#KSRe

1 messages · Page 2 of 1

limber light
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from memory the greenhouse wasn't exactly necessary bc i already repurposed the lab for that, but the "composter" was useful for splitting the chemical reactor conversion recipes load between that and the stock convert-o-tron

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anyways the documentation is mostly done so next step is playtesting and maybe a little rebalancing

limber light
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maybe half way to a 0.2.3 update, then i think the dating sim will take priority

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it was the bare minimum and could use some expanding

limber light
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not fully tested yet but seems to work

limber light
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forgot to fix the engine stats UI in VAB

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there u go nerds

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content warning for professional programmers: im noob, it will hurt to read

limber light
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clean your room ❌ tidy your code ✅

limber light
limber light
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we have successfully managed to confine all of the messy code to the UI class

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thats as good as its gonna get

limber light
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release is on spacedock (not the default download)

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if anyone still has very old save files with older versions of the mod, and wants to update to redux, best to run the save through the base game and version 0.31 of the mod to update the save before trying it on redux

limber light
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next steps are probably some balancing to make more science pathways viable, maybe add some experiments, try to fix the localizations, and bug hunting

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if anyone tries this and finds bugs plz let me know, i don't have a lot of time for testing

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(as much as i want to now that it's playable with redux)

limber light
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the saves were broken so here is a hotfix

limber light
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the first couple of redux updates were a lot more broken than i thought

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but im getting into more playtesting now so hopefully its a better experience for players

limber light
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kerbals swim very fast without space suits

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i tried to fix it

limber light
limber light
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next step: mod the training center

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if there is 1 thing in this game that is overdue for modding, its that flippin building

limber light
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only useful for newbies

limber light
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aiming to get most of the flight-related UI out of the kerbal life app and into other places where it belongs

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so now the tracking station displays kerbal health as a colour

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just need a bit more info probably in the diagnostic app for crew, which i might also use for the cabin pressurization simulation

limber light
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might need to do some design work before the next update

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got some bigger problems to resolve

clear harbor
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👍

limber light
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oh right, just check spacedock

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this is my dev yap zone lol

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if ur not using redux, u can use the older version in the changelog (0.31), im just only updating the mod for redux now

clear harbor
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It is fine. I think i have the lastest version of redux as I like ksp 2 for its story element

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Thx btw

limber light
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im noob at color aesthetics but i think this is about right for a kerby at maximum damage

limber light
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haha she looks devilish

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it has to fade gradually from the #bada55 color to reddish

jovial pulsar
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what type of damage is it supposed to be?

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maybe if it's suffocation you could make it go to purple?

limber light
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all types are combined - fatigue, atrophy, space exposure, psychological, etc

jovial pulsar
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ah

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actually, what about like gray? I feel like that would represent those things pretty well

limber light
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hmm from green to grey, i might try it ye

jovial pulsar
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the red just kinda feels like she's getting boiled alive lmao

limber light
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lol its appropriate for space exposure at least

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but its gotta be visible in the flight cams as well so players can see when the kerbs are in bad health

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red stands out at least

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fade to grey actually might work

limber light
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this also gave me the idea of "kerbal ghosts" who haunt the space program

jovial pulsar
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lmao you could make the kerbals in the VAB transparent

limber light
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oh yes

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the ghost of nate kerman will find u

limber light
jovial pulsar
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lmao didn't expect Kerbal HR violations gameplay

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it's getting a bit too real klueless

limber light
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yeah u can just fire ppl from the start lol

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maybe some of it modelled more on ksp2 development than nasa

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theres also an unused agency called "hyper shovel" which seemed to be a reference to nate

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so i added that one along with nate kerman

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the cool thing is that these names seem to be setup in the variety system, so if u make nate kerman or felipe kerman they look like the devs

jovial pulsar
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oh that's cool 😆

limber light
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it makes modding so fun to draw out all these unfinished easter eggs

limber light
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ok so there are two options for what a heavily damaged kerbal looks like

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red vs grey

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oh nvm it only lasts a day lol

limber light
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ill get a proper repo at some point

jovial pulsar
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at the very least it should be safer from AI bullshit than on GitHub

limber light
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pog ty

limber light
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looks like grey won

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if u try it let me know how it goes in flight, i found it very subtle so not sure if its enough to see when the kerbals are being damaged

limber light
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overall i think the majority of the mod scope has been established with the current version and the list of plans on the site, though often its only the first iteration and more work can be done to improve some areas. i think the last thing i'm looking at is the ksc facilities, with the overall goal of adding upgrades like in ksp, though the implementation may be different due to the new design of ksp2. but that seems like the next step, to get the first iteration of modded facility design added, so thats my current goal.

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the ksp beta version of the mod is the starting point as i already tested a design, its ugly when you start removing buildings tho

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having only 1 or 2 buildings is the best way to start for newer players since most of the buildings arent needed in the early game anyway, but in ksp2 there are a bunch of smaller buildings around the ksc that could maybe be repurposed or something like this, and provide a sense of progression in the ksc being under construction

limber light
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also re the design, since this is new - obviously in ksp the player controls facility upgrades bc the player is the ksc administrator, but a multiplayer design separates the ksc which is already modelled as a separate agency. overall i want to make it something like the towns in patrician if anyone ever played that, where they are autonomous entities that grow on their own, and respond to player input a little.

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but initially it will probably just be cosmetic and respond to tech advancement. its unclear whether the tech tree is shared in multiplayer but i think it would be.

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(there were 2 different models for the tech tree in the ksp multiplayer mods, one shared it and one had individual tech trees)

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but everything in this mod is intended to be multiplayer compatible, whether it is implemented or not doesn't matter, its just a design consideration for now

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(and has been this way since the ksp beta)

limber light
# limber light
poll_question_text

which

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grey

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grey won, its already done

limber light
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wondering if its worth adding save file persistence for ksc camera location so ppl can keep their own

clear harbor
limber light
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wdym

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the stock logic? i'm talking about first time players

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as the mod is also designed for them

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i guess its different with the stock pathway but the modded early game theres no need for tracking station or training center

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basically the mod is creating a sort of tutorial integrated into the gameplay

limber light
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r&d grew

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but level 1 will just be the lowest tank and building

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then +1 tank per tech tier

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maybe tanks should be vab actually

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they just reminded me of that forever alone building in ksp r&d

limber light
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it begins

clear harbor
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If you say so ig. I do like the new layout of the buildings though.

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Btw. Could I get my hands on the source code ?

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I just wanna see how you handle certain aspects of the game.

jovial pulsar
clear harbor
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THX

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guess I'm blind

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🤣

limber light
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the new ksc

limber light
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its hard to create that "unfinished starbase" aesthetic without making it look undeveloped

jovial pulsar
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yeah, it's definitely hard when just working with the existing models, you'd have to go and model your own whole KSC

limber light
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ya

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not much options unfortunately, if u start removing roads its just water underneath lol

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its good enough for first iteration anyway

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looks way better than ksp

clear harbor
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True

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KSP 1 stock doesn't look good. You sort of need the mods nowadays. Atleast I do.

limber light
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ye, its very old now

jovial pulsar
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yeah, damn

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15 years

clear harbor
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Is KSRe supposed to eat 11gb RAM

limber light
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thats redux

clear harbor
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With KSRe

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I think i di something wrong

limber light
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idk, u could compare it without? there might be a memory leak or something

clear harbor
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Yeah gimme a sec

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Might just be my computer tweaking

limber light
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interesting

clear harbor
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Latest windows updates have been rather sketchy

jovial pulsar
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doubt that's related

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are both of those in the same part of the game/in the same save?

clear harbor
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Let me try it again. Just to make sure

clear harbor
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New save ig

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I realised I had some older mods installed

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I think that was the problem

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Sry for the confusion

limber light
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ya this mod has no assets aside from the old spacewarp skin

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make sure to clear out old mods as they dont work on redux

clear harbor
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Yep. Just KSRe in the mods folder now

limber light
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ok

clear harbor
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Does KSP 2 in general eat up 12GB of ram ?

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Cause either way it ends up being around 12GB of ram

limber light
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whats ur total RAM

clear harbor
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32GB why

limber light
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yeah probably

jovial pulsar
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pretty sure Unity optimizes RAM usage around the available amount

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addressables get unloaded when more space is needed

clear harbor
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So that explains it

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Games uses more if it can

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Otherwise it doesn't

limber light
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yup

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the mod is 3mb lol

clear harbor
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You never know

limber light
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if it was that badly coded it would just freeze the game

clear harbor
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I made .bat scripts with kilobytes that eat up gigabytes in seconds

limber light
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the only file operations are reading from the mod directories

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the data texts, images and the asset bundle

clear harbor
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And injecting that data into ksp 2 no ?

limber light
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well the data directory is just configs, u can edit them if u want

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the images are used in the UI app, same for the asset bundle which is from spacewarp

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3mb is very small, its mainly just a code mod

clear harbor
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k

limber light
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like the kerbal portraits are already in game, i didnt add them

clear harbor
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How about the other stuff like buildings

limber light
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there are no 3d models in the mod

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wouldn't be 3mb if there were

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buildings u just show/hide them with code, they're in the game

clear harbor
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Oh. K. Never realised that...

limber light
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could maybe just recolor the roads to green actually

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or sandy color

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probably look better than weird concrete shapes

limber light
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increase the dustbowl levels

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the long runway to nowhere poggers

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u get 1 runway and a boat dock for them to ship in the VAB prefab

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the average player gonna load into ksre and go "nope" and uninstall immediately

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if i could retexture the concrete it would be alright

jovial pulsar
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I mean if it's just a texture of the whole ground, you could just replace it with a generic grass texture

limber light
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yeah it is

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do u know how

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im noob with art

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it has a MeshFilter and MeshRenderer component

jovial pulsar
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just grab a reference to the game object with the mesh, get its Renderer component, and on its material, set the relevant property value to your texture

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you'll just need to figure out the shader property name in Unity Explorer or something

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but usually it's just something like _MainTex

limber light
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i think its MeshRenderer.material

jovial pulsar
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yes

lusty laurel
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Love it

limber light
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the first VAB is the big one at the bottom

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and the fuel tank

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looks like a farm

jovial pulsar
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time to raise some cows to fart and burp you enough methane for the first flight

limber light
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excellent idea

limber light
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i mean the custom facility upgrades mod in ksp was called the barn kit lol

jovial pulsar
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lol true

limber light
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cant be calling that shack the vab

jovial pulsar
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ngl that's barely more than just the tent they made Starhopper in klueless

limber light
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haha yea there are 4 of those things where the vab is supposed to go

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i tried to find out what other buildings the first starbase had but idk yet

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there was definitely a low bay

jovial pulsar
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yep, they got rid of that one in 2023 to make room for Starfactory

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here you can see the low bay (triangular base in the center-bottom-right), mid-bay (center-left) and high bay (center-top), and the 3 tents in the center

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~2022 Starbase

limber light
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literally just construction

jovial pulsar
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then there's Sanchez and Masseys sites

limber light
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ya it needs sand for the texture, not grass

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they all have sand around them

jovial pulsar
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to be fair the KSC is very green

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it's literally in a swamp

limber light
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o wow

limber light
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theres actually a starhopper-style tent on the boat dock

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i think the first ksc should be built around the dock actually

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since there are no roads, its more plausible to ship everything in

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then u expand up to the swamp area

jovial pulsar
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not a bad idea

limber light
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just gotta duplicate the upper dock and plop some buildings on it

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that tent will be the first vab

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then all u need is like a ship prefab that occasionally moves to the dock area, much immersion

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actual moving objects on kerbin

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previously unheard of in a space simulation genre

limber light
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this the first ksc now

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the two garages are the vab and r&d

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reminds me more of patrician 3 as well when u establish a town

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gotta ship in everything by boat

limber light
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just gotta make the left garage a launch site then the dock start is ready

clear harbor
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Looks fire though

limber light
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thx, should give a better sense of progression and add some variety too

limber light
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not exactly the right spot but its on the docks and works lol

limber light
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tried to get this done for the anniversary but it took too long

limber light
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most of the technical problems are solved i think, now its just adding in progression and testing

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i'll probably keep the first iteration simple and based on tech unlocks to add new facilities

clear harbor
limber light
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naw theres no animations in the game world

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id like to add some basic ones but idk how yet, like a ship that sails into the dock regularly to deliver parts

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actually it probably doesnt even need animations, just moving objects around

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i'll look at it later

clear harbor
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Or just the cranes moving

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Would be a nice touch personally

limber light
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ye i got the big crane spinning

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it should be pretty simple to add some basic movement

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moving environment previously unheard of in the highly advanced space simulation genre klueless

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might have to learn the basics of unity at uni first

clear harbor
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I'm currently learning the basics of C#. And I know basically nothing. So if I can do it. You can probably too

limber light
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its fun

clear harbor
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is there a nice interactive tutorial or is it just docs somewhere on forums

limber light
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the tutorial is kinda integrated, u can just start playing

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there's also a doc on the website

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but the doc is mainly for beginners with not much experience in the game

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any current players could just start in exploration mode and figure things out, as the pace is slower

clear harbor
limber light
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the game

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tutorials are there if u need

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but generally i recommend starting in exploration mode as it introduces all the new mechanics gradually, sandbox does it all at once and is only really for very experienced players

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just got a few more things to fix and test and then the facility upgrades feature should be ready

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messing around on the docks gave me some ideas for logistics simulation as well, as all the crane and shipping container models are already there

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i love stuff like this bc all i have to do is add code to create mechanics

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the only thing missing is a boat but i think that could be gotten from the asset store or something

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so basically the boat shows up, unloads the containers and those contain the parts to build rockets

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the ksc could be visually simulated as like a port town in this way, since there are no roads aroudn it

limber light
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anyway basically i've hit the saturation point in adding "science mode" type gameplay

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facility upgrades don't really suit it but with passive upgrades it will be the starting point to adding back in the "career mode" mechanics

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i dont play sandbox games so that is always the goal for this project, to make a better campaign

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of course most of the features in the mod aren't fully complete yet, but the process is to provide initial iterations across the full scope before finishing any one thing in particular

clear harbor
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I don't really do sandboxes games other than Minecraft either but personally I found the entire career mode in ksp very complicated. I do like the exploration mode ksp 2 has so if possible maybe make ksre as a custom gamemode

limber light
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well the ksp version of the mod remodelled some career stuff

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but also redux is planning a new mode so this will adapt to that as well

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its mainly the centrality of the funds currency, but with the ability to produce parts from colonies, this would be less important after a while

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but if u found career complicated, u may prefer the sandbox mode for this mod as that's just the in-flight changes

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there are quite a few different player types and playstyles with this game but i try to cater to everyone

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if u jump into sandbox the tutorial is probably needed

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idk how sandbox players even approach the game, or would initially engage with the mod, so if u have feedback on writing that better lmk

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but basically, bc spaceflight is a lot more challenging, the progression is slower in the campaign, so by the time u get there, u will have encountered most of the mod changes

limber light
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k the redux update snuck up on me, i'll update the mod for the new version soon

limber light
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got everything else in, now i wanna make those cranes move properly lol

limber light
limber light
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alrighty

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will probably just do some smaller updates for a while with bugfixes and balancing

clear harbor
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Nice

limber light
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apparently i just forgot to not show the jetpack in the eva seat

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hmm or there was some bug

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works now 🤷

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need 1 of these

limber light
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freebie

limber light
limber light
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muh boat too pink

limber light
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some materials didnt work properly

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its a start anyway

clear harbor
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Not bad

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makes the cranes look tiny though 🤣

limber light
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ya it makes a kerbal feel small as well

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for a low poly model without textures it doesn't look that bad

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someone with the bare minimum of art skill could probably improve it further

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maybe even replacing the white material with the road texture or something

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and later i will make it sail in and out of port and players can try landing on a moving object for added challenge

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(the end goal would be to simulate part imports in shipping containers, so when u order in parts the containers show up on the boat and are moved in by the cranes, all within my programming ability)

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i think the big crane needs to go down on the docks tho

limber light
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hmm what to work on next

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haven't quite reached the threshold for more playtesting yet

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i was just using sine curve motion for the cranes but maybe just staggered random bursts would be enough

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at least adding something other than the boat might distract from its out-of-place appearance

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of course making them pick up the containers would be better but just random movement will be enough for the first iteration 😛

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actual movement from non-simulated objects

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and some day we might get kerbals walking and driving around the ksc

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hmm for the containers themselves id rather wait and see if i can build a full simulation and do them properly

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where they have stuff inside them

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and bring them to the upper docks, rather than move them back and forth

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but idk how they would get up those ramps yet

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maybe needs the big crane

limber light
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lessons from making an overhaul mod: ppl will engage with the project in unexpected ways

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some like to discuss it, some like to browse the code, many like to trash it without knowing anything about it, and a very small minority will actually play it

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a dumb side project is almost essential to provide balance and maintain a sense of enjoyment in the development process

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something completable

jovial pulsar
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I think that with KSP2, it's even harder because barely anyone plays the game overall

limber light
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yeah

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its difficult getting feedback from players

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i tried at uni but quickly realised that i cant be selling the base game to them

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or promoting piracy lol

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so the end result is basically saying "well, redux is cool for learning development by seeing a full unity game in the editor"

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but its fine, u gotta reach a point where u dont need feedback i think

jovial pulsar
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looking at our stats, the record number of downloads of Redux itself was beta 3 hotfix 1 which was latest version for 2 months, with 905 downloads

limber light
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damn

jovial pulsar
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if you compare it with SpaceWarp, though

lusty laurel
limber light
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spacedock downloads are fake

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those numbers are completely unrealistic

jovial pulsar
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they do seem kinda weird

limber light
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look at the latest two ksp2 mods

lusty laurel
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yeaaah to be honest I have no idea who's downloading Ooh Shiny still klueless

limber light
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yeah

jovial pulsar
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yeah, why would there be 20 people per day downloading stuff still

limber light
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and u can even compare the graphs for similar mods, like the kesa mods

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the patterns are almost exactly the same

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or they were when i did it a year or two ago

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at least with your 900 they are probably real

jovial pulsar
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yeah, I think the GitHub API is more trustworthy

limber light
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ya

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theres just something going on with spacedock specifically i think

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who knows what it is tho

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maybe they count bots or something

jovial pulsar
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yeah, it might just be automated stuff

limber light
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i feel like the sooner u discard player counts as a metric the better dev is

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base game is just too full of shenanigans anyway

jovial pulsar
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absolutely, though in our case, it's at least somewhat important for our pitch to the publisher (if we can show there's enough interest, I'm sure it will help our chances)

limber light
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well i think the real interest would be much higher

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its more demonstrated by like the announce trailer views

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base game just got a bad rep and that affects u

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ppl aren't returning to it

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they want that content but media and reputation have gotten in the way

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a better test would be doing random playtests, idk how u organise that stuff

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but take a bunch of ppl who never played the game and do like a detailed testing and feedback session

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treat it like its a new game

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then u have more reliable data on the viability of the project

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alternatively, have a different reason for doing it. for most of my dev cycle, nobody at all played this

jovial pulsar
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I mean don't me wrong, the main reason for doing this for us is just because this is something we want to be able to play

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but it's sadly true that we can't do as much as we want without some support from the publisher (mainly the source project)

limber light
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yeh

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based on the sheer amount of interest in the base game i would remain hopeful

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u could reach a point where u just go around to a whole bunch of publishers and pitch it like a new game

jovial pulsar
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who knows, maybe at some point 😆

limber light
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there is precedent for this type of thing with mods

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or just get some popular content creator to cover it

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(not the usual ones)

jovial pulsar
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yeah I mean just look at the renaissance of Age of Empires II

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that game came out in 1999, and then fans continued making mods for it and in 2013 Microsoft ended up hiring the team behind Forgotten Empires to make it an official expansion, and it ended up reviving the whole franchise to the point where they released remasters for all 3 of the older games (and Age of Mythology) and even released AoE4

limber light
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o wow i didnt know about that

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aoe was a favourite game on my first pc

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thats a good example

jovial pulsar
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or Black Mesa

limber light
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there are many possibilities

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ya, i think more along the lines of cs, dota and gta rp

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mods which grew into large games

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ppl would enjoy kerbal rp i think

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and theres a huge advantage of hiring ppl who know the entire backend already

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esp in a complex game like this

jovial pulsar
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fun fact

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did you know RPing kerbals on the forums is also against the rules?

limber light
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man

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those forums are just absurd

jovial pulsar
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that rule was always hilarious to me

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I wonder what led to it

lusty laurel
jovial pulsar
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it was either ERP or Nazi kerbals lol

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surely it's one of those two things

limber light
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so much for roleplaying kerbal apollo lol geez

limber light
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ksp forums almost as corrupt as the australian bureaucracy klueless

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reminds me too much of living here, im happy to avoid them completely

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its awkward having everything hidden on discord these days

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it used to be a lot better when i started modding in 2015

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they were more lax and supportive of modders

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now everything is entrenched and stale

limber light
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gravity pong development helped me understand the unity physics system

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may need more work to begin to unpack the angular velocity problem in ksp2

limber light
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normally the boat would be removed until a higher quality model could be used, however studies suggest that some players require something to complain about

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therefore the boat will stay to fill that role

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low poly has arrived

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your zero-graphical-experience modder had to start somewhere

limber light
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wanted to playtest more but im out of time

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cant rly talk about irl stuff but if there aren't any updates for a few months u can adopt the mod

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at least this time i backed everything up online lol

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australia is the worst country in the world

frozen night
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can you not

limber light
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i'm a refugee, my profile says as much, my experience is valid.

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you have no idea what i've been through, and i'm not here to discuss it, or be silenced by people, i said this in relation to mod updates.

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but if u had any opinions on the mod feel free to share them 🙂

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i.e. "the boat sucks"

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u can spam that to your hearts content

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and its the sole reason i put the boat in there tbh 🙂

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(i'm also not here to speak to anyone from this country, for my safety, and will block anyone who identifies themselves as such, so feel free to share that as well if you want)

limber light
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still alive and finished uni assignment, back to modding

#

basically think i figured out how to do a big chunk of the mod for my uni assessment

#

so for now i'll figure out something else to do

limber light
#

so basically the ksp1 version of the mod had a parts inventory for your agency, where parts are bought and used and can then be recovered and refurbished to inventory for reuse

#

(a bit like the scrapyard mod but simpler)

#

for this iteration im planning to model the aquisition process further so that ordered parts arrive by boat

#

this is the mechanic im going to offload and create for my uni assessment, including the necessary funds reimplementation

limber light
#

current plan is to go back to the basics and add in the missing damage types like electrical, drag, generator wear

limber light
#

had some irl stuff recently but should be back to dev soon

#

several smaller updates are planned and the next one is sketched out

limber light
#

forgot to disable the ksc buildings in the escape menu

#

whoops

limber light
#

man i hate frontend stuff

#

just wanna write code but gotta write some trash tutorials

#

describing gameplay in the stupidest way possible in text is i think the worst part of design

crude pilot
#

More art than science, yeah.
And don't get me started on ranting about UI code 😆

jovial pulsar
#

it will obviously be much more work but I think for an overhaul mod like this, it's the perfect medium to teach more complex concepts

limber light
#

yeah id much prefer it

#

it should be easy enough to just replace the localizations in the cadet orientation, i think that will be enough

#

i cant tell if the flag is skewed

jovial pulsar
#

yeah that's definitely supposed to be a circle

limber light
#

the unity update has just wrought havoc on my imgui designs

#

u could not have done better in making me want to switch to uitk

jovial pulsar
#

it's not much better on the UITK side, they made huge changes to the default theme that we have to inherit from, so I had to rewrite like half of our theme sheet to properly work

limber light
#

o darn

#

nvm ignore my complaints

limber light
#

i like milestones

limber light
#

there are so many ways to organise milestone data

#

first launch from a cb, first landing, first SOI encounter, every biome and every discoverable

#

idk if first surface EVA works yet tho

#

like does anyone care the date when they discover each biome? idk

limber light
#

the first iteration of science mode additions are mostly done aside from adding science agencies to the app, which will initially provide something similar to the science arkive mod with tracking of which biomes have experiments done

#

tho not all features are complete, its just the first version of everything

#

from here im aiming to move onto the ksp career features

limber light
#

AI logos are quite impressive

#

(at least for someone without art skill)

limber light
#

in terms of features the mod is approaching the 1.0 version for the current state of the base game

#

may have to spend more time balancing stuff now instead of just focusing purely on adding new stuff

#

a career-mode equivalent is planned but i'm not sure how to handle it yet, whether it should be separated from the exploration-mode-as-science-mode or not

#

but for science and sandbox modes the main things planned are just improvements and iterations on current systems

#

i'd mark the next update with a major version change if possible but not sure how to fit it into the current versioning

limber light
#

currently re-adding the repeatable experiments with diminishing returns like in ksp

#

also gonna add time decay so experiments can be repeated after a while

#

basically the full experiment data will be gone after a year

#

this only really makes sense with part deterioration

limber light
limber light
#

the annoying aspect of using int for science

#

decay rate changes based on timewarp rate

#

at least ksp used float and just displayed it as an int

limber light
#

there are so many weird UI issues with the new unity version

#

like why images with the same dimensions display at different sizes

#

ill figure it out eventually, for now some stuff is just skewed

limber light
#

didnt realise orbital survey had been updated for redux, so i've added support for it

limber light
#

trying to figure out how to integrate playtesting into my workflow has been surprisingly difficult

#

normally u just play a game, but for ur own designs u already know all the mechanics, so im not sure how to adapt my playstyle to this

#

the mod needs balance testing but idk how to approach it, so i just dont do it and continue coding

#

anyway gotta do some uni so will just be small updates for a while

limber light
#

hard to fit all the recipes and sources on there for some of them, but its better than nothing for now

#

absolute simplest resource model i could come up with

limber light
#

so the base game milestones are a good enough starting point even tho more could be added like ksp

#

but i'd like to add the kerbal element as well, im thinking about a "career" page next to the biography which tracks the individual achievements like first kerbal to walk on the mun etc

#

similar to the wayfarer wings mod but much simpler initially, and which forms the basis of the reputation currency

#

funds will be added last as they're the most complex

#

and im not just repeating the ksp design bc i never liked it, and want to adapt to the unique changes of ksp2

#

but at this stage the idea is to divide rep into notoriety, prestige and inter-agency standings

jovial pulsar
limber light
#

thx

#

support will be provided, limited time offer

#

do u mind updating the news post title as well, i cant bc this is a new account

#

to whatever the current standards are

jovial pulsar
#

sure

limber light
#

👍

#

need a tested mod for artemis launch

tulip ruin
#

KSRedux

#

I’ll give it a shot

limber light
#

ksredux, i like it

limber light
#

looking at adding more details to the flight report UI in the next update, so u can see what happened more easily

frozen night
#

i'll give this mod a go

#

loving the boat

#

duplicated fuel tanks it seems

vague mica
#

also how in the world do you set up propellants for the rapier

limber light
#

i used to have these loading screens but couldnt get them into redux update yet

#

the cryo tanks are conveniently 2.5x the volume of certain regular tanks

#

but cryo bipropellant is meant to be the most challenging to design for 🙂

#

also thx for the fuel tank issue, i'll look into it

#

overall tho, i definitely would not recommend jumping straight into sandbox

#

unless you're like a RO veteran or something like this, and already expect certain realistic changes

limber light
#

might have to improve the sandbox tutorial actually, for ppl who dont want to start in exploration mode

limber light
#

yea give me a little bit to fix the sandbox tutorials if u wanna start on this mode

#

i figured out how to do it

#

the exploration mode tutorials will just go beforehand and then the combined sandbox/exploration tutorials can start from like tech tier 2, with initial spaceflight

#

i jumped too far ahead with the first sandbox tute expecting ppl to start with a crew flight to orbit, thx for that feedback

#

( i never play this mode so its the hardest to design for)

limber light
#

thx for all the feedback so far

limber light
#

gonna try to get more science data into the flight report including mid-flight, its a really useful UI

#

and get rid of the notifications

#

not even sure what the notification system is intended for, its kind of awkawrd

limber light
#

bit of a bug in the last update, i'll probably put out a fix tomorrow, had too much irl bs today

hybrid tartan
#

idk if I'm doing something wrong but the mod looks like it bricks stuff for me, after while game will just break in VAB so switching anywhere doesn't work and you can't leave, also, saves seem bricked when trying to load into them they're just forever loading on vessel creating

limber light
#

thx for the feedback, someone else seems to be having the same issue

#

can u give any more detail? is it sandbox mode

hybrid tartan
#

It's in exploration mode, I was using a new save and fresh installation of everything

#

is there a set version of redux I need or is latest fine?

limber light
#

yea latest is good, this is interesting

#

can u share the save file?

#

the extra info helps a lot in figuring this out, ty

hybrid tartan
#

alright, np I appreicate you wanting to help :)

#

just gonna see if new save immediately has same problem when trying to load back into it

limber light
#

ya this is a priority issue, i just didnt have enough detail from the other bug report

#

when it gets stuck on loading, is it also saying that its loading the radiator part?

hybrid tartan
#

I can see if I can find out, but don't remember a specific part mentioned last time unless it appears somewhere I'm not expecting

limber light
#

o ok

#

its on the bottom left, the message in light blue

hybrid tartan
#

oki

limber light
#

or it was for the other report anyway

#

whatever info u can share will help, already this has widened the scope of possibilities

hybrid tartan
#

absolutely, anything I can do

#

btw wasn't sure, does pm_cache gotta be deleted each time or no? at least saw that mentioned for another mod

limber light
#

nah they said thats fixed now

#

i think orbital survey has some other bugs tho

hybrid tartan
#

should I be running without orbital survey then?

limber light
#

u can definitely try, but the other report was without it

hybrid tartan
#

ah okay

limber light
#

i dont think its that mod causing this issue

hybrid tartan
#

rn save loading fine and I think I deleted saves from yesterday so I might just have to play for a while until issues show up

limber light
#

orbital survey does hang on the initial loading screen, thats all

hybrid tartan
#

ah

limber light
#

right yep, this issue is difficult to reproduce

hybrid tartan
#

all I know is once save is effected, it'll be impossible to load no matter how many times I try

limber light
#

yup, same as the other one

hybrid tartan
#

sry for deleting saves tho, I'll let you know as soon as it happens again

limber light
#

its cool yeh

#

will track it down eventually

#

the other one was loading a sandbox vessel in orbit

#

so idk, its almost entirely random

hybrid tartan
#

oh interesting, I've had it with vessel on planet, and also I believe when I never even had vessel in play but it was still getting stuck with the vessel message for some reason?

limber light
#

yep

#

the tech level of this bug is high

hybrid tartan
#

btw I think log was being spammed but unfortunately don't have it

#

something about a part mayb

limber light
#

o right

#

i have the log message from the other one but it didnt rly help

#

something to do with part definitions

hybrid tartan
#

hmm alright

limber light
#

i actually thought it was a redux bug tbh

#

its a proper mystery

hybrid tartan
#

mm I couldn't say tbh

#

I've used redux for a bit but didn't have that happen

limber light
#

ok useful to know, probably not then

hybrid tartan
#

uhhh so for some reason I've got 2 adminstrations appearing when outside KSC, I feel like I would have noticed if that happened before

limber light
#

ah the admin team is replicating

#

thx

hybrid tartan
#

np

#

okay I feel like I'm going crazy

#

things are like appearing/disappearing when loading up save or restarting game

#

so when I was playing yesterday I only had launchpad 1, and boat launch appearing, but now I see way more options that I presume were always supposed to be there

#

also adminstration is now gone from list, also I don't have access to research rover wheels but I swear I had rover wheels for the first mission?

#

wait I have all the buildings.. but I just started

limber light
#

hmm there must be a save issue somewhere

#

yea if u start exploration mode u only get the 2 launch sites initially, and no buildings at ksc

hybrid tartan
#

yee I just remembered that, so yeah something is up there

limber light
#

can u check for log errors on this one?

#

or just paste it

#

as for the rover wheels, they are in the second technology

hybrid tartan
#

is that by doing first mission?

limber light
#

naw u just unlock the tech

#

thanks

hybrid tartan
#

I only have 2 techs showing up in Research and Development

#

that being shopping cart and living in a simulation

#

wonder if it could be same issue that's causing save corruption or whatevs

limber light
#

thats intended 🙂

#

its the tech discovery mechanic

#

as u gain more science, more techs appear

hybrid tartan
#

ohhhh okay

#

ty I couldn't tell if it was linked to missions or what

limber light
#

right

#

its in the tutorial but ur right, probably confusing if u expect techs there

hybrid tartan
#

sry

limber light
#

naw this is great feedback

#

the mod is probably the most challenging for veterans, due to unexpected changes

#

(and actual bugs add to the confusion lol)

hybrid tartan
#

ah

#

it looks like the connections to each tech is broken too? like I got that requirement and other lines aren't connecting

#

oh and research isn't turning green when I research it.. it was working more yesterday for some reason

#

reinstalling the game completely wouldn't fix anything would it

limber light
#

ok can u send the log again lol

hybrid tartan
limber light
#

nah this will just be some code bugs

#

thx

#

feel free to keep posting bugs, this is all very helpful, im gonna start working through the logs

hybrid tartan
#

alrighty np

limber light
#

ok fixed issue with the save file and also the tech tree

#

and admin btn

#

let me just do some tests and ill put an update out shortly

hybrid tartan
#

wow that's great, ty :)

limber light
#

ya i think i got all these issues except the random freeze one

#

just gotta finish off some new features before update

hybrid tartan
#

oki no rush

hybrid tartan
#

I just want to say I really appreciate all your effort honestly, and look forward to trying the mod out fr, a lot of it looks really interesting to me.

For me, my biggest interest in KSP 2 over KSP 1 is the missions you go through, I like feeling like there's goals to go for rather than only having it be goals I set for myself, so looking forward to trying the changes in this :)

limber light
#

ya the mod is mainly for us campaign players since thats me as well lol

hybrid tartan
#

oh that's perfect then

limber light
#

ofc it affects sandbox mode as well but im always designing for exploration mode

hybrid tartan
#

yeye :)

limber light
#

but overall the campaign is more sandbox-style as there are lots of new ways to earn science

#

so u dont have to do the missions and experiments only, u can do milestones or just play it like sandbox and still progress

#

i also want to add some "contracts" similar to ksp1

hybrid tartan
#

mmm yee that would be cool

limber light
#

yeh they wont be the same bc i think most ppl found those too repetitive and grindy

#

at this stage im thinking about just like smaller mission trees for each non-player agency with partial randomization

hybrid tartan
#

mm interesting

#

kinda agree with repetitive, but also that was the only source of goals rlly in first game, so hopefully can be made into something better

limber light
#

ya

#

the ksp2 missions are a lot better

hybrid tartan
#

mhm!

#

maybe it's just me but I find it a lil silly when a very specific orbit is requested in ksp 1, like just tell me to setup three satelites that connect to each other around x planet/moon rather than this specific orbit for some reason

#

I think random missions for recovery work better in terms of still having to reach specific destination, but having to actually rescue someone feels more rewarding I think

limber light
#

yeh the rescue missions should be easiest to add, and they have the added reward of a crew member

hybrid tartan
#

yeye

limber light
#

for the satellite ones idk whether to add them initially, they kinda need some better design

#

to make it more interesting

hybrid tartan
#

I agree

limber light
#

a lot of the ksp contracts just werent designed that well

#

if u have ideas let me know, im still designing that system

#

some stuff is easy to just straight up copy from ksp, other stuff needs more work first

hybrid tartan
#

alright will do

#

I'm pretty excited to see where this goes :)

limber light
#

cool! its been in dev for quite a while

#

the website has more details, future plans are in the overview

hybrid tartan
#

oo thanks

limber light
#

v 0.37: recover all vessels for this update

  • separated bio fuel / liquid fuel propellants
  • aligned propellants with engine archetypes
  • displayed milestone science gains in flight report
  • added settings to disable part + kerbal damage
  • bugfixes
#

munix said methalox is important so i added it back in klueless

vague mica
#

is there hydrolox and kerolox?

vague mica
#

@limber light where are my nodes bro

#

also I might have told you but the spawn height is WAYY TOO HIGH

#

I have to use the cheat menu to not die

hybrid tartan
#

nodes appear as you gain science

vague mica
#

except I'm softlocked now lol

#

no batteries or rover wheels

#

I could use the RCS things to get the 3 m/s contract but that's it

#

also the RCS things are bugging out

#

and appearing 3 times lol

#

additionally, resource selection does not apply across symmetry, so you have to change both sides individually

hybrid tartan
#

I think what I did was kerbal + sample science on surface, and in water from boat dock to get some nodes unlocked

#

but if that isn't enough idk

vague mica
#

yeah surface sample worked

#

I forget you can do that

#

why, yes, I am a member of the Doohickey Corporation, how could you tell?

hybrid tartan
#

lol

vague mica
#

separatrons keep exploding even though their plume isn't hitting anything lol

#

aight jeb what are we doin here

hybrid tartan
#

p neat rocket wheelchair lol

#

thought of suggestion for the mod: If test part contracts come back, have them be less annoying (not need so specific requirements maybe?) and have them be a source of upgrading grades faster maybe

vague mica
#

also maybe a 10% thrust boost after testing them or something

#

something something reliability testing and upgrades

hybrid tartan
#

oo ye

vague mica
#

what am I doin wrong here

#

why no delta-v readout

hybrid tartan
#

okay got the loading issue to happen now

limber light
#

holy widescreen, what resolution is that

#

is there any more info on the loading issue? the log is helpful

#

was it flight scene or vab, and any idea of the vessel parts?

#

also game mode (sandbox or exploration)

hybrid tartan
#

it's just 2560x1440, but I cut that from a screenshot

#

lemme check other stuff

#

I presume the image would show if it's vab or not, but I can't tell

#

can also just send save if that helps

#

also exploration mode

limber light
#

ya if u can share save it helps a lot, thx

hybrid tartan
limber light
#

thx, only need the json

hybrid tartan
#

oh okay

limber light
#

is this with damage disabled?

#

looks like the drogue is about to explode

hybrid tartan
#

damage isn't disabled

limber light
#

gotta do a post-crash investigation :p

#

ok ty

hybrid tartan
#

btw it may or may be unrelated because kerbal doing kerbal things, but game was stuttering before I chose to reload the game n then couldn't load back into save

#

like every 1-2 second stutter nothing related to anything happening in game, could be in vab, map view, no vehicles, etc

limber light
#

ok ya its the drogue

hybrid tartan
#

drogue chute?

limber light
#

yup

hybrid tartan
#

weird

limber light
#

thats the part causing the errors, just gotta figure out why

hybrid tartan
#

oki

limber light
#

it should be destroyed, as somehow it took over 100 damage from a fault

hybrid tartan
#

I've had random things happen where parachute just breaks from nothing

#

if that's related

limber light
#

yes, they can fail now

hybrid tartan
#

o right

#

part grade?

#

unrelated but I may suggest having something that says that a part failed cause I had it with wheels before and I didn't know what was happening for a good while

limber light
#

yeah im thinking about this atm as well

hybrid tartan
#

alrighty

limber light
#

there is the PAL upgrade but ppl wont understand it yet

hybrid tartan
#

oh for the ai?

limber light
#

so how to help the new players realise that parts will fail and explode

#

yeah, once u upgrade it gives notifications

hybrid tartan
#

oh awesome

#

I saw the upgrades in research just couldn't tell what they did

limber light
#

yup, thats the other challenge

#

the whole idea is that we dont really understand what AI does lol

hybrid tartan
#

ah lol

limber light
#

like its fine if parts explode but u need to know that its not a bug

#

idk how to deal with that in game except to just say "expect random failures"

hybrid tartan
#

hmm yeah

#

would there be any way to see part grades in like vab? like right click part, if it showed grade it be easier to understand I think than having to go in the app and go to the company

limber light
#

good idea

hybrid tartan
#

:)

limber light
#

ur drogue grade is good tho

vague mica
#

mr sunny

#

why is my engine not showing any delta-v

vague mica
limber light
#

the redux dev

#

prolly bc u didnt add the right fuels

vague mica
#

also it epxloded when I tried to launch it, did you implement overexpansion damage??

vague mica
limber light
#

yeh and u only got 1 tank

#

u need at least 2 tanks, its only 1 fuel per tank now

vague mica
#

whu

#

that is 2 tanks

limber light
#

radical change to fuels

#

i recommend to just start with monopropellant

#

or srb

#

and yes stuff will just explode now

hybrid tartan
#

optionally part grades could be shown when you select a part to place, like when you hover over something on left side of VAB

limber light
#

yeh i like this idea of showing it in vab

#

didnt realise the game stores the entire flight history in the save file

#

i thought it was clearing it after recovery

limber light
#

oh the parachute is debris

#

i cant figure out why it hasnt exploded, but i can just edit it out of the save file so at least it loads

hybrid tartan
#

so something about debris not destroying when it should preventing it loading?

#

wonder if that was case other times it happened

limber light
#

actually it might not be destroyed yet

#

temp fix until i can figure it out

#

just back up the current one and replace it with that, should load

#

(all i did was find the vessel with the part that was throwing the error in the log and delete it)

#

but yea i definitely recommend at least the PAL 5000.050 "On Edge" tech

#

for both gameplay and debugging lol

#

it will tell u when the part is ruined in both notification and the flight report

#

as long as u have a probe core on the vessel

hybrid tartan
#

ah okay

#

don't think my game's loading still

limber light
#

hmm

#

there was a lot of debris in the save

#

i think all around ksc?

#

it might be debris in general, not the chute

hybrid tartan
#

could be cause I had a couple accidents lol

vague mica
#

mr. sunny

hybrid tartan
#

like my main part of the rover would break, causing all the parts to come loose, but wouldn't let me revert so I just had to accept it and move on

#

though thought it would clear when I send a rover on the same place

vague mica
#

what did your craft look like to complete the 75 m/s car contract (also wasn't it 85 m/s in the last update lol)

#

because mine keeps wobbling out at 60 m/s

limber light
#

yeh its challenging, my designs are in the trailer

#

had to use the fixed wheels only

#

for debris u should be able to go into tracking station and wipe it

#

if u want i can just remove all debris from the save

#

i guess thats another thing that isnt explained, recovering debris is a good source of science now

#

maybe why i havent picked up these bugs, i always recover it for the science

hybrid tartan
vague mica
#

alright I'll try something like yours

#

this is what I was trying

limber light
#

rover wheels will struggle at those speeds lol

vague mica
#

sadness

hybrid tartan
limber light
#

damn u guys are making me want to play now

hybrid tartan
#

lol

limber light
#

i mean try ur own ideas, mine just worked is all

#

better to try something new and see what happens

#

i reckon u could hit 75ms with the rover wheel

hybrid tartan
#

I think it's possible as long it doesn't explode from part grade since I had that before

limber light
#

ya

#

well u can repair it btw

#

the whole point of the early game is actually trying to make u repair stuff

hybrid tartan
#

hard mid 50m/s but yee lol

#

but also presume missing something since it said I needed parts to repair

limber light
#

ya, add those to the crew part in the vab

hybrid tartan
#

ah gotcha

limber light
#

(thats in the tutorial)

hybrid tartan
#

mb

limber light
#

not at all

#

this is all super helpful feedback

#

its super hard for me to imagine how new players experience this

hybrid tartan
#

that's fair

limber light
#

EVA bits

#

the kerbal will automatically grab them when going on eva, then u can repair stuff

#

and after levelling up repairs u can research the PAL tech

#

but i think even a part that fails shouldnt blow up on the runway during the speed test, unless ur very unluck

#

the wheels dont take that much damage that quickly

#

unless they are wobbling out and causing impact damage

hybrid tartan
#

o weird had it a few times with them exploding randomly

limber light
#

ok

#

i just added log messaging to help figure that out

#

oooo ur right

#

okay yea the rover wheel will most likely explode

#

its crash tolerance is too low

hybrid tartan
#

ah

limber light
#

i did feel that the wheel damage was a bit high tho

#

ok, the first rover wheel has much lower impact tolerance

#

20m/s

#

the other wheels are much higher, i remember now

#

this wheel is not designed to go fast lol

#

something like that with boosters should be fine

#

i wont spoil the math but once u go faster than the impact tolerance, the wheels will be getting some proper damage

#

it follows that curve tho

limber light
#

there were like 20 pieces of debris

#

i cleared them all, that save should work for u now

#

also all your kerbals are in therapy :p

#

i definitely recommend recovering all the debris, there was a ton of science in there

hybrid tartan
#

recovering via tracking station then?

#

also yep save is working now, ty :)

limber light
#

i usually chase the parts around if something crashes and recover everything in flight view

#

the science rewards are worth it

hybrid tartan
#

oh okay, ty

#

btw am I supposed to get 10km altitude with only sepatrons or am I missing something?

limber light
#

u mean the contract?

#

or mission rather

hybrid tartan
#

mission ye

#

haven't got anything but seperatrons available rn

limber light
#

hmm, probably tough

hybrid tartan
#

I suppose I should have gotten some of kinda of engine by now?

limber light
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well there are many pathways into this part of the game

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it may be quite daunting at first bc its very sandbox-style

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and there are tons of techs

hybrid tartan
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I guess I'm confused cause it says I require things I don't see on the list

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like basic trussle says I need level 3 engineering but I'm not sure what that is?

limber light
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ok, those are the new prerequisites

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if u go into the agency app and navigate to the science submenu

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for your agency

hybrid tartan
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OH

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I'll be honest I saw that before but didn't understand what that meant

limber light
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yeh, theres a lot of new stuff to figure out

hybrid tartan
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sry but ty for the help

limber light
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its cool i appreciate the input

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u can probably begin to see how difficult to explain all of this stuff lol

hybrid tartan
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yee

limber light
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but at least once u discover it, the ui makes it clear enough i hope

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i need an in-game tutorial sort of thing

hybrid tartan
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I think so

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I guess only issue I have rn is trying work out how exactly get get experience for each thing

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like assembly I presume just making vehicles? Faults I would presume when things break, deterioration tho idk

limber light
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yea so u can just play and keep checking the app to see how it progresses

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thats the general idea

hybrid tartan
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ah okay

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I see there's notifs for rocket science, but maybe for which specific rocket science could help

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but maybe that's already a thing if you upgrade the ai idk

limber light
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i just added more details to the flight report

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so even during flight, and also on recovery, u can expand the rocket science section

hybrid tartan
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o nice

limber light
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yeh so using that and the app should be enough? i didnt want to tell ppl how to play, its about figuring it out

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these mechanics are very simple tho

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assembly is just vessel construction

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deterioration is bc parts take damage over time, like decay

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(those are in the tutorial)

hybrid tartan
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gotcha

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yeah I think overtime it'll be more clear

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maybe tutorial could just a hint of how one of them is leveled up, and be like you should see if you can figure out the others or something

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if it isn't like that already anyways lol

limber light
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yeh it kinda does

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but u pretty much figured it out from the name

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overall tho u always wanna recover everything, as damaged parts provide science on recovery

hybrid tartan
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still confused how to recover it though, sry if it's stupid question

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I thought it be tracking station like I recall ksp1 having it but doesn't seem like I got that rn

limber light
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oh do u have the green button at the top center of screen?

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in flight mode

hybrid tartan
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yee but only sometimes

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like if my whole thing gets rekt I have no options to recover so are those parts just gonna be there?

limber light
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its only if they survive

hybrid tartan
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even if it's just a part? cause I've had parts fly off because base got destroyed but couldn't recover

limber light
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yeh those are the debris parts

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u can just click them

hybrid tartan
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so how do I recover those

limber light
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i cant remember how exactly, i think its double click?

hybrid tartan
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ah okay ty

limber light
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if u can see them on the screen

hybrid tartan
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I presume that's probably what's causing all the problems I have then lol

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both progress wise and the save issue

limber light
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yeah if u didnt recover anything!

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thats wild

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basically just double click the part that broke off to focus it and press green recover button at top

hybrid tartan
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ah oki

limber light
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or go to tracking station if u cant find the part in the game

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it lists all the debris

hybrid tartan
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is that an unlock?

limber light
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that may have been blocking the revert or something as well

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oh nah its not meant to be there at the start, but u can go via the esc menu

hybrid tartan
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ah kk

limber light
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im aiming to redesign the building flow, just havent gotten to it yet

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the stock building navigation is so awkward

hybrid tartan
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fr

limber light
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your save looks pretty balanced tho, u discovered a lot of different science

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u can also focus on one area to enhanve the specialization buff as well

hybrid tartan
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what does the buff do?

limber light
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gives more science

hybrid tartan
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oh okay

limber light
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in the app it shows like [ +50% ] or whatever

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for that category

hybrid tartan
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yeah wondered what that was, gotcha

limber light
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its all in there but not essential reading

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just in case u get lost later

hybrid tartan
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ty

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btw I'm getting an error for repair bits, trying to repair wheels, but I have the repairbits on person so idk what the issue is

limber light
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oh a log error?

hybrid tartan
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idk if log but appears in same place when stuff like science is recieved or rocket science

limber light
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oh the notification

hybrid tartan
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yeye

limber light
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ok so u def got repair bits on the kerbal?

hybrid tartan
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yep

limber light
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i think they show up in the top right

hybrid tartan
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rep 0.01t presumably

limber light
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yup

hybrid tartan
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yeah says not enough resource when attempting repair

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rovemax m1 wheel if it makes any difference

limber light
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omg

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okay i knew this was a bug but i couldnt find it until rn lol

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i thought it was fixed

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will be working next update sry

hybrid tartan
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okay np

limber light
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i lost the whole project and had to rebuild everything

hybrid tartan
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oof

limber light
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it just got lost in the rebuild somehow

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i even remembered the bug but now for some reason its back

hybrid tartan
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so is it like you fixed it but the code has been reverted?

limber light
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yea maybe that happened by accident

hybrid tartan
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ah kk

limber light
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anyway its easy fix, just a typo lol

hybrid tartan
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fair

limber light
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did u wanna test anything else

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otherwise ill just update for this

hybrid tartan
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trying think of there's any particular issues I've come across

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but I think that's mainly it aside from debris thing rn

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but debris is avoidable now I know anyways

limber light
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yeh, i had a good look but cant figure it out yet

hybrid tartan
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I'm happy to test more but just need time to progress further into game rlly

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can't say I'm the best player lol

limber light
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ur test is ideal tbh

hybrid tartan
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alright

limber light
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repairs are a core part of gameplay but not super essential in the beginning

hybrid tartan
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I presume it's either for low grade parts or for long term trips

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low grade parts being currently what I was testing, just some wheels with low grade to see if repairs gave some rocket science

limber light
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yea almost everything gives science now

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repairs included

hybrid tartan
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awesome

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and presumably that being rocket science, not the same as regular science?

limber light
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both

hybrid tartan
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oh okay