Pod
1944
What does it even mean to be KSP2? Fancier graphics? Better CPU utilisation?
‘more stuff’ is already possible in KSP1.
meeper
1945
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.
meeper
1948
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. :)
jpinard
1949
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.
Kolbex
1950
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.
vyshka
1951
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.
meeper
1954
I was in on the ground floor man. I know where it came from. I also remember seeing the challenges on that journey.
Matt_W
1955
That music has been used for this purpose before…
jpinard
1956
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?
Matt_W
1957
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:
jpinard
1958
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!
jpinard
1959
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:
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.
Matt_W
1962
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).