Kerbal Space Program

What does it even mean to be KSP2? Fancier graphics? Better CPU utilisation?

‘more stuff’ is already possible in KSP1.

Important note here is that Squad isn’t working on it. Not that there’s much (if any?) of the original team left anyway.

More (official) info:

https://www.kerbalspaceprogram.com/game/kerbal-space-program-2/

In short: improved UI, improved graphics, resource extraction colonies, interstellar travel, improved modding, and… multiplayer.

YEEEEAAAAAAAAAA!!!

Optimistic, but given how long it took for KSP to become something resembling stable, I’m going to hold onto my cash for a bit. :)

That’s because it started as one dude working on it part time done at a marketing company. This is an entire development studio now with experience.

If they could find some way to meld this with Satisfactory (resource extraction, building machinery, etc.) it would be just about the perfect game.

Edit: Apparently I believe in this vision so strongly I already expounded it in this very thread.

Can we add No Man’s Sky to the mix as well, because that would be awesome :)

I hope they add life support as part of the base game in KSP2. I think it would make probes more interesting and more important.

In the meantime, I sure wish they’d fix the deployed science experiment spams. I’m about ready to launch a Duna probe and fast forwarding 6 hours generates 100+ spam messages which have to be deleted one at time a 60 day forward is going to be absurd.

Me too!

I was in on the ground floor man. I know where it came from. I also remember seeing the challenges on that journey.

That music has been used for this purpose before…

If I wanted to go to Jool via gravity assist from Duna or another planet… How would one bake that into your dV calculations? Furthermore, how would you plan that set of maneuvers?

It’s tricky. There was a utility for this at one point. I think it’s here:

If I remember right, it’s a little difficult to install and use but produces good results. You can also just put a vessel in orbit and play with maneuver nodes trying to launch past Duna (or better, Eve) to Jool. Someone has probably posted fly-by parameters somewhere too.

There’s also this:

Normally I’ve found it’s hard to tell what your exit velocity will be and if going out of your way to cross its path is really speeding you up.

Thanks for the links!

Hey, did you all see the news on the 1.8 update? This is huge news and the best if not most important thing they could have done to extend the life of KSP 1. For those of us running mods and.or using max settings it’s going to almost feel like a brand new game.

Kerbal Space Program Update 1.8

We are all very excited for what’s coming in 2020, but until then, there is still plenty of KSP for everyone to enjoy! Squad will continue to support the current game, and as some of you may have seen, there is some really cool stuff coming in the next update for the game Click here to read Squad’s statement in regard to the KSP 2 announcement.

Squad’s goal will always be to provide the best experience for all KSP players. The gameplay experience will be improved even further for KSP 1 with the 1.8 update. Here are some more details of what you can look forward to in this latest update.

Celestial Body Visual Improvements

If you’ve been following KSP on social media, you might have already learned that new high-quality texture maps & graphic shaders are being implemented for various celestial bodies. In update 1.8 you’ll find high quality texture maps for Mun, Duna and a few other Celestial Bodies that will be revealed along the way.

If there are any concerns that the update might hinder the game’s performance on your computers, rest easy knowing you’ll be able to select the celestial bodies’ shader quality in the settings to low (legacy), medium or high. Even for the legacy option, you can expect texture stretching errors to be vastly improved. With the high-quality option, pixel density will be maintained regardless of camera distance to the celestial body, as well as a lack of tiling problems. All in all, celestial bodies will look sharper and more realistic. Take a look for yourself:

Unity Upgrade

Update 1.8 brings an improvement that Squad has wanted to introduce for some time now - an upgrade to the underlying engine of the game to Unity 2019.2

With this upgrade there are some long-desired performance and graphic improvements, some of which come out of the box, and some which will allow further enhancements down the road.

These include:

  • KSP will now run under DX11 on the Windows platform (DX9 will no longer be supported) which allows many graphical improvements, such as those on the planetary textures.
  • A new PhysX version with the associated performance and precision improvements.
  • GPU instancing to improve rendering performance.
  • Incremental garbage collection to reduce frame rate stutters, particularly in modded installs.

And many others.

While this version will have a larger impact on many mods, more than 1.6 or 1.7, the process has been tested and is relatively fast. Still, there will be several changes, due to the introduction of the Roslyn compiler, which brings full C#7 support and moving to full .NET 4.x API (.NET 3.5 support is deprecated). There will be continued efforts to reduce significant impact for Modders, but the belief is this time around the benefits of this upgrade far outweigh the drawbacks.

New Parts for Breaking Ground

Update 1.8 will also include some exclusive treats for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. By combining these fan blades with small electrical rotors and the new shrouds, you’ll be able to increase the performance and thrust of your propellers. Use them to create drones, ducted fan jets, or anything you can imagine.

Improvements are also being made to robotic part resource consumption, with better info on consumption and new improved options for power-out situations.

Oh this is excellent new. I think once 1.8 is released (which I assume will fix the deploy science SPAM bug). I’ll resume my campaign.

On the bug tracker it’s not marked “Ready to Test”, so I’m not sure they’ve put much effort into it. No response from any dev on the forum. This seriously makes the entire paid expansion unplayable and Squad doesn’t seem to give a shit. I probably will shelve KSP until KSP2 comes out.

There does seem to be a workaround for the bug:

In “\saves\default\persistent.sfs” (your main save) and in “\GameData\SquadExpansion\Serenity\Resources\DeployedScience.cfg”, change the line “ScienceTimeDelay = 60” to “ScienceTimeDelay = 6000000”.

This makes it generate science about once every 50 ingame days, which would be about 8.8 science each time, (as measured with Minmus).