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Kerbal Space Program 2

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AWS260
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Kerbal Space Program 2

Post by AWS260 » Mon Aug 19, 2019 4:40 pm

yes pls


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Re: Kerbal Space Program 2

Post by jztemple2 » Mon Aug 19, 2019 5:02 pm

Damn, you beat me to it :D

You are now responsible for keeping the title post updated! I too am excited.
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Re: Kerbal Space Program 2

Post by NickAragua » Mon Aug 19, 2019 5:10 pm

It looked a little too good, and then the ships started falling apart and blowing up, and that's when I knew it actually was Kerbal Space Program.

But, uh, I gotta say that, in the first one, getting a ship to another planet is a little bit beyond me. Right now, I think I *may* have gotten a rocket past the atmosphere a couple of times. The astronaut didn't survive.

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Re: Kerbal Space Program 2

Post by Apollo » Mon Aug 19, 2019 5:59 pm

AHHHHHHH!!! (Head Explodes)

I don't think I've ever wanted a game as bad as I want this one. :D :horse: 8-)

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Re: Kerbal Space Program 2

Post by jztemple2 » Mon Aug 19, 2019 9:28 pm

Apollo wrote:
Mon Aug 19, 2019 5:59 pm
AHHHHHHH!!! (Head Explodes)

I don't think I've ever wanted a game as bad as I want this one. :D :horse: 8-)
Minecraft Half-life 3. Just saying.... :D
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Re: Kerbal Space Program 2

Post by Rumpy » Tue Aug 20, 2019 12:56 am

NickAragua wrote:
Mon Aug 19, 2019 5:10 pm
But, uh, I gotta say that, in the first one, getting a ship to another planet is a little bit beyond me. Right now, I think I *may* have gotten a rocket past the atmosphere a couple of times. The astronaut didn't survive.
Yeah, same here. I still struggle to get to another planet, and that's even with MechJeb, and that's because you still need to know the lingo more or less. What the game really needs is a dynamic tutorial system that can be toggled on/off that can key you in to things that you need to do to get a successful orbit and landing. I appreciate the physics, but at times it can be a little brutal for anyone just starting out with it.
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Re: Kerbal Space Program 2

Post by coopasonic » Tue Aug 20, 2019 9:23 am

Apollo wrote:
Mon Aug 19, 2019 5:59 pm
AHHHHHHH!!! (Head Explodes)

I don't think I've ever wanted a game as bad as I want this one. :D :horse: 8-)
The trailer is pretty cool, but what is it? In what ways is it more than a KSP update? I Kind of want it because it is KSP but I didn't really see much in the trailer that is more than KSP.
-Coop

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Re: Kerbal Space Program 2

Post by AWS260 » Tue Aug 20, 2019 9:31 am

An interview with some more detail.
It's important to get players through that first hurdle, because Kerbal Space Program 2's big new features are all things that expand the scope of what you can do out among the stars, starting with interstellar travel. "You start at our new Kerbal Space Center, which is actually at the same location on Kerbin as it was in the original game," explains Simpson. "And then all the planets in the Kerbolar system continue to be present in enhanced forms. And then, as you continue to progress up the tech tree and get access to interstellar technologies, the scope of the game just gets larger, and you begin crossing the gulfs of interstellar space."

***

As for how you build a ship that supports interstellar travel, that's where another of Kerbal Space Program 2's new features comes in: Colonies. Players will be able to transport deflated portable modules to new planets—think The Martian's HAB—and deploy them on the surface, or even while in orbit.

"As your colonies progress—as their population increases—they begin to build new modules using either locally available resources or resources that you brought to them," explains Simpson. "And when they reach a certain point of maturity, you can build a new VAB at the colony. And at that point, you have a proper beachhead—you're now outside of the gravity well of Kerbin. That unlocks, especially in the case of orbital colonies, some truly exciting possibilities."

Interstellar ships will need to big—"like skyscraper big," says Simpson—which is a much easier task when you're constructing without, for instance, gravity getting in the way.

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Re: Kerbal Space Program 2

Post by wonderpug » Tue Aug 20, 2019 9:45 am

coopasonic wrote:
Tue Aug 20, 2019 9:23 am
Apollo wrote:
Mon Aug 19, 2019 5:59 pm
AHHHHHHH!!! (Head Explodes)

I don't think I've ever wanted a game as bad as I want this one. :D :horse: 8-)
The trailer is pretty cool, but what is it? In what ways is it more than a KSP update? I Kind of want it because it is KSP but I didn't really see much in the trailer that is more than KSP.
Here's an everything we know compilation from Reddit:
Features:
  • New animated tutorials, improved UI, and fully revamped assembly and flight instructions
  • Next-generation engines, parts, fuel, and much more
  • Interstellar travel, featuring a solar system with a ringed super earth with "relentless" gravity, and one with a binary pair called Rusk and Rask "locked in a dance of death", another with "Charr", a heat-blasted world of iron, and "many more to reward exploration"
  • Colonies, dependent on resource gathering. You can build "structures, space stations, habitations, and unique fuel types". Eventually (once it gets big enough I assume) you will be able to build rockets directly from these colonies.
  • Multiplayer (not clear whether it will be cross-platform). More details on this coming later
  • Modding capability. Modders have "unprecedented capability" that they did not have in KSP 1. More details on this are coming later
Other things:
  • It's still built on Unity, however
  • It's a total rewrite
  • It will be $59.99
  • Console release will come after PC release due to them not wanting to delay PC in favor of console
  • It will not be an Epic exclusive, if you care about that
  • Saves will not be compatible
  • Existing mods will not be compatible
  • "Realistic vehicle physics and orbital mechanics continue to be at the center of the Kerbal experience. We've focused on optimizing vehicle physics to allow for the smooth simulation of larger structures on a wider variety of PCs."
  • The game is being developed by Private Division and Star Theory
  • Squad will continue to develop KSP 1, so you can expect new content and updates being released for KSP 1
  • Members of Squad are helping Star Theory to make sure they "make the best possible sequel"
  • No in-game currency or loot boxes not sure how a space game would even have that
  • For those who don't have confidence in Star Theory, they have this to say:
    Q: How do we know if Star Theory Games has the capability of developing a worthy successor to our favorite game?
    A: The team behind Star Theory Games are skilled video game developers as well as lifelong fans of Kerbal Space Program, with multiple members of having played 2000+ hours of the original KSP. The principal engineer even has a background in the aerospace industry. Their skill set in combination with a deep understanding of what makes this game great has led to the creation of an amazing sequel we know you’ll love to challenge yourself with! If you’d like to learn more about the amazing team behind Kerbal Space Program 2 be sure to watch the Developer Story video.

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Re: Kerbal Space Program 2

Post by coopasonic » Tue Aug 20, 2019 9:49 am

Thanks, that helps and does sound somewhat reasonable for a 2.0 -- if a bit less than I would like... but that really depends on how the colonies work. I'm in either way, I just hope it's really an evolution of the game.
-Coop

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Re: Kerbal Space Program 2

Post by LordMortis » Tue Aug 20, 2019 10:14 am

Rumpy wrote:
Tue Aug 20, 2019 12:56 am
NickAragua wrote:
Mon Aug 19, 2019 5:10 pm
But, uh, I gotta say that, in the first one, getting a ship to another planet is a little bit beyond me. Right now, I think I *may* have gotten a rocket past the atmosphere a couple of times. The astronaut didn't survive.
Yeah, same here. I still struggle to get to another planet, and that's even with MechJeb, and that's because you still need to know the lingo more or less. What the game really needs is a dynamic tutorial system that can be toggled on/off that can key you in to things that you need to do to get a successful orbit and landing. I appreciate the physics, but at times it can be a little brutal for anyone just starting out with it.
I don't think I'm exaggerating when I say I think I watched over 80 hours of Scott Manly playing who was learning me astrophysics while I watched him do what I could not. His videos were worth the price of the game. I never played the final product. I manned a mission to Mun and the closest planet somewhere in the beta but I never could get the hang of controlling kerbals outside their craft for more advance research and building and I set the game down before manning a craft further than the first planet. It was really really hard trying to get unmanned craft past the first planet. I didn't see my abilities ever getting manned craft that far. And this was during the beta when things were easier. Around the time I was :shock: when Coop was safely landing asteroids on Kerbal.

Manly really was my bridge for why don't devs do a better job of documenting their games to using "Let's Plays" for everything and now watching them before I buy most games. I had watched 1 or 2 Quill Let's Plays before then, but Manly hooked me in.

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Re: Kerbal Space Program 2

Post by Paingod » Tue Aug 20, 2019 10:40 am

LordMortis wrote:
Tue Aug 20, 2019 10:14 am
It was really really hard trying to get unmanned craft past the first planet. I didn't see my abilities ever getting manned craft that far.
It turned out to be a game I really loved in concept, but couldn't enjoy so much in practice. After I flung my first Kerbal into space and accidentally broke gravitational pull from the planet, sending them into a massive orbit around the sun with no chance of ever recovering them, I kind of wandered away.
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Re: Kerbal Space Program 2

Post by LordMortis » Tue Aug 20, 2019 11:00 am

Paingod wrote:
Tue Aug 20, 2019 10:40 am
LordMortis wrote:
Tue Aug 20, 2019 10:14 am
It was really really hard trying to get unmanned craft past the first planet. I didn't see my abilities ever getting manned craft that far.
It turned out to be a game I really loved in concept, but couldn't enjoy so much in practice. After I flung my first Kerbal into space and accidentally broke gravitational pull from the planet, sending them into a massive orbit around the sun with no chance of ever recovering them, I kind of wandered away.
I didn't mind failures I could learn to overcome. For a time I was learning what Delta was and how to break orbits and I was doing it without all of the mods. But when it came to navigating craft or kerbals in various gravity levels with proper twitch reflexes and spacial understanding, that's just not a gap I can leap and I don't enjoy trying and seeing the same failures with my not learning a damned thing again and again. That's when I set the game down.

Still, I enjoy watching someone skilled at this sort of thing and if you add that someone is passing on a knowledge of international space study (or I assume they are. I'm too ignorant to know if they are or not)

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Re: Kerbal Space Program 2

Post by Rumpy » Tue Aug 20, 2019 3:32 pm

LordMortis wrote:
Tue Aug 20, 2019 10:14 am
I manned a mission to Mun and the closest planet somewhere in the beta but I never could get the hang of controlling kerbals outside their craft for more advance research and building and I set the game down before manning a craft further than the first planet. It was really really hard trying to get unmanned craft past the first planet.
With MechJeb, best I could do was break orbit and get to the Mun, which was an accomplishment unto itself. But I would always crash into it. I knew I was doing something wrong, but what that wrong was, I couldn't tell, because even with MechJeb, you really have to know what you're doing to operate it properly, ie knowing what to set.

Even real astronauts are never fully in the dark, unless they hit a point of radio silence. But for the most part, they're always being monitored by mission control, giving feedback and guiding the astronauts every step of the way. So, to me a good unobtrusive tutorial system would be one where Mission Control is giving feedback and guiding players through to the next step. And factually, it even makes sense and wouldn't break immersion. But maybe such a system could be totally dynamic as to not give as much guidance if it knows you've done it before unless you run into an issue like those Apollo 13 astronauts. Or if Mission Control notices you're spinning out of control, it could pipe up to let you know how to stabilize.

It's interesting that this is coming to consoles. Part of me wonders how much it's going to be nerfed.
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Re: Kerbal Space Program 2

Post by Apollo » Tue Aug 20, 2019 4:26 pm

I doubt that they will "Nerf" anything for consoles. After all, KSP is already available on consoles so it's not like it hasn't been done before, and they have specifically stated that they are not going to mess with the difficulty. However, it seems highly logical that this version will come with some form of autopilot to help out new players as well as advanced players who dislike the time-consuming tediousness of things like orbital rendezvous and docking.

The irony of KSP is that, though it is difficult to learn and many folks give up before they've even reached orbit, it would be very easy for an experienced player like myself to guide a newbie through all of the basics if I were in the same room with them and could correct their errors as they made them. But trying to teach someone through videos or screenshots is a lot trickier. If there is one thing KSP requires it's Patience with a capital P. :wink:

KSP was created by a group of programmers who had never created a game before and were basically designing things on the fly. Now, with a big gaming studio and a much bigger budget as well as a much clearer idea of what the game needs to be, I expect KSP 2 to be so superior to KSP that it will make the original game look like a 10yr old tech demo.

Here's what I'm looking forward to in KSP 2:

1. Much better graphics, including detailed moon and planet surfaces.
2. More advanced rocket parts so that my space program can start very simple and end up travelling to other solar systems.
3.The ability to build colonies on other moons and planets, something that required mods in KSP and was still a huge PITA.
4. More things to see and do on the surface of other planets and moons, including manned rovers and more geological variety.
5. A better programmed, more stable game that will allow very large spacecraft and space stations, while permanently banishing the Kraken.
6. A built-in autopilot, to help new players and to automate tedious tasks. No more breaking MechJeb with every update.
7. More RPG-lite character development for Kerbonauts.
8. OK, so I don't care about Multiplayer, but it will be a big deal for many.
9. More planets and moons to explore without having to use mods.
10. The ability to build and launch rockets from colonies!
11. Greatly improved tutorials.

I can't say for a fact that all of these things will be included in KSP 2, but it's already clear that about 90% of my list will be incorporated into the game and some of the other things, like a built-in autopilot, seem to be no-brainers.

What can I say other than I've never been this excited about an upcoming game. KSP had sooooo much potential...Now that potential is finally going to be realized! :D :lol: :P :horse: :dance:

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Re: Kerbal Space Program 2

Post by NickAragua » Tue Aug 20, 2019 4:35 pm

Rumpy wrote:
Tue Aug 20, 2019 3:32 pm
Discussion re: dynamic tutorial system
I could definitely go for something like that. Or even something that'll remind me "look, the last time you built a rocket like this, it exploded half a minute after launch because you didn't put enough heat shielding on it" or "if you do this, your rocket is going to become an improvised centrifuge and turn the Kerbonaut inside into a thick, mushy paste". As it is, I'm basically "eyeballing it" every time I build a rocket, which isn't really how it goes in reality.

I'm also a little leery of the whole "interstellar flight" thing, seeing as how it takes ~40 years to even get to the heliopause around here.

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Re: Kerbal Space Program 2

Post by Rumpy » Tue Aug 20, 2019 4:46 pm

Apollo wrote:
Tue Aug 20, 2019 4:26 pm
After all, KSP is already available on consoles so it's not like it hasn't been done before

Has it? I wasn't aware that it had. I thought KSP 2 would be their chance to really give that a push in that direction.
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Re: Kerbal Space Program 2

Post by Apollo » Tue Aug 20, 2019 4:55 pm

Here's a video where the developers talk about the upcoming game. A bit philosophical, but there's some actual gameplay footage mixed in:

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Re: Kerbal Space Program 2

Post by jztemple2 » Wed Sep 18, 2019 4:12 pm

Image
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Re: Kerbal Space Program 2

Post by coopasonic » Wed Sep 18, 2019 4:18 pm

jztemple2 wrote:
Wed Sep 18, 2019 4:12 pm
Image
I was going to give you grief for not including the hover text, but then I looked and totally don't get it.
"The committee appreciates that your 2020 launch is on track, but the 'human capital/personnel retention' budget includes a lot more unmarked cash payments than usual. What are th--" "Public outreach."
-Coop

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Re: Kerbal Space Program 2

Post by jztemple2 » Wed Sep 18, 2019 4:22 pm

coopasonic wrote:
Wed Sep 18, 2019 4:18 pm
I was going to give you grief for not including the hover text, but then I looked and totally don't get it.
"The committee appreciates that your 2020 launch is on track, but the 'human capital/personnel retention' budget includes a lot more unmarked cash payments than usual. What are th--" "Public outreach."
I didn't get it either, but then sometimes XKCD goes right over my head entirely :roll:
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Re: Kerbal Space Program 2

Post by Isgrimnur » Wed Sep 18, 2019 4:34 pm

The Mars folks bribed the developers.

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