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Nate Simpson

KSP Team
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Everything posted by Nate Simpson

  1. You might not be shocked to discover that they're awesome to work with, too! But don't tell RoverDude or he'll get a big head over it.
  2. As others have said, there's an "easier" path and a "harder" path for building large colony modules. There's nothing (other than physics) stopping you from attempting to bootstrap a colony straight through Phase 1 and deep into Phase 2 by putting a ton of colonists, raw materials, and Phase 1 colony parts on an enormous lander. That's an area where I'm really looking forward to peoples' individual solutions to the interstellar colonization challenge. You'll be able to make some very ambitious colonizer ships that can essentially contain cities-in-a-box. But since you won't necessarily know what unique environmental challenges those colonists will face, you can either go full yolo and hope your design is flexible enough to work with whatever you stumble across, or you can send interstellar probes first to get a sense of what you'll be dealing with. THIS GAME IS SO RAD, GUYS! But if insane superlanders isn't your bag, the sane(er) way of doing this is to establish a small foothold colony and then set up one or more delivery routes - automated dropoff missions that periodically bring new materials to your colony to allow it to grow on a slower timeline. In practice, this method of growth works best at least until you get to the metallic hydrogen portion of the progression. That's when your heavy lift abilities start to get silly.
  3. There are more than four fuel types. There are two fuels we have not talked about yet.
  4. Correct! The three small factories shown here are Phase 1 factories, which are brought to the surface in vehicles (you can tell, both by their scale and their tech level, that these are early-progression parts). The two larger factories can only be built (using very large amounts of collected resources) on-site after you have installed an ISRU module. Some parts are stackable and some are not (we are trying to follow commonsense rules on this). Surface-attachability is still a thing as well, so if you're feeling bold, you can pretty much stick anything to anything. But your mileage may vary there. To elaborate a little on the colony module connection logic: you'll frequently see "sanctioned" connection points around their bases and underneath, as well as occasionally on top -- these are appointed with stack attach nodes and will give you a nice orderly Lego-like connection that keeps everything on-grid and tidy. But as with vehicle parts, all colony parts also have a surface attach node that allows attachment of the part to other parts in a much more freeform way. As colonies mature and get more complex, being able to keep everything on-grid is surprisingly handy. But we also recognize that Kerbal is also about freeform creativity, so if you want to get weird with it, we're happy to let you be you.
  5. I assume there will be mods aplenty to diversify the fuel and resource types. Never fear!
  6. Yep! Good old monoprop. Internally, we assume monoprop is hydrazine -- that's what informed the factory details, anyway. But it works the same way it does in KSP1.
  7. Now that we have @KSPStar, we're going to hopefully be getting these out a little more frequently. Now there's a person whose job is to remind us to record stuff!
  8. I'm excited to see Howard's music getting so much love here. I'm forwarding these comments to him as they pop up. We've already picked out the music that'll be on the next show and tell video! It's really pretty, too.
  9. I think he actually did an interview about this recently, so I don't believe this is a huge scoop. But yes, he's splitting his time between KSP and KSP2 these days. I don't know if you've met him -- he's just about the most fun human I've ever met! We're sensitive to this -- you still need to place radiators and drills for these (and in the case of radiators, you'll need quite a few). For the reactors, if we broke them down into smaller chunks, they would no longer be recognizable as reactors. We'd have to do something like separate cryostats and steam turbines or something? I'd actually love to see a mod that broke these things down to such a granular level -- but I suspect it's a little too fiddly considering how many other things you'll be keeping track of when you develop a colony... We are massive fans of the Wanderers video -- I gave it a shout-out on our Kerbal trailer animatic video here:
  10. Ah! Yes, the BAE is not a structure. You can almost think of it as a virtual blueprinting interface, where you build and modify your colony and then the actual "building" action takes place when you hit the Build button at the end. Does that answer your question?
  11. The ground colony VAB is already out there -- it's even in the last shot of the announcement trailer. It's that thing that the final rocket falls off of. Basically a big box with a landing pad on its roof.
  12. There are facilities that are extremely power intensive. I bet this group can make some pretty informed guesses as to what that might be.
  13. Yes. Fusion reactors just shut down when they fail. Neither fusion nor fission reactor destruction results in an explosion. But there are other things in the game (namely fuels and fuel factories) that REALLY go boom. While the ground texture is from the game, I believe this is a test scene. The terrain system is still evolving, but I believe we are tracking toward something that looks better than this does. More to come, but yes, ionizing radiation does have effects. It is. I can't wait for you to hear more of it. Howard Mostrom has created some AMAZING music for this game.
  14. Yep, there's a fuel factory for every discrete type of fuel (though the basic phase 1 fuel factory replicates the old Convert-o-tron's ability to synthesize a couple of basic fuel types). As you'll see soon, the sizes for some of the more advanced fuel factories are quite large.
  15. I think we need some more @DAFATRONALDO2007 IN SPACE to get this party going.
  16. This is correct. Of course we would love audiences of all ages to be able to get more out of the game, and we're putting a lot of additional effort into teaching core concepts more effectively, but the physics and core gameplay are immutable. And quite a few areas of the game, particularly as you move deeper into the tech progression, offer new levels of interesting complexity.
  17. This is pretty much what we're looking at. Phase 1 colonies are constructed from modules and crew that are brought to the site by vehicles, and once they gain ISRU capabilities they shift to Phase 2, which is self-sustaining and the population of which grows organically.
  18. I understand the temptation to read into the cadence and content of marketing materials to get some insight about how development is going. I remember poring over every word that HarvesteR wrote, desperate to know when docking would come online. I was crawling out of my skin, desperate to start working on a proper Grand Tour supership (and of course when docking ports finally came, it was wobble city). I feel your pain. In the broad strokes, the order in which the video topics are presented was planned out quite a while ago, and those topics were chosen based largely on when each of those areas of the game was expected to cross a threshold of presentability. Many areas of development simply aren't that photogenic until near the end, and any time that we spend making them pretty earlier in the cycle is time we're stealing from elsewhere in the project. We have a large and talented team working on all systems in parallel, and there is excellent progress being made in all areas. I'm sure I speak for the engineers in particular when I say that I'm looking forward to watching you play the finished game. We had an internal show and tell yesterday and one thing in particular was so cool that I got slightly choked up. The game is looking great and it's going to be great. Thanks for hanging in there with us.
  19. Jeb's unique among flagship franchise characters in that he not only provides an iconic emblem, he also embodies a philosophy of play. KSP, at least on paper, sounds like the kind of game you'd be bad at when you first pick it up. The magic of Kerbals is that they turn that reality into a virtue: of COURSE you'll be bad at it, and that's hilarious.
  20. Zimm already answered you, but I wanted to add how happy I am to get a chance to sing Tim's praises. Very early in this project, he was the only modeler working on the prototype - he built our first PBR assets, our first full collection of rocket parts, and our first interstellar ship. He also went through a GAJILLION iterations on those first Kerbals. There was so much weight on him to get those first assets to a place where they could be used as the quality bar for everything that came after. You see a lot of his work in our announcement trailer - the multistage rocket, the interstellar ship over Jool - that's 90% stuff that he built. I remember the first time we got PBR shaders and lighting working in the prototype, how much it blew our minds. We both just sat together and stared at a shot of a small ship spinning in space, with all the dynamic reflections and lighting - both just grinning like idiots and shaking our heads. There was a universe of promise in that one shot, and ever since then our team's goal has been to deliver on that promise. Tim and I met in 2001 at a little game company in Costa Mesa, and we were friends right out of the gate. We swapped Dr. Evil impressions while walking to the local 7-Eleven every afternoon. Our careers took us to separate locations, but never for very long - we both ended up in Seattle and kept up the afternoon walks (to the local donut shop now, while quoting Matt Berry's UK Rowing video). Tim had an amazing family who loved him and whom he loved very much. And we all loved him too. I miss him every day. I hope with all my heart that a little bit of his light will shine through in the finished game. I know he loved what we were building, and I can't see the Kerbals without seeing him too. We love you Tim!
  21. I've been looking forward to sharing this with you all -- the Squad and Intercept teams got a chance to talk a little bit about how Kerbals have changed over the years. Also, we finally got to highlight the role that my friend Tim Cox played in the development of KSP2! Here's to a 2021 filled with exciting advances, both on Earth and on Kerbin! Happy Holidays!
  22. Thank you, @DAFATRONALDO2007 IN SPACE! Your cheerleading has increased our productivity by at least 14 percent. I feel like if you went back to the big font, we'd become so productive that we might be able to squeeze in another planet or two.
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