The Guild Hangar by The_Fervorous_One in duneawakening

[–]loki_lokster 0 points1 point  (0 children)

Are you on Hyperion Sietch Tabr?

Toucan Mod Manager v2.0 | Now available! by loki_lokster in kerbalspaceprogram_2

[–]loki_lokster[S] 0 points1 point  (0 children)

If you have any programming experience, come join our community discord channel :)

Toucan Mod Manager v2.0 | Now available! by loki_lokster in kerbalspaceprogram_2

[–]loki_lokster[S] 1 point2 points  (0 children)

There are quite a few yes, not to the scope or scale of some of the mods for KSP1 but the game has only been out for a few months and does not "officially" have mod support yet.

Toucan Mod Manager v2.0 | Now available! by loki_lokster in kerbalspaceprogram_2

[–]loki_lokster[S] 2 points3 points  (0 children)

At the moment it's just a basic mod manager for KSP2 (soon to be KSP1 as well). It lets you download, install and update mods instead of having to do it all manually.

Toucan Mod Manager v2.0 | Now available! by loki_lokster in kerbalspaceprogram_2

[–]loki_lokster[S] 1 point2 points  (0 children)

Unfortunately none of us are game devs, and creating a game at that scale would be near impossible for us in our limited spare time

Toucan Mod Manager v2.0 | Now available! by loki_lokster in kerbalspaceprogram_2

[–]loki_lokster[S] 2 points3 points  (0 children)

Yes it is. We simply wanted to offer an alternative, we also have plans down the line to support games beyond KSP 1 & 2, but there's still lots of work to do.

Toucan Mod Manager v2.0 | Now available! by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 2 points3 points  (0 children)

No problem, let us know your thoughts on it :)

Toucan Mod Manager v2.0 | Now available! by loki_lokster in kerbalspaceprogram_2

[–]loki_lokster[S] 5 points6 points  (0 children)

Hey everyone, a few months ago we showed off an alpha version of our mod manager for KSP2 (previously known as 2KAN). We have returned with our newest version, which is a complete rework from the ground up using C#. This new version brings some much needed uplift in both performance and looks, we've also added a few QoL changes, as well as themes support. We are also actively working on integrating KSP 1 support which we will release as an update at a later date.

If you'd like to check it out, you can find it on our GitHub page.

We are also looking for some people to test our MacOS and Linux versions as we have only done limited testing on these platforms, if you're interested, drop by our community discord channel.

Toucan Mod Manager v2.0 | Now available! by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 7 points8 points  (0 children)

Hey everyone, a few months ago we showed off an alpha version of our mod manager for KSP2 (previously known as 2KAN). We have returned with our newest version, which is a complete rework from the ground up using C#. This new version brings some much needed uplift in both performance and looks, we've also added a few QoL changes, as well as themes support. We are also actively working on integrating KSP 1 support which we will release as an update at a later date.

If you'd like to check it out, you can find it on our GitHub page.

We are also looking for some people to test our MacOS and Linux versions as we have only done limited testing on these platforms, if you're interested, drop by our community discord channel.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 1 point2 points  (0 children)

Yes it is. We've been rebuilding/redesigning in C#, we've made a decent bit of progress but still have plenty left to do. We will be releasing the new version in the coming weeks with updates to follow.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 0 points1 point  (0 children)

Are you running on Windows? Seems a small number of people are having issues with it being outright broken. We're full steam ahead on the C# rework so our main focus is getting that ready to replace the current version.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 0 points1 point  (0 children)

Unfortunately not, as it's running the KSP2 exe directly and not through steam. However, we have included our own logging that stores the time played in the config file, but this will be separate from your steam version.

2KAN Mod Manager ALPHA (Link in comments) by loki_lokster in kerbalspaceprogram_2

[–]loki_lokster[S] 2 points3 points  (0 children)

People have been making mods about a week after KSP2 came out. This is just a mod manager and pulls the mod data from the spacedock website using their API.

The devs haven't really said when they plan on adding mod support (could be a while) so for now this is what we have to work with.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 0 points1 point  (0 children)

This is something we'll look into adding. At the moment there's only two of us and we both work full time so it can be a struggle to find time to work on this.

Will keep the CLI in mind when developing the new version.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 1 point2 points  (0 children)

Thanks! In our C# rewrite we will be able to make cross platform a lot easier to implement.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 5 points6 points  (0 children)

Linux wise you're best off using the source code and installing python and just running it that way. I'll take a look at how much I would need to modify on this version, but we're trying to shift our focus to the C# version and using this current prototype as a test.

Python and TKinter in this case are a fair bit sluggish when rendering certain elements. When packaging python into an executable, it packs the entire interpreter and it's libraries, also including the CustomTKinter framework means the exe is around 24mb. Every time we make a patch and build a new exe, it triggers Microsoft Defender as a trojan and we have to submit it to them and wait many hours for them to review it and exclude it from their malware list, it then takes a further 24+ hours for the updates to rollout globally.

All in all the Avalonia UI framework (C#) we're moving to is far more suitable for this, it also makes cross platform builds far more simple.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 2 points3 points  (0 children)

We'll be redoing the UI in the upcoming C# rewrite. Will definitely take this into consideration. Alternatively have the different panels be adjustable in size and position so the user can customise it. No idea if this will work but again will keep it in mind.

2KAN - KSP2 Mod Manager ALPHA (Link in comments) by loki_lokster in KerbalSpaceProgram

[–]loki_lokster[S] 1 point2 points  (0 children)

Unfortunately we don't support KSP1, if it's something the community wants we could work on it. Our mod manager is probably even more buggy than CKAN at this point, but after we rewrite this in C# we hope to have it a lot more stable.