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Nate Simpson

KSP Team
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  • About me
    Creative Director KSP 2
  • Location
    Seattle, WA
  • Interests
    Kerbal, comics, cycling, and sci-fi.

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  1. Hi everyone – this is Nate Simpson, Creative Director for Kerbal Space Program 2. We have made the difficult decision to move the release date of KSP 2, which will now launch in early 2023 on PC with our console release later that year. We are building a game of tremendous technological complexity, and are taking this additional time to ensure we hit the quality and level of polish it deserves. We remain focused on making sure KSP2 performs well on a variety of hardware, has amazing graphics, and is rich with content. We’ve built a spectacular team at Intercept Games – a team that includes, as previously mentioned, key members from the development team behind the original Kerbal Space Program. We have the perfect combination of experienced, passionate, and skilled developers to fully realize this game’s ambitious potential. We are forever grateful to the KSP community for sticking with us on this journey, and we appreciate your continued support as we push towards the finish line. We can’t wait for everyone to play the game, and we’ll keep sharing more information with you in the coming months.
  2. I thought we weren't going public with the ball of pitch until later. Did I miss this meeting?
  3. Seeing this question pop up in a few places. We don't currently have specific plans to add procedural solar panels for release, as solar gameplay wasn't blocked by the absence of a large-scale solution in the way that radiator gameplay was. As you get deeper into the progression, you've got a number of other power generation solutions that don't rely on sunlight (since many of the problems you're solving involve either being very far from a star or being in a situation in which solar intermittency is an obstacle). I'd love to hear the applications you see for big, interestingly-shaped solar panels. That's our new VAB music, courtesy of Howard Mostrom. It makes you 28 percent more creative.
  4. Yep, those are snippets from Howard's score for the game. He's doing a great job - we're all really proud of him! Little known fact: he's also a saxophone prodigy! And he's really kind and is probably some kind of angel or something.
  5. Those are just different spots. No major changes have taken place in this terrain, to my knowledge.
  6. Wait for us to put finishing touches on ring shadows. Donk should actually be casting a shadow across the ring.
  7. Yes, and it's incredibly cool-looking. It's all adjustable on the content side, so we should be seeing a lot of nice variation between different ringed planets.
  8. The fidelity of the clouds decreases with distance and we're still getting that dialed in. Distance fog is also still under development, so when both systems are polished, they'll work together to minimize that effect. That is NOT Kerbin OR Gurdamma. Hm.
  9. Yep, the first two shots are Gurdamma, not Kerbin. Donk is much closer than the Mun (though this ended up being a bit TOO close -- it's been pushed back out just a smidge since this footage was taken). Here's a shot from yesterday with the rings in place and Donk at proper distance. Things have gotten very pretty all of a sudden:
  10. Sometimes we place a reference Kerbal for scale when we're surveying environments. That's what the little red fella's about in that third shot.
  11. Great answers in this thread. All of the engines have upsides/downsides that make them more or less suitable for particular applications, and that becomes especially true when you start talking about interstellar trips (in the real world, delta-V to Mars is about 4 km/s; delta-V to Alpha Centauri is more like 20,000km/s). So obviously the interstellar-class engines are pretty specialized for that application, but are by and large not great for interplanetary travel because they can take a while to get up to speed. But one thing that I like a lot about the new progression, which @Pthigrivi put quite nicely, is that different fuels are derived from different resources, and what you discover and harvest has an effect on what you are able to build. I'm especially excited to see how people use non-optimal engines in creative ways when they have to work within unusual resource constraints.
  12. Check the dev diary channel. I highly recommend comparing the terrain footage from the last feature video and the footage that Eric posted this morning. He's been going like gangbusters on optimizing and refining the terrain system and all that popping that was happening before has just sort of gone away. And it's FAST. The dude is amazing!
  13. Hi friends. And thanks to @KSP Star for dropping in to give you all an update. Things have been BUSY! This team has really hit a fever pitch and we on the creative/design end of the pipeline are having to really hustle to keep up with the high speed of production (not to mention, as more features come online, we also have an increasing number of review/polish tasks popping up as well). And you will not be surprised to hear that this is a very, very big game, so there's a lot to keep track of. I sometimes feel like Lucille Ball tending the conveyor belt. Anyway, the game's going great. Our absence has been evidence of our cup running over, not evidence of something bad happening. We'll have something neat to show you very soon. Thanks as always for your patience.
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