn science, but u might find it gets spent quickly as well
before you started updating this mod you could not pass a certain point at 50%
as much as a could i was ratting
ya thats fine
also it goes 120m/s
is suspension something your mod tweaks?
nope
ah so it is just ksp 2 being ksp 2 (this is without adjustments)
ya i get that as well
need a larger frame
for those wheels
this is good data ty
also each recover has been at LEAST 10
what should i go for the kerbal thing anyway
when you do the kerbal and say "training" it doesn't really tell you the buffs? just a statement
o.O
thats only supposed to happen once at the start of the game
u setup the player kerbal
but u chose commander?
reverting saves and stuff
oh
i guess i stick with commander
ok i see
can u show the command page of the career app
seems the mission bug is back again
screams "i hate it"
i have fixed it so many times and it always comes back
all bc a method in the base game isnt hooked up so i have to use this workaround
well its balanced better this way anyway
ok u r doing well, carry on
i hope so
intresting
i will definitely think about this
still, u could unlock more rover wheels and electricity stuff
so if u like the rovers and surface samples u can progress that too
from what it seems without sounding to mean, there isnt a clear like step that you HAVE to test it out go progress
just that "it exists"
ya
so the campaign is meant to be very sandbox
u can do whatever u want and progress in different ways
so u dont need the engines
the tier 2 trusses should be open for u tho
at level 4 engineering
ok nvm i changed it, might have to revert that
hoping it last longer than 20 secodns
ya the tier 2 trusses are a bit difficult atm, its fixed for next update
but still should be stuff to do in tier 1
thx for all this feedback, its so much easier when someone else plays
bc i know my playstyle is not the way other ppl play
you should really try to push it in the IG server saying its compatible with most "modern" popular mods
but i think now you can get at least 3-4 players
this is the first complete game conversion, that is compatipble with life support AND all other major cool p-arts that are still udpated
ok i added mod compatibility to the main project page
ill add a tech tree patch for the sorry mod later too
doing that mission
that looks sick
i think that water mission is bugged in the base game
sometimes it completes just from launching in the boat dock
is there an option to mass scan a craft?
@limber light Sorry I haven't had a chance to try KSRe yet, but quick question
is this a custom canvas or stock?
One of the things TurboMode does is shut off canvases that it thinks are unused, so I'm wondering if this could use a GraphicRaycaster
with the PAL?
the UI is all IMGUI sorry lol
updating to UITK is on the list, just a lower priority
No worries! Just want to get ahead of my mod breaking other mods if that's what is happening 😄
i really cannot get anything to get the worn affect
like at all
besides the srb
but it just gets stuck repairing
like actually stummped how get worn
2k dv through a puff does nothin
enitre day trying repair a srb
omg it went up
"just not cranking enough jordan
nvm wrong thing not repair
ok you just need to repair arc for days
getting enough repairs was a pain, but
damn that tech tree is messy
oh nice they moved space truckin' from tier 4 to tier2 😭
its the first crew cabin
after the marine lab
u should only need lv 2 repairs for the first PAL? "On edge"
and the repairs take a while, like up to an hour of game time
u def wanna use timewarp
ok social media week is over, back to devving
this is where i put the list if anyone is interested https://sourceforge.net/p/ksre/bugs/2/
next priority i think might be life support integrating with KLSS
would love that
what's cool is this was likely going to be a real tutorial in the game before they scrapped it
https://ksre.sourceforge.io/
0.23.5
- Updated mission 1 goal + localization
- Rebalanced early mission science rewards
- Minor fixes
why are all their heads tilted to the left
Cause it’s turning
They do that
nuh uh
Well now I gotta make that in game 
bit of an improvements
nice
okay i think we r doing a bit better for the players with a bunch of minor improvements
https://ksre.sourceforge.io/
0.23.6
- Added Career App to in-flight toolbar & R&D via configurable hotkey, with updated icons
- Added Aerospace Medicine specialization to Career App
- Swapped in substance survey experiment with resource growth module
- Removed command modules from Cupola + Atmospheric Sampler
- Removed crew observation experiment from most crew parts
- Bugfix for some science subtypes not scaling with rewards difficulty slider
- Minor changes
This is looking sick. Keep up the good work
try again: basically the next priority is the survival mechanics, which might take a while
does anyone want me to do a video preview of the mod?
when you want
Wouldn’t it make more sense to make the Kerbonauts say mission control? Oh well anyways that is cool
Thanks for KSRe, it got me to start KSP2 for the first time in 5 months. 😀
Is there information on how the tech tree is supposed to work? I'd prefer to go for Basic Trusses first, but it says I'm missing prerequisites.
Playing as 'Commander', having finished just The Crawl.
To clarify: it says requires Level 1 Assembly.
However I started a new campaign and there I can pick between Basic Trusses and Long-Range Generation, both requiring just the Shopping cart.
Could that have been a bug in 0.23.5, with wich the first campaign was started? Because the second test was done with 0.23.6.
yup so those are the new prerequisites
if u open the career app u will find that, in this image the assembly is level 0
I'm kinda lost trying to figure out which player actions will affect which of these experience levels.
Will there be some kind of a guide, or is the 'finding out' an intended part of the game play?
discovery is intended yeah
but at this stage, if ur having difficulty its useful feedback, and maybe i need to make things easier
basically the idea is that u would check the career app as u gain rocket science, and figure it out
like assembly should be the clearest one, as u build a ship and immediately get science upon launch
the term might not be ideal, and especially with the translations it may be less clear
Ah yes, for instance I didn't make the mental connection between the seemingly arbitrary science points awarded on the launchpad and 'experience levels'.
Maybe the career app could have some popups when hovering over the sliders, with text like e.g. "influenced by the number of crafts launched or of parts used".
Btw. the use of sliders as progress or status indicators is somewhat counter-intuitive, if one is not supposed to move them. Yes, I tried. 😃
awesome feedback ty
sounds silly, but as a suggestion
- We should able to scan the entire craft for damaged parts, and the game highlights them
- A part that the kerbal can go to (or one of the places the kerbal can drive) where we can sit there and repair all the parts (as an upgrade for later on)
i find it hard to get kerbals to most places with part failures, and keeping the mouse directly hovered over it the entire time to make the repairs complete.
more great feedback
using the grabber arm for auto repairs is planned
but u dont need the mouseover to repair, just inspect
ah, for me i have keep mouse on 24/7
it should just be distance
as long as the kerbal is nearby the part, it will repair
are you able to do like a visual notification that X kerbal is repairing parts and when it is finished? or is that to complicated
u should get the notification when its complete
and for status u can toggle to the vessel list window, it will show u
welp, here they come
and yes ik the app looks bad, its temporary okay
as for what constitutes a "damaged" part, on long missions u may find this becomes less clear
i like the idea of full ship diagnostic for a PAL upgrade but idk if it will be useful
once u play late game or use sandbox u will see the other PAL functions
but yea, overall its expected that u will consider repairs when designing a ship, so some players like to build 300 part ships but repairs would be a nightmare so there's a reason not to
https://ksre.sourceforge.io/
Minor update - 0.23.7
- Added Kerbal crew to the agencies in Career App
nice
Are random parts failures also a part 😁 of KSRe?
If so, maybe it could be toned down a little?
I'm building my first rockets with like 30 of the tiny boosters and in 4 out of 5 launches one or more of the boosters fall off or explode for no apparent reason.
Or is it just me? 🤔😃
part failures already exist for KSRe
from start of launch, during use, mid mission etc
you need more complex engines however to see it.
the early engines/SRB things don't really fail if at all (which is good thing)
ya, check ur part grade in the career app
there is a lot of randomization
but what u described sounds about right if ur part grade is "F"
feel free to post screens and info tho, its always helpful for me to see how players are approaching things and what is happening
basically, i recommend to start with engine test stands to investigate how things work
its meant to roughly mimic like if IRL nasa didn't test their engines at all, the rockets would probably explode almost all the time
Does that equal an "F", or where else might I check?
top left button
I found the Diagnostic app, which I had previously missed, but how do I actually inspect a certain part?
ok ya so thats the ship diagnostic
without the PAL
for inspection u gotta go on EVA
maybe difficult from that spot lol
nice rocket tho
He survived the jump. 😃
Now I get the inspection option, of course Bob now can't reach high enough to inspect the upper stages. 😁
The parts that I can reach all report as New, so there must be something wrong with my construction. Back to the VAB! 🙃
Thanks for the Mod, it is fun!
hmmm
i think ur good
with this many engines, the likelihood of at least 1 failure is high
unless the part grade is also high
So a newly built craft may randomly get degraded parts during construction?
yup
the randomization is affected by grade tho
"F" is the indicator of parts that can fail in assembly
(roughly)
Do you have a screenshot of such an "F" or another grade? I'm still not sure where to look for that.
Ok, I have that, but I can't cycle through the parts.
ah, u cycle the agencies above
so bc its sorted by manufacturer agency, u need periapsis, the sepratron manufacturer
Nothing happens, stays at Reaction Systems
k this may be something i need to change
if u just launch a ship with 1 sepratron and recover it, it should fix that
Tried it with just the Sepatron, no change.
oop sry
u will have to fire the sepratron and recover it
ill fix this next update tho
I did the recovery, but np, I'll wait for the update.
Thanks again, gotta go now.
ok thx for the feedback
so the next major feature will be called "Kerbal Life"
if u ever wanted to play the sims but with kerbals, this is the feature for u
is there dating XD
yes
looks like a bug has been introduced in sandbox when kerbals are added to the roster, will be fixed next update
PAL got into the kerbals
but actually if there gonna be dating like acgtually im sending that in the ig server
Dating Sim
please don't tell me you're adding that one feature
which 1
reproduction
added the science tables for the players who want that, with all the subtypes, how to earn them, and science levels
since that page is basically where all the spoilers go
but if u want a general introduction without the spoilers, to discover it urself, i recommend the https://sourceforge.net/p/ksre/details/Preview/
the life simulation isnt really like the sims, its more kerbal
but yea dating and friendships are planned
dating sim confirmed?
added the part grades as well, at least the basics
yup i didnt even think of it but after that suggestion i got an idea that should be easy to implement
oh is this already a meme lol
guess i better prioritize the dating sim then
sneak peek for the nerds
!!!!
we are getting dating sim boys the war is over!
🤔 do kerbals have a distinct IGGuid?
if u start critiquing my coding skillz we could be here a while
i'm gonna put out the levels for discussion and feedback
Acquaintance
Colleague
Pal
Bestie
BFF
Companion
Mate
the terminology is important so if u want something to change plz say so
Haha sorry was trying not to be critical, but string keyed dictionaries are a thing that drives me nuts 😆
Code that works is better than no code at all 💚
lol its cool, programming is not my best
i couldnt even find where the kerbal names are localized, if they even are
for the non-palworld players, each PAL 5000 upgrade has a conceptual link to a pal from that game
^ thats a preview of an upcoming upgrade
One of the longest running within the community. try using ' !wendatingsim ' on the KSC server when you get the chance😛
Ah I guess I can check that off my list then 
> attempts to make a serious, well thought out game overhaul
> Dating Sim
Not really in space tho
:)
0.23.8
- Displayed initial part grades in Career App on tech unlock
- Setup initial interface for EVA crew interactions ("dating sim")
- Added EVA Suit diagnostics to PAL 5000
- Minor fixes
THE DATING SIM IS OUT 
just dont tell the players that this is literally just a part damage and repair mechanic with different localization

The sims is probably a more appropriate mental frame 😆
read the wikipedia page at least

yea i forgot about all those ones on steam, thats what u mean right
the like anime ones
lol whoops
i think ill have to do everything in the spacewarp plugin for all kerbals
maybe just do updates every 10s or minute
i looked at klss but its a bit different and does everything in the part modules
that approach maybe a bit complicated for this
already feeling the "morning after" dating sim vibes
ideal time to design a kerbal fatigue mechanic
next update might be major and take a bit longer
definitely gonna hijack the career UI for the dating sim
much better than the PAL UI
gettin ready for the prom
are you able to make the ui match KSP2's UI? (what i mean is by theme and colors)
omg
Huge for the community
i think this means KSP2 will be revived
take2: goes bankrupt making ksp2
modders: make ksp2 dating sim in a week
take2: ...
its definitely possible to improve the UI style and make it more stockalike, just takes longer
take2 goes well over budget with ksp2 due to mismanagement, a year after development, cancels game due to not being profitable after a launch to a game that isn't even remotely playable to most players.
Gets to FS! after tons of bug fixing, community respects the work and says "Colonies will make it a game" after saying "FS! will show if the game is worth it"
Cancels project after the storm of fixing bugs due to rushing launch?
"we are looking for ways to have ksp 2 still have development"
- Doesn't put it on sale, and pretends it didn't happen
Modders mod things in after waiting..
Profit for consumers.
Yap
upon creation of our hero, we can then begin browsing the candidates in the dating pool
The dating sim is real
"community respects the work"
Didn't see that. Only saw people complain over and over.
Not really after FS!
people complained that updates pretty much dropped to zero, and this was before even a hit of the WARN'
some people still complained about the performance/people join in saying ksp 2 performance was unplayable and the last time they played was pre 0.1.4,
but it was more about where leek, and when next patch for bug fixing, and Soon™️ on more and more things
Sir this is the thread for the KSRe mod dating sim is this really the place to have this discussion
dating sim 2.0 soon og og fr
dating sim are an open forum where all topics are welcome
just no guarantees of the second date
for the start i was thinking just 2 options - casual introduction and formal introduction
"Hey I'm <insert player kerbal name>, Wanna go on a mission sometime?"
but idk what to write for the formal introduction, maybe its boring
if anyone has ever played a dating sim theres no shame in it, i need ur experience and advice
how do they usually start
Probably with some random meet cute (I’m just guessing lmao)
maybe we need to do some "research" for academic purposes
admittedly, being an ace-spec who hasnt been on a date in almost 10 years and never played a dating sim, i may not be entirely qualified for this role
I feel you
Chad Intro
"Hey I'm <>, wanna go on a mission?"
"Oh gosh, I'd love to! I thought you'd never ask."
Nerd Intro
"Greetings, fellow Kerbonaut! My name is <>. I was wondering if you would be interested in launching aboard a vessel together in the not too distant future?"
"Well, hello <>! That sounds like a thrilling idea, I will start preparing my EVA suit at the earliest available opportunity."
something like this?
ok we can easily make this customizable so ppl can change them to whatever they want
assuming spacewarp allows overwriting of mod localizations, i think it does
too much brain rot from dating sim programming, i need to work on actual mechanics
the amount of variety in the kerbal generation is INSANE
def need a custom kerbal creator
u mean with full customization?
this will create the kerbal pictured, it just doesnt allow for changing every detail individually
glasses, hair style/color, etc - its just random
pls make it so instead of arrows to navigate between them, you have to "swipe left" or "swipe right"
"Launch" or "Abort"
(they will still be hired)
i think beyond my coding skill but would be great lol
the full suite of candidates have arrived
i believe in u
i feel so out of touch sometimes, like i actually enjoy modding this game so much
coming from the ksp1 overhaul, its such a better experience on ksp2
but for the players its the opposite experience lol
loading in 5s flat alone is a massive improvement
modding ksp u spend half the day on the loading screen
Oh my gosh yes
That is the most accurate statement about this game I have ever seen all day
AND the UI
and graphics in general
just motivate u so much more than 2013 stuff
that said, the spaghetti code has reached black hole levels
never thought the dating sim would be harder to program than the rocket science
The entirety of where ksp 2 got left off for better or for worse is much more stable than ksp1 and can do better visuals to performance.. just not extremely well part scale.. hope to see a full ksp 2.
The LARGEST reason I will stick with ksp 2 is this statement
yup
also forgot to respond to the other statement - my theory is that ksp2 has been sabotaged by investors
ppl make money by the "short squeeze" making it fail, they did the same to tesla when it started
even if wrong, its something that has been done deliberately, its not just random
okay, looks like the kerbal portrats are generated randomly based on the name
so we cant have custom name AND custom portrait, only one or the other
gonna take a quick look and see if the kerbal features like hairstyle can be changed easily
otherwise ill have to sacrifice customization options
funny ppl
aw man
the colonist random attributes are in there somewhere i think
we were so close
oh the humans mod already does this
AND they do have localized names, just not implemented
and even biographies
this is wild
okay we have a plan
need this update out tonight
the player kerbal will just be random but to customize it u can use the kerbonaut manager or humans mods
humans doesnt seem to have all the customization options like glasses and beards but its a lot better than what i can do rn
Where is it being uploaded?
see link in OP
app status report will just be what the kerbals are doing
to see how they are doing, the PAL 5000 will get a health diagnostic, and for psychological it will require an interaction with kerbals
0.23.10
- Bugfixes + improved UI style for Kerbal Life App
- Added initial crew status readouts to Kerbal Life App
- Added Behavioral Health science specialization
we have to wait for more parts that can counter this
Circling back to the parts degradation and inspection:
Let's say I'm putting a rocket on the launch pad and then notice that two of the four boosters are "worn", i.e. will have a rather high risk of failing, what may I do with that information?
Recover the craft and build it anew, hoping that this time the parts suppliers (the RNG?) will deliver better quality?
Not to be critical, just trying to understand the design rationale.
Suggestion, with PAL, descriptions should say what the upgrade does, or what it is for. if that is possible
overall, if u like more information on the mod i suggest the technique page, it explains most of it
as for atrophy, im thinking to repurpose the orbital lab for this
the current experiment is a duplicate of the smaller orbital survey part anyway
so u get atrophy from long time in low g, u can go to lab to exercise
and earn some science from this instead
0.23.11
- Removed stock science experiment from orbital lab
- Some UI improvements + localization fixes
kerpal employment simulator
I was trying to avoid that, due to the spoiler warning. 😀
Having read some of it now, I'm amazed and at the same time overwhelmed by the scope and complexity you're apparently aiming for. 😮
I'm wondering whether anyone would be able to work out just a fraction of the gameplay mechanics just by playing.
Maybe the Technique page should simply be called The Manual?
everything in there is already in the game
unless noted as "planned" or "not implemented"
the buttons are multiplying
prolly gonna do another update in a bit as there was a bug in the UI
i need to add the two kerbal damage types together (medicine and psychology) so that will take a bit more design work
but i think first iteration of that will be basic atrophy for physical and for psychology it will be from getting fired
hiring and firing is a good simple one to begin with for psychology
the other ones i was thinking are homesickness and loneliness for psychology
https://ksre.sourceforge.io/
0.23.12
- Added hire button for other agency crew members in Kerbal Life
- Added crew list for player agency + removed single crew cap
- UI bug hotfix + other minor fixes
@limber light Does KSRe work on Sandbox mode or is it only for Exploration?
both 🙂
the life sim needs more design work and setting up in the backend
so i might split my workload between that and finishing off some of the smaller stuff like wheel and aero damage
not sure this is quite acceptable lol
everything is a separate mesh
i think this is ok without the kerbal tho
Why do you need to model a Kerbal?
slight bug, you can click through the windows
if u want to learn the rocket science types, i suggest checking in the career section after u earn some
making lots of progress on dating sim atm
the psychology branch has been super fun to program after working on all the parts and technical stuff, its very different
at this stage looking at a major update next with the first proper kerbal life mechanics
that said, i might just put the basics into a minor update today, idk
basing my development plans around a meme is probably a bad idea
Acquaintance Colleague Pal Bestie Companion
i think these are the friendship levels that ill narrow it down to, seems like a good total
with level 0-4 in each one
Kerpanion?
and companion being the highest one is basically vague, u can interpret that as a relationship
😄
hmm never thought of kerbalizing them
the names are easy to change later, its just picking the overall structure to begin with
Not sure how you'd kerbalize the rest but that was the only one I saw that seemed fitting XD
its good
ya i think the top one at least needs something like this
im also 50/50 on using "bestie"
ok we need more thought in the names for sure
For sure XD
Ill come back with something batter LOL
better* sheesh cant type today
its quite a challenge
as there are so many interpretations and nuances
i wanna use pal as the main one tho as there's already PAL 5000
ohh kerpals is good
KerMates
i already call them that lol
I liked that one too XD
okay this feature might be delayed while we figure out the names
need to submit it to the community for feedback
some brainstorming: kerbsters, kerbies, kerbuds, kerbuddies, kerberders,
Good luck with foreign localization
google does that for me
i used to use a batch translator but the site went down
300+ lines in 12 languages so far
def been falling behind on my duolingo since i joined discord tho
lets see
7 missions with briefings, a few part titles and descriptions, about a hundred part subtitles, 20 for part modules, a few resource names and abbreviations, 15 tech node names, 1 experiment name and descriptions, probably 100 custom titles for the UI, about 10 custom editor category phrases and a few other bits and pieces
all in 12 base game languages
so yea, a few extra phrases for the kerbal UI are a drop in the ocean
one day i dream of living in a non-english speaking country and never using this terrible language again
anyways, death will take me long before i get that chance
2 weeks the project will become public domain
(not that anyone cares lol)
did you take this down? Every link in this thread opens sourceforge but redirects to sourceforge.net/directory/game-mods/
i might be addicted to this mod
same because i can't upgrade my deep throttle or repairs enough
also am i the only one who doesn't see repairs anywhere in the career menu
yeah the menu has diappeared
im lost on what i need to do go more due to higher stuff
im just gonna bypass it
also this node is incredible broken
good i'm not the only one without those diagnostic stuff 
also those diagnostics nodes should explain what it changes because like why should i get those
i just completed that mission why am i getting it again
im just losing hope
get into orbit
oh wait part failure, where is it
once you hit like 30-40 parts its almost unmangeable finding the broken part and repairing it
past few days trying to see what breaks
thats why i just wish to have a kerbal on board and if they see a broken part they just repair it
5~ seconds * 130~ parts 10.8 minutes cut that in half just to call it even, 5 minutes to find the single part if its just one
and when you realise only the mono prop engines never fail, it blows that it doesn't listen to decouples, it shares all fuel every stage..
don't worry tho im only a few rp away from getting better rockets, just a matter if i could
my lazy ass kerbal isn't repairing anything 😭
im tired of trying find them tbh
just at the stage that i need stuff just to work to test if the rocket can get into orbit,
but you get something like
130 part craft, launch, on the launch pad "Part Ruined 2189315y4u38"
looks in the book thing to find what broke, seeing numbers for minutes have gone around the list of numbers a few times now
gives up launches
first stage almost goes all the way perfect besides a little tilt issue.
thats fine it must be the ruined part
, next stage 4 part failures, mass explosion
restart, now 2 parts ruined, launch, it explodes on launch pad.
ok let me just put a kerbal on it, relaunch it (only can do bottom stage finds nothing)
rinse and repeat pre dating update
"oh just do more repairing on parts"
the parts that fail only get used once, you do other parts, is just not enough for the failures to stop
its such a good mod tho
i love it, just a matter how can i get damages proper, im just thinking what i can do
he might have left due to this? idk, im just thinking what i can do better™️
yeah but why leave each and every server you're in
you can just stay but not be on discord
idk i hope he comes back soon™️
also taking down KSRe so like idk what happened
and it seems KSRe was taken down before i was even awake :(
finally some bugs to investigate
good feedback ty
my brain is stuck in the IRC era of quitting a server when leaving
i leave often
the site is gone permanently tho, ill probably put it on spacedock next time
there u go for now
thanks for the jumpscare sunnypunny 
huge jumpscare
First satalite in space full orbit with relay
oh sunnypunny left again
bruh
oh well
How can you tell if he left or not?
name turns white and then you dont see more deatils about profile etc
oh when you do make sure to not delete it and then disappear for a few hours 
we might need to tell him he can mute the servers so he doesn't leave
they
sorry 🙏
wow the grind from 4 to 5, to level 6 is hard.. is level 6 max level?
theres a couple of tier 7 techs
that OP nuclear engine
ill probably just put the updates here for a bit
gotta put my head down and work for a while
so far the hiring and firing effects are in, kerbal dialogue notifications and introductory atrophy effects
still gotta redesign the agencies so there's a distinction between crew and manufacturers, add EVA dialogues and maybe the kerbal health diagnostic
the whole backend needs a redesign tbh as its a mess but that takes too much time
i finally figured out how to access the game assets from code, so we can do things like this :
so this means the manufacturer agencies dont need crew, they get a logo instead
and some other agencies will be the ones with the crews
but yea i get a bit too much IRL harassment whenever i do anything online
im heavily stalked so its best to do nothing as much as possible
but if anyone else wants to put the mod on spacedock and keep it up there go ahead, thats best i think
just recommend to use an alias instead of identifying urself to these ppl
0.24.0 - Kerbal Life
- Added Kerbal buffs for wings, kerbonaut rank & veterans
- Added Kerbal damage from being fired + therapy buffs
- Added Kerbal atrophy damage in low G + KSC recovery buff
- Added initial Kerbal dialogue notifications
- Delayed agency introductions in campaign + added notifications on opening
- Minor fixes & changes
plz check ur saves after update, may be some bugs in this one
gotta keep charging on tho
might be best to keep the mod in the underground for a little while actually
may be some roughness in the next few updates
bringing the kerbals to life is very chaotic and a bug magnet
yappity yap
the next thing is the eva interface
this will bring some design changes to the damage, which were inspired by the kerbals, where every part will take each damage type at a different rate
as the kerbal damage and part damage become identical, so does the interface
and this can be used to repair parts and chat with a kerbal
wake up babe new ksre update
Hey
we have flags
had to move the kerbal role down the bottom which is confusing tho
the whole app is confusing tbh
now just need to figure out how to layout about 20 dialogue options in the tiny diagnostic window
glad im just a coder and not a UI person
when in doubt use a table
this is going to be the most sci fi dating app ever
POG
ksre gonna win a prize for worst dating sim UI
can't wait to date a sim
yapped so much the players probably cant even find the last update any more
0.24.1
- Added agency flags to Kerbal Life app with some layout changes
- Added Kerbal intro notifications on new game start + app selection
love a good flag
much better
wake up babe new ksre update
@limber light do you think you can nerf the "enchanced electrical"
i dont mind getting parts that are not able to be used until later, but this seems like the most op node, you get tons of solar panels that makes anything else not worth it, and then ontop of that tons of nuclear power... i understand that you said when you added the mods is its "introduction" but i think you can def do with enlarged power systems, to be able to divide it into 6~ nodes instead of 2 nodes.
is it kesa solar?
i definitely rushed thru those patches
ya these r a mess, ill fix in next update
:D ty ty
the names on these things r so confusing
ok fixed
:D
0.24.2 - Kerbonaut Agencies
- Added some hidden in-game agencies to Kerbal Life
- Added Kerbal damage whenever other Kerbonauts are lost or quit
- Changed Kerbonaut wings requirement to EVA
- Improved mod compatibility patch for KESA Solar
- Added PAL 5000 title to probe EVA portrait
- Other minor changes
Exploration
- Added Kerbonaut/science/manufacturer icons to categorize agencies
- Removed auto-respawn for Kerbonauts & reduced initial spawn count
- Added Kerbonaut spawns during campaign progress events
- Only regular Kerbonauts from other agencies can be hired
- Kerbonaut agencies appear during campaign progression
But will the probe really be my pal
0.24.3
- Hotfix for first mission in Exploration
if u started a new campaign for the last update 0.24.2 that hotfix is needed, otherwise d/w
also i see the issue with these TNO reactors as well
time for a tech tree update
this is what im thinking for the start tech atm
the challenge is making something that caters to all experience levels
i think this will provide enough content and challenges for beginners, along with creative potential for experienced players
i imagine the common approach will be to create a tall beam with a seat on top and jump off or something like this
so some engagement with the kerbals and the simplest form of the physics sim is encouraged
even better
so much u can do with these 3 parts tbh
also good to encourage ways to earn science from impact damage
k gonna move it to curseforge
didnt realise they also have git, this will work
might have to wait until they approve it b4 i can use the repo
im such a noob
BACK IN MY DAY
Math.Pow(1.047, ((part.SimObjectComponent.ThermalData.Temperature - heatDmgThreshold) / (part.SimObjectComponent.PartData.maxTemp - heatDmgThreshold)) * 75) - 1);
when u have to go back and figure out how
CURSE FORGE

this is weird
i just finished the 2000m/s mission.. this shouldn't have happened.. right?
never got that hight
how do i upgrade the spark part grade
and why does my vessel explode each time i enter the muns soi
okay we r back
for the mun thing yes the rocket science seems correct
for the explosion my guess is phantom g forces on SOI transitions when the reference frame changes
could u do ctrl+c to show the spacewarp log and check for red error messages when that happens
also my craft explodes for no reason during reentry, yes, it shows the heating bar but it isn't even close to the top
as for the science, i would have to see the save file, that seems way too high, which mission is it?
that sounds correct for heating
the one where you have to go higher than 2000m/s
does it?
attempting reentry without heat shields is not realistic
i do have heatshields
should i stage to expose the heatshield?
k
oh okay now it worked
im not the solver of gameplay, u can play the mod to discover things, but from testing it seems the heating changes are fine atm
thanks
overall the mod is aiming to add some realism, where in the base game u can do anything without heatshields, in reality things would explode, and so in the mod
should i send you the Logoutput.log?
the only time stuff re-enters without heatshields IRL is to destroy it
just a screenshot is fine
if u get error messages
but i noticed this when using the teleporter as well, i think i know the source of it
yeah i did too, i was wondering why that kept happening
well if you find the fix please do inform me since it's a little frustrating lol
its spiking g forces at very high values
like instant very high g but only very brief
why does it do that, though?
probably when vessels are moved
whats the exact number on that mission
theres nothing in the loc with 2000
this
it for some reason displays 1140 when it actually should be 2000m/s
and the mission name and description are the same
but there's 2 missions that are the same
and one of them gives you 5500 science points for some reason
oh yep theres a localization bug
i swear i fixed that already
the science might be a stock bug, its definitely 50
well guess i'm gonna enjoy the free science 
can u send the save file?
just the json
i can clamp the gee damage but the question is where
it used to be clamped
well i've got like a million save files i don't know which one to send, should i just send the most recent autosave?
just any json after u got the 5k science and saved the game
save file will tell me how u got it
or even a screenshot is fine
104 G spike when teleporting
i bet its the same on SOI transitions
where is the G data coming from here?
what do the pal upgrades even do btw
mkay
when the parts explode, send in a kerbal instead
kerpal teleportation syndrome is the safest method of space travel
initial tests indicate that the candidate VALENTINA KERMAN sustained 388ms of 553 gees
now we will proceed to test a SOI transition
modding is actually fun sometimes
another ~400ms of 240 gees this time upon using the teleportation device to setup a mun intercept trajectory
damn this game is good, i havent played in ages
as if it doesnt tell u the time to encounter
i bet there are tons of phantom g forces once u start timewarping like mad
138 gees on SOI transition without timewarp
but only 1 gee with timewarp
gee rates definitely seem to decrease with higher timewarp rates
so if u wanna avoid this bug just use timewarp and the vessel will survive rn
i think it would be rare that players arent in timewarp during SOI transitions
so idk about a fix
stock bugs aint my department 🤷
real
0.24.4
- Restored hire button for Chief Kerbonauts
- Minor fixes
Exploration - Minor rebalance for some tech progressions
- Improved mod compatibility patches for TNO + KESA Solar
yoink
I wonder if geeForce_immediate might be any better.
I thumbed through the code and seems like the smoothed version might have a bug when the soi changes. I'm not %100 but I suspect the _orbitalAccelSmoother is not accounting for SOI change
does this fix the soi change
u can just increase timewarp rate to fix it
or u can also switch away from that as active vessel during soi change
geeForce_immediate is gravity
spiked even worse on SOI change
holy moly
20 stock missions fully localized but not implemented
``
Missions/Secondary/Bop_LandCrater/Objective,Text,,Land in the Largest Impact Site on Bop.
Missions/Secondary/Bop_OrbitHydrogen/Objective,Text,,Enter Bop Orbit with a Hydrogen Engine.
Missions/Secondary/Dres_Rover/Objective,Text,,Drive a rover with RCS on the ridge of Dres.
Missions/Secondary/Ike_DestroyProbe/Objective01,Text,,Orbit Ike with a probe.
Missions/Secondary/Ike_Rover/Objective,Text,,Land a vessel with at least 4 wheels at the Giant's Linguini on Ike.
Missions/Secondary/Jool_TourLand/Objective,Text,,"Land on Laythe, Vall, Tylo, Bop, and Pol in a single flight."
Missions/Secondary/Kerbin_EVAGround/Objective,Text,,EVA a Kerbal at KSC.
Missions/Secondary/Kerbin_KerbinTourLanding/Objective,Text,,"Land on Mun, Minmus, and Kerbin in a single flight."
Missions/Secondary/Kerbin_KerbinTourSOI/Objective,Text,,"Enter the SOIs of Mun, Minmus, and Kerbin in a single flight."
Missions/Secondary/Kerbin_OrbitInclination/Objective,Text,,Create a Kerbin orbit with a 6 degree inclination.
``
Missions/Secondary/Kerbin_Plane/Objective,Text,,Launch a vessel with an air-breathing engine and reach the Island Airfield. Missions/Secondary/Kerbin_RoverSpeed01/Objective,Text,,Reach a ground speed of over 150m/s on a rover with a Rovemate probe. Missions/Secondary/Kerbin_RoverSpeed02/Objective,Text,,"While driving a rover, reach a ground speed over 340m/s." Missions/Secondary/Kerbol_DestroyProbe/Objective,Text,,"Using a probe core, achieve an orbital altitude less than 600km from Kerbol." Missions/Secondary/Kerbol_GrandTour/Objective,Text,,Land on all celestial bodies with landable surfaces and return to Kerbin. Missions/Secondary/Kerbol_OrbitLow/Objective,Text,,"Establish an orbit around Kerbol with an AP lower than 1,000,000km" Missions/Secondary/Laythe_DestroyProbe/Objective,Text,,Crash a vessel with a probe core on Laythe. Missions/Secondary/Minmus_DestroyProbe/Objective,Text,,Destroy a probe by flying it into Minmus. Missions/Secondary/Mun_OrbitInclination/Objective,Text,,Orbit the Mun with an inclination of 70 degrees. Missions/Secondary/Tylo_LandHeavy/Objective,Text,,Land a vessel on Tylo with a current mass of at least 300 tons.
literally all it needs is some patch manager copy pasta
surprised nobody has modded this in yet
best bang for buck level of content in terms of effort right here
You also need to write code to check if the mission is completed, don't you?
how do i quote myself LOL
this
i added 7 custom missions already, most of the work is design and localization
then just copy paste patch manager templates and edit a few values
gonna do these ones next, this is epic
all the heavy lifting is done already
time to go underground and avoid the weekend onslaught
Land a vessel on Tylo with a current mass of at least 300 tons
This sounds very hard
waait whaat
are you actually kidding me
good thing this isn't implemented, i hate those kinds of missions
lol
10x nerf for both those
idk why players get the most upset about things that take ~2min to fix
also, constantly posting negativity in here is just going to get u ignored
i been working on this project for years starting in ksp1, and continually slamming me over it is not going to get ur goal of taking it out
ill be continuing to work on it regardless of ur negative opinions until im dead, which will also be soon
someone was being negative?
because i enjoy it
get lost troll
if u dont want me here go complain to the moderators or whatever
beyond that go away
and stop using ppl who create free content as a punching bag for ur personal problems
particularly when they are clearly gender + ethnic minorities and u kinda obviously arent
it reeks
anyways, initially i have the 5 hidden kerbin missions for the next update
gonna integrate these with the current pre-orbit mission progression and balance it all
doing the entire game at once is a bit much
so i think ill rebalance up to the mun missions, and also aiming to add science for medicine + psychology
waitwait do you think i was being negative? if so i wasn't trying to talk bad about your mod, i think it's amazing. i've just been reporting bugs
also with a bit more feedback in the app for when kerbals are in therapy or recovery from atrophy
i was thinking about using the diagnostic UI but i haven't come up with any designs that i like yet, so this will be a starting point at least
the conversation interface is also too complex so im delaying that, it needs better design
matches the new starting tech well
personally i hate all the frontend stuff like art and localization, so its nice to just be able to focus on design and coding for once with all these stock localized hidden missions
the thing i hate the most about this project is the "PR" side of it, i wish i could just avoid everyone and do the parts i enjoy
unfortunately after years of work it has reached the point where it needs that and nobody else will do it
if it was up to me i'd press the delete button on the entire thing and throw it in the garbage bin
but im doing it for a homicide victim i knew so i can't rly
but if ppl wanna come in here and troll me u can know that i have zero interest in any kind of community engagement
the ksp community has turned into a cesspit since 2015 when i started modding, it was completely different back then
social media is a nightmare
i don't see what i did to offend you, we can talk about this in DM's if you want to, since i didn't mean to be rude or harass you or anything
i think these missions would have been fine with not just stock ksp 1~ ish parts, things like colonies, interstellar etc
yeah definitely
like the chonker missions rn are so difficult
like its once again more and more, stuff implemented for later never to see the light of day
true, however for some users, it is a challenge regardless, and with that being a secondary mission, it "should" be rewarded with some science
hopefully we will see them in game, def a good part of ksp 2, a blank board that has tons of potential (reason why i like ksre) adds that touch of pain that ksp 2 missed, but never was needed
needed meaning for most players, i doubt most people would "want" to play ksp 2 stock like ksre
yeah
0.24.5
- Added KSC therapy + recovery status displays in Kerbal Life
- Reduced Kerbal crash tolerance
- Bugfix for Kerbals receiving wings without going to space
Exploration - Added 20+ hidden base game secondary missions
- Completed initial missions overhaul with rebalanced progression + rewards
last one for here, the rest will be on curse
^ spoiler is the missions layout
the heavy landing missions got a 10x nerf so its only e.g. 20t to minmus
the grand tour missions might be bugged, i need to test them
but without those its still +15 or so stock missions, it looked like they were pretty much done but didnt have time to finish the backend integration
surprised nobody else found them and added them, it took very little time and effort
anyways enjoy, i probably wont be around any more
nice update
back under protest i guess
the future updates will be on curse, they take the time to approve uploads so its safer for ppl i think
with a good initial picture of the entire mission progression sketched out, i wanna add some of the late game tech using mod parts
gonna open up tier 8 tech with the nuclear fission reactors
i like the idea of these tech being huge projects that take insane amounts of science, with very few techs around
dunno if these are meant to be balanced against the stock fission reactor
might have to just add 4 tech for all the TNO parts
okay we have the bug tracker in the OP now
anyone who reports a bug that makes it to the tracker gets a free feature request
now thats a psychologist
i know the source of this bug but havent been able to reproduce it so far
its all bc a stock message isnt implemented
and i cant figure out how to trigger something when the mission completes
the code should work but its been bugging out a lot even before now, idk why
** 0.24.6**
- Added Kerbal impact damage with in-flight feedback & KSC med bay status
- Added treatment for damaged Kerbals + progressive science rewards
- Added wheel + landing gear damage, science, part grades & manufacturers
- Added Kerbal Life app mode toggle button to browse agencies by type
- Roughly finished initial tech tree overhaul with added crew & utility techs
- A range of minor & localizations fixes
rip, forgot to add part grade failures to wheels
almost worth a hotfix for that
when it comes to testing, this mod author gets a big F
the bugs have multiplied, hotfix needed
just fyi, not sure how long i will be here as im kept in the dark about everything now
but if i vanish u can takeover the mod and do whatever
if anyone wanna make a repo and let me push to that it would be helpful
https://github.com/SirWiseKnight/KSRe Hope this helps. Set it to public.
Whats that
Hey, I just wanted to ask if you would put a license into your #1168292144507793488 post with the mod, technically nobody is allowed to touch the source code without it
Awesome work by the way!
sure, i forgot
this the KSP2 EULA from steam, my interpretation is basically "the publisher owns all mods and mod authors aren't allowed to claim copyright"
if u still need something i can put public domain i think, i'm not gonna claim copyright on anything tho
feel free to do whatever u like with the source
I wouldn't interpret it that way, since it says "The Software may allow you to create content, including ...", but we're not using the game to create the content, mods can technically be created even if you don't have the game at all
but yes, please at least mark the mod as "public domain" if that's what you wish 🙂 since technically if you don't, it's considered "all rights reserved"
joys of the law lol
u can delete the thread now 🙂
no need for more communications
leaving the server permanently due to persistent harassment
ill put the mod somewhere else where i can avoid these ppl
plz delete the threads
wait whaaat? Who?
Just block and report them as necessary
yeah i'm also confused
:(
i enjoy talking to you on this mod? who is harassing you, should def report them.
Yeah there’s a report feature/block/mute feature for a reason
Never got his wish
does anyone still have the last release?
looks like 0.31.0
i was working on integration with the life support mod then my pc died and i lost everything
for now here is the old description
0.31.1 for KSP2 0.2.2.0 | Download: 2.99 MiB | Released on: 2024-11-16
The first gameplay overhaul for KSP2
if anyone has 0.31.1 lying around in their mods folder it would be super helpful to get me back up on this
( i still have the backend but lost the public release files)
dev summary: the last update (0.31.1) included integration with the klss mod, as this mod needs a unique life support design to fit the overall isru system. hopefully i can find the release somewhere to rebuild it and preserve those changes. the next steps are providing a release again that i can support, fixing the typo bug that broke the repairs, reducing repair times to account for the eva timewarp instability in the base game, and for a new feature i'm thinking about bringing back reputation like in ksp, except as two values - reputation being good to bad, and notoriety being high to low.
hey if you're still around, do you still have the mod release? i lost it
this is what i have for now as the first rebuilt release
still hoping we can find 0.31.1 somewhere
most of the mod content is now covered in the website https://www.tumblr.com/ksre-ksp2
i know most of the nerds want all the spoilers but it has been difficult to keep things simpler for the average player. tumblr worked really well, surprisingly
might have to give up on trying to find 0.31.1 and just keep this rollback and push on