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About me



  1. KSP 2 Feature Videos Episode 5 is here! In this video, devs discuss what interstellar travel means for players, how it changes the gameplay experience & the challenges associated with bringing this feature to the game with scientific accuracy.
  2. Nate Simpson here -- I'm the creative director for KSP2, and I've been following the passionate discussion taking place on this forum. There have been a couple of emerging narratives that I'd like to address here. As some of you may know, I came into this role primarily because of my love for the original Kerbal Space Program. I go back to the .15 days, before EVA was even a thing. I remember when Jool was born, and I remember the first time I used the (all-new) NERV engines to get there. This was a game that scratched a creative itch that no other game ever had. For me, it started a life-long love affair with space technology, and enlarged my understanding of the real world. One of the many joys of this job is that I've gotten to meet, hang out with, and even work alongside the people at Squad who are making sure that KSP continues to be the greatest game of all time. From the very first day that my co-developers and I got a chance to put together a proposal for this game, my main purpose has been to imagine and define what KSP2 could be. It's real kid-in-a-candy-store stuff, and I have no illusions that to get to all of it will take at least as long as the original game has been around. But there were a few things that we had to get right from day one. Of course that included the big new features - colonies, interstellar, and multiplayer. Equally important was the need to enhance the first-time user experience, tutorials, and user interface to make the game easier to get into as a newcomer. But as important as all the new stuff is, it's equally important for us to preserve the magic of the original game. Its sense of humor, its commitment to physical realism, its stealthy teaching of rocket science. Also, its flexibility to different styles of play, and its ability to appeal to players across a wide spectrum of interests and abilities. I hope that I'm doing a good job of advocating for all of these perspectives -- though it has often been helpful to get feedback from the community when we're exploring what does and doesn't work (yes, we know how you feel about the navball). I say all this now because it sounds like some people are concerned that this project has changed -- either it's canceled (it's not) or it's going to be a freemium game with microtransactions (it's not), or it'll be debased in some way (it won't be). I want to make super clear that nothing from our original vision for this game has been altered in any way. And I want to be extra, super clear that we've never once gotten any pressure from the publisher or anyone else to change, add, or remove any feature from KSP2. I especially want to call out Michael Cook, our executive producer at Private Division, as somebody who has been supportive of us from day one and who I've seen get visibly giddy during conversations about Z-pinch fusion devices. He's one of us. We're still working hard on this game. As usual, we have more stuff we want to show off in the coming weeks and months as we continue to bring new systems online. For most of us on this team, this is a dream come true -- a once-in-a-lifetime opportunity to work on something we truly love. That has not changed, and I hope it never changes. Thanks for your patience and understanding. I look forward to playing this game with all of you.
  3. Hello! I will be hosting a Kerbal themed podcast as we all wait with anticipation for KSP 2 to arrive, discussing everything from KSP to space news, space history, wacky concepts, and all sorts of things! The aim is to involve listeners via here, Reddit, and Discord as we will be talking with guest KSP developers, content creators, and other members of the community. If you have any questions, ideas, conversation topics you would really like talked about then by all means join us on our journey! The first episode will be airing soon on YT, Spotify, and other places podcasts are found, but until then we've an introduction 'cast (YouTube link) to share with any and all members of the KSP community! We'll reach out with more specifics when able, but until then you can join in the discussion with these links: Discord - Reddit Update, as I neglected to leave a link for this here - We have a "link hub" to help find the show on various platforms like Spotify, Amazon, and iHeart: https://thekerbalspacepodcast.buzzsprout.com/
  4. I’ve been thinking about music I’ve heard recently while browsing the forums and looking at KSP 2 show and tell highlight videos. I’m wondering if Intercept will use the music in those show and tell highlight videos, as I really like it (for some reason reminds me of OG Fortnite music (I know FORTNITE CRINGE but that og song went hard)), if they have already decided on a soundtrack, or are open to suggestions. In that case, I would definitely recommend Askerad’s Home. Does anyone have any information regarding this?
  5. Same as the last video, we have a hidden something at the end of the video. Last time it was a Arecibo-style message, what do we have now?
  6. So I’m wondering how hard KSP 2 will be to run. I have a GTX 1650 Mobile (4GB) and an i5 9300h, as well as 8gb of RAM. I’m able to run AVP with 4k textures. I can run TUFX with the AVP preset at around 40-50 fps, so I am pretty sure I will be able to run KSP 2, but I just wanted confirmation.
  7. Have you checked out the new KSP 2 emojis available in this forum? They're awesome, right?
  8. KSP 2 Making a second is a bad idea: Ksp Is like Minecraft, there should never be a sequel, it is an open ended creative game, By making a sequel we effectively admit that the first had core flaws that couldn't be fixed with an update. Im sorry but more Minecraft, when Microsoft acquired Mojang, they didn't make Minecraft 2, they instead took the amazing community and built upon it, they did things we never would've thought they could do. Most of the features in KSP 2 that we know of, can be incorporated in an update. Also, some of the parts in KSP 2 seem a little too far from the present. In my opinion "poor choice", but I'll still play it (KSP 2 ) anyway
  9. I've been meaning to start this topic for a long time, and I thought I had seen one recently. But can't seem to find it. The point is, there are features I really like in KSP1 that I just don't see making the cut for KSP2. Do you have any? Mine are specifically: Settings: sometimes it's fun to just read through the Settings config file and see what all can be tweaked. It's very in-depth in KSP1. Custom suits: including the degree to which we can change their look in the configs, helmets on and off, EVA pack or parachute or both or neither, visor up or down. Emphasis on the visor. Something I felt we should have been able to do since the game's 1.0 release we couldn't do until almost the end of development. Custom flags: seems probable that this will be a feature in KSP2, but I could see it getting overlooked. Surface Experiments: specifically from Breaking Ground. Another feature that felt obvious but made it late to the game. What's more fun than recreating Apollo? Kerbal Inventory/Construction: a piggy-back off of Surface Experiments, sure, but Intercept keeps saying "the game, at its core, is about building and flying rockets." EVA construction is very convenient and fun, but also very extra. I'll add more as I think of them. I know I'm missing some of the more "fringe" features that I actually quite like but they aren't touted as major features/improvements.
  10. will ksp 2 have asteroids like ksp 1? because asteroids are one of my favorite celestial bodies (if you can call them one) and it would be a shame if they were not in ksp 2
  11. In KSP 1, the ocean floor terrain is generated using simple noise, which makes it a very boring place to explore. I know KSP is not Subnautica, but oceans without realistic, interesting land forms are a waste of space. In KSP 2, do you think the developers are going to spruce up ocean topography? I would like to see some trenches and maybe coral reefs. And how about biomes? Ocean biomes could be based on depth or resources, giving the player a reason to explore.
  12. weather its light wind or heavy wind, storm or lightning, turbulence or whatever you get the point, there should be weather in ksp 2, think about it weather affects rockets in real life and it'll be amazing for us to have realistic weather in ksp2 i think there is a mod for that in ksp 1 but im suggesting that there should be at least some form of wind or storm that goes in ksp2 and a weather indicator that tells you the weather for the next 7 days, the weather should also be different on other planets too like raining acid on eve or heavy snow on laythe or extreme storms on jool or radiation spikes on duna, yes it would be a bit more of a task to maintain your crew (or there could be a automated feature that manages your crew in case of such event) weather would be really nice to have on all planets, also can we have kerbals hair blowing in the wind depending on how strong it is and kerbals reacting to heavy snowstorms like putting thier hands over thier heads and squinting thier eyes or wiping thier helmet every 20 seconds or maybe kerbals sweating heavily on planets like moho and eve i know thier thread wont get far but i really hope someone forwards this to nate simpson to add it into ksp 2 or maybe ksp 1.11 because im too scared to do it lol but hey its just a suggestion and if nate decides to actually put it i the game then it wouldn't really matter if ksp got delayed again as long as he and the other ksp devs get it right. :A delayed game is eventually good but a rushed game is bad forever -Shigeru Miyamoto
  13. We want to share an update for all of our Kerbal Space Program fans: We will now be releasing Kerbal Space Program 2 in Fall 2021. As you all know, we’ve been working hard to make the best and most authentic KSP sequel possible. This is an ambitious goal. We are making a big, expansive game loaded with new features, but doing so will take longer than we previously anticipated. With everything going on in the world today due to the COVID-19 outbreak, we’re facing many unique challenges that require more time to safely iterate, create, test, and make KSP2 as great as it can be. We understand this isn’t the news you were hoping to see, but ultimately we need to make the best decision for the development of Kerbal Space Program 2. That said, we will continue to keep you updated with more feature videos, developer blogs, and other content to share our progress from now up to launch. We appreciate everyone who has been on this journey with us, we really can’t wait to be flying alongside all of you, and we look forward to sharing more along the way. Safe launches to all the Kerbonauts out there and stay tuned! Kerbal Space Program 2 Dev Team
  14. Hello, all. Gonna rip the band-aid off fast here: Kerbal Space Program 2 will release in 2022 instead of fall 2021. I know this is frustrating, especially considering that this isn’t the first time we’ve adjusted our schedule. We knew we were taking on an immense technical and creative challenge when we started this project. We’ve heard time and again from this community that quality is paramount, and we feel the same way. It’s not enough to deliver a bunch of new features – those features have to be woven together into a stable, polished whole. We’re creating a reliable foundation on which players and modders alike can build for another decade or more. That involves solving problems that have never been solved before, and that takes time. We’ve got a team of talented people working every challenge from every angle, and because I’m lucky enough to get a front row seat, I can see the huge leaps we’re making. It’s killing us how much of this we have to keep under our hats until the game is released. We can’t express how much we're looking forward to soaking up all your reactions and discoveries on that day. In the meantime, we’ll keep posting cool images here to give you a taste of what’s in store. We will also continue to release feature videos and developer diaries that go more in-depth on specific areas of the game, and hopefully those will help 2021 to go by a little faster. Stay tuned for a new dev diary coming soon, as well as a new Feature Video this winter. Thanks as always for sharing our commitment to making KSP2 as great as we all know it has to be. -Nate Simpson [Click here to enter the discussion thread for this post ]
  15. Do you think it will only be the usual + Mettalic hydrogen, or do you think there will be Moar Fuels?
  16. https://drive.google.com/file/d/1R9sXMK9kb3bdDf1ypB6xIAg0-yEPyKQ1/view?usp=sharing
  17. Let's say, hypothetically speaking, Star Theory is unable to deliver the game in 2020 due to issues, but they are able to release an early version (which can be upgraded to full version later for free) of the game that is without some key features. Which features are you willing to forgo for early release in 2020? Also, I am not Star Theory.
  18. I saw the KSP 2 announcement and I thought, "Colonies? That's so cool!" Then I read into it a bit more and discovered, you need to launch components to actually construct these habitats. Now, my interplanetary skills are a bit rusty, so I thought it might be a good idea to practice with the original KSP. Then it occurred to me that the developers might alter the mechanics and control schemes, to make the original techniques much more difficult. Can anybody tell me if these changes might occur, and that I might need to re-learn the controls and methods? It would be much appreciated.
  19. I play on PC, but my brother plays on XBox. Since KSP 2 IS going on XBox, would the multiplayer be cross platform for PC and XBox?
  20. One of my biggest dreams in ksp was having AI that could do mission for me so i could watch like i was in mission control. I wonder in the new game we will have something that will let an ai launch our rockets and do certain missions like going into orbit.
  21. So like everyone else on the forum I shot out of my seat with excitement when I saw KSP 2 was announced. The trailer looks very nice, and what I've seen from gameplay so far it looks very promising aswell. However after the initial extacy of excitment had passed I did have a couple of concerns for the new game that I wanted to vent here to see what everyone thinks and maybe if some people have the same. 1. The release timeline. In the IGN interview with Nate it was stated that the release for KSP 2 would be sometime in spring 2020. Now that is less than a year away, and although I would be very excited to have it playable that early, I'm also a bit concerned. It seems to me that if KSP 2 were to live up to the status of the first game, whilst also expanding on its scope, 8 to 10 months of devlopment time would be to little to achieve that. Now I realise that the developers aren't starting at the same point as Squad did in 2012, but I still think this game needs at least a solid year and a half of development time from where its at right now to be a worthy successor. I'm afraid it might dumb down or even cut some of the more advanced features that are in KSP right now, in order to get things like interstellar travel in there on time for release. Personally I would be happy with a game that is the same size as the original KSP but with enhanced visuals and all the same features on release. And then have it slowly grow overtime like the original game. 2. Multiplayer I don't want to come across as someone who doubs the ability of the developers at Star Theory. From what I've gathered they are a group of very capable game designers. However I don't feel like they have a grasp on what makes KSP fun when they mentioned multiplayer. I am personally not sure wether KSP is the kind of game that even needs multiplayer. Not every type of game is improved by having multiplayer in it, and it feels more like a forced feature to boost hype and potential sales of KSP 2. KSP being the game that focusses more on the methodical, trial and error type of gameplay. That's usually a bit slower and not as well suited to multiple people playing as at once. I fear that it might not work out at all. I just don't feel like KSP needs multiplayer. Have a social element to it by all means, but multipalyer itself, I'm not feeling that. This concern is reinforced by the fact that it seems like the developers at Star Theory themselves don't seem to have and idea of how they want multiplayer to take shape in KSP 2 either. It is simply mentioned as a feature but there's not info on how its going to work or what we can expect. It comes back to the short release schedule aswell. If they are planning to finish this game in 10 months and they have no idea or prototype in place for multiplayer what is this going to mean for the rest of the development? It would be a shame to both have a half finished uninspired multiplayer component and a less than exciting singleplayer component. I'd rather have a solid game that I can play on my own. Those are my 2 major concerns I have for KSP 2 right now. I might update my post with more later, but for now those are the only ones that I can think of. Again I don't want to come across as negative or pessimistic. I think its fantastic that the KSP franchise has a future, especially since for me the first game had become a bit stale. And I am very excited for this. But I also want to see it succeed as well as the first game, and therefore I wanted to vent these concerns here. I'd love to know what you think, if you share some of these concerns or if you have your own. Let me know. Hopefully the dev's will read them.
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