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  1. Simple polls about your KSP2 buying decisions. Thank you for contributing!
  2. We know that in order to assemble an interstellar vessel, it will need to be built in orbit, at an orbital shipyard. But how does the orbital shipyard get built? It could be built in multiple launches using more conventional rockets. But the individual parts of the shipyard would probably be larger than the 5-meter diameter parts. So, the obvious solution is larger conventional rocket parts.
  3. First forum topic in a while, so I hope you will bear with me. I was perusing this sub-forum, and saw a topic that inspired me to create this poll. So, I am curious: how will you be approaching the new tutorial animations planned for KSP2? Personally, I am not a new player of KSP by any means, but I will likely be watching the animations for late game content, as well as to support the efforts that the devs put into them. I want to know how you guys feel! Also, mods, feel free to do what you need to this topic. Again, I am not exactly used to posting topics on the forums, so I apologize in advance for any errors I have made.
  4. I don’t know if this observation is correct, but the absence of a show/tell or dev diary today could mean that this is the “quiet before the storm.” This means that the next video released will feature a release date or a push to 2023/2024. Thoughts?
  5. From what I have seen, no underwater features have been implemented. I have created many a functional submarine, only to go under and be underwhelmed(was that a pun?). I would hope that there would be biomes chock-full of coral, different textures, trenches, etc. I just hope that with all of the new features, having at least a couple easter eggs underwater would bring a new challenge. Imagine having some kind of coral biome in Eve's oceans. You build and test a sub, send it to Eve, and explore the seas, while finding new types of "life".
  6. So i was looking around the KSP 2 Develpompent ideas, and I couldn't find any "General Ideas" Threads. So I made one. My Ideas: In the colony construction, let us make monorails that can take Kerbal diffent places, or even another colony. The rails would be fairly cheap, but the train part would be much more expensive. The part manufactutear would be KNRF, or Kerbin National Railway Foundaion. Yet another plug to get my fake company into KSP 2. So that is my short idea! Also, please put exoplanet ideas into this thread. https://forum.kerbalspaceprogram.com/index.php?/topic/203802-exoplanet-ideas/
  7. Internet says Intercept Games is at 40 employees + consultants. Using an average of 5000$ per month per employee for a 4 years development period: 40 * 5000 * 12 * 4 = 9.6 mil. $ for salaries Marketing budget should be about twice that, let's say 20 mil. $. I would round it up at ~40 mil. $ Let's account for the fact that KSP2 will probably cost 60$ at launch. Lower sale estimates would be 1 mil. copies. So there's some budget headroom up to 50 mil. $ What do you think? Other games with ~50 mil. $ budgets: Half-Life 2, The Division
  8. My fellow space enthusiasts, aerospace engineers, and demolition experts, I've been ushering our dear Kerbonauts around the Kerbolar System since version 1.1. It's been quite the ride, as all of you well know from your own experiences. I did things a little differently from some - I learned gravity turns, docking, landing, planetary transfers, etc. on my own without the help of YouTube or any other materials. For the most part, it was only myself, my patience, and the in-game tutorials that got me to where I am today. In the beginning when I realized what this game was, and how it was everything I wanted in a space game, I just couldn't let myself spoil the journey of learning orbital mechanics and building up a space program from scratch. All the while not even initially knowing what it actually takes to get a rocket off the ground. I wanted to learn from the game while pulling from my own background in physics, my interest in aerospace, and through trial and error. It made for the most rewarding game experience I've ever had. I went from rockets' pointy ends being where the flamey end is supposed to be, and gravity turns consisting of going straight up until leaving the atmosphere and burning horizontally like crazy, to incrementally becoming more and more efficient in all aspects of the various standard missions that can be done, to the eventual successful landings on all 13 of the other terrestrial bodies. I'm mentioning all of this because now with Kerbal Space Program 2 closing in, I'm worried there are things that perhaps I've missed out on in the original game. While I will state my own accomplishments and playstyles, I'd like to hear from the KSP community about what we think are the essential items that should be on everyone's bucket list before the sequel arrives. Whether it's accomplishments that can be done in the stock game, like seeing the Mohole or an SSTO on Laythe, or things entirely different that are only achievable in a modded save like exploring some of the Kopernicus planet packs. For me, I'm mostly a stock player, and there are some experiences I want to save for KSP2. So I don't really need suggestions like extraplanetary launchpads or near-future/far-future/interstellar missions - although you can certainly still list them for other people that tune in here. I've personally never done an Eve-return vehicle, nor a Jool V or grand tour mission. So those are on my list for sure. I've done plenty of crewed surface bases and ISRU refueling stations. I've also done USI-LS and OPM. What else am I missing out on though? I feel like there's a lot of KSP out there to be played that I just haven't taken the time to experience, whether it's exploring new worlds or ultra-realism or whatever else may be out there. Please, feel free to give your recommendations.
  9. Kerbal Space Program's YouTube channel just posted this video: There are tons of really cool insights about the kerbals and it looks really cool. I also noticed some things like at 11:47, you can see that Jool has separate cloud bands that spin at alternate rates.
  10. In the recent KSP 2 video Interstellar Travel, one of the developers mentions how each star in the sky is simulated. The skybox in the pre-alpha footage looks absolutely stunning with hundreds of shimmering stars and nebula. This poses a few questions: Does the skybox change as you travel between star systems? If so, does the skybox slowly switch to another, or do the stars themselves actually move? Is it technically possible to fly to every star in the sky (even if there is no solar system associated with it? I hope the first two questions are true. It would be so cool to see constellations from the Kerbolar System morph into new ones as you travel to far-off worlds. Green background (Kerbolar System) Red/brown background (unknown system)
  11. Hi, I know this might be somewhat controversial, but please hear me out first. I love automating things. I spent hundreds of hours in games like Factorio and Dyson Sphere Program and I have also tried to automate different things in KSP 1. As an example, automation is great for things that need to be perfectly repeatable (like an ascent with a specific profile) or that are hard to do manually (like suicide burns). The best way to script it in KSP 1 right now is to use kOS but I think there might be a better option. While waiting for KSP 2 I decided to try SimpleRockets 2 (by the way, it's a cool game, go try it out). So I opened the game, downloaded a cool-looking Atlas V and was blown away by what happened next. The rocket knew how to put its upper stage into orbit not just around its home planed but also its moons at a desired altitude! Turns out, SR2 has a built-in visual scripting language called Vizzy you can use to write programs like that. I decided to try it out and just in a few hours I had two programs for performing ascent and landing for me. Here's how the language looks: SR2 blog post about Vizzy. This could also be used to complement new tutorials by showing not just a video but an actual rocket flown by a computer to teach new players. And yes, all this can (and has) been done before but I find the experience of using something like kOS far from perfect: you need to install the mod, learn a new scripting language, constantly switch to an external text editor, launch scripts from the command line and debugging is often a pain. If implemented correctly, built-in scripting can improve the player's experience, especially if scripts could be shared through the Steam Workshop for those who don't want to code themselves. And hey, it's not a bad thing either if someone learns how to code a bit while playing KSP 2! And the good thing is, you don't have to reinvent the wheel. This has already been done in SR2 and it works great there. So what do you think?
  12. Akin to SpaceEngine, KSP2 procedurally generating star systems? (If the comment made on KSP Episode 5: Interstellar Travel is true, this seems the most physically plausible) Thoughts?
  13. Post all of your new information about KSP2 that you have found in the livestream, and I will list it here.
  14. The rules are simple! Someone posts an image from either real life or KSP/KSP 2, then there's five tries until the answer is revealed! Here's one to start!
  15. KSP2's atmospheres have been getting some much-needed love from our environment team and graphics engineers, and there are still more improvements on the way. We're especially proud of Murshed Choudhury's work on the new atmospheric scattering system!
  16. Everyone wants colors. This is a known fact. Colors for rockets, colors for kerbals (suits), and colors for colonies. I know most of this has been confirmed by the KSP2 team, but how do you think this will work? Some ideas for parts: Some ideas for kerbals: Some ideas for colonies: One last idea: (might have strayed away a bit from a game about building and flying rockets) I don’t know if all the things listed above are possible, but these would all be cool in KSP2
  17. How will Rask and Rusk work? I haven't seen these questions on the forums, so I decided to ask them. Will we be able to land on Rask, then fly up to Rusk vertically? How will lava work? Will there be tech that can float on lava? Any other things?
  18. Ahoy Kerbonauts! Senior designer Tom Vinita here with a short update about part modules for you today! Part modules are the extra optional bits of functionality that are added to the part in order to allow it to perform specialized functions. For example, if we add Module_Engine to a part, it now has the ability to provide thrust, consume resources for that thrust, and many of the other essential functions required in a rocket engine. If a part doesn’t have any modules, then it tends to be something simple like a truss or an I-beam. Kerbal Space Program has a lot of different parts, and so it follows that it has a lot of different modules. One of our design goals with Kerbal Space Program 2 is to create a simulation that feels as close to Kerbal Space Program’s as possible while building fresh improvements along the way. If you build a rocket that worked in KSP, it is our goal for that rocket to perform in largely the same way if you rebuild it in KSP2. To that end, the team is going to painstaking lengths to document and remake, and enhance KSP’s extensive list of part modules in addition to all of the new part modules coming in KSP2. To see one example of this in action, let’s take a look at lights: Fairly simple in concept, right? They turn on, and they turn off. Well, KSP’s lights have a little more going on than that, and they’re useful in a variety of important situations. At the start of the process for bringing a part module into KSP2, a designer first studies KSP’s documentation and common uses of the module in question during general gameplay and wacky uses the community has come up with. From there, they write a series of user stories that define a list of use cases that this part module must be able to accomplish. A short example for lights would be: • As a player, I want a tool to help me see the ground when I’m landing on the dark side of a planet. • As a player, when I’m docking I want to be able to see my vessel and the vessel I’m docking with, even when both vessels are in shadow. • As a player, I want to customize my vessel with a wide variety of light patterns, whether they’re stylish, goofy, or both! Once these user stories are defined, the designer studies the player-facing tweakable values of the part—in this case things like the blink timer and the dynamic light color—and the list of values that are exposed in the part’s data for fine-tuning its behavior. The designer provides detailed documentation for everything being brought forward into KSP2, and looks for spots where the module can be enhanced. With all these values defined and the module’s functions outlined, the spec is handed off to an engineer who does the hard work of programming the module. Once the module has been written, it falls to a designer (usually myself) to attach that module to all the necessary parts, tuning the numbers of each part along the way as necessary. You can check out the results of this process below, with the new and improved Mk1 Illuminator showing off its new ability to pitch! That’s a look at some of the work that goes into making sure all the fun stuff you can accomplish in KSP can still be done in KSP2, as well as an example of finding a way to make that fun stuff even better in KSP2. Shine on! -Tom
  19. Well, it finally happened. After three years of reading people's fanfic on this site, I finally got around to making my own. I hope you enjoy it. So, here goes! Chapter 1:
  20. As a player since 2015, and a car enthusiast, I have always thought that rovers were useful for the robotic exploration of a celestial body, especially after the "breaking ground" dlc. Unfortunately, I have always had problems with drift with rovers especially when breaking, even on Kerbin, I can understand these problems on moons like Gilly which has very low gravity, but watching video of the Moon Rover traveling on a celestial body which has 1/6 of the Earth's gravity sprinting around and not drifting like on ksp. I was wondering, do you think that in ksp2 the system with which the wheels will interact with various terrain and gravity will be revisited? here some footage of the moon rover: (PS. sorry for my bad english)
  21. What if they went full bore into the career mode, and made it like a "single player campaign" type mode, and there were cutscene with the fidelity of the 2019 trailer. Imagine if all our wildest dreams came true? Also, while rewatching the colony generator parts, they had kerbals meandering around. Now that may have been just added for scale or what not, but i wonder if when you set up colonies there will be A.I. Kerbals that have like preprogrammed tasks that are just kind around. Like random ones welding big generators or just, well, walking around. Like when they said that when you do a supply run for fuel or ore or what have you, you only need to do it once, then its automatic afterwards. What if you choose some colonists to take control of the process after setting things up and you can actually see them doing their routine anytime you visit. I wonder how that will work. So much unknown about the game still, i'm seriously can't wait to see what they do, i really hope they go all out and just throw every cool idea at this. :3 what do you all think?
  22. This week we added rocks to our terrains. We're living out our Apollo 11 fantasies as we spend precious delta-v flying sideways to avoid boulder fields! Seen here, a few shots of Gilly, Mun, and Pol.
  23. Happy Friday! There's no Show and Tell today, but we do have a brand new feature video for you. In Kerbal Space Program 2: Episode 3 - Next Gen Astronauts @Intercept Games devs talk about their mission to onboard the next generation of space industry experts with KSP2’s new tutorials, UI/UX improvements, quality of life features, and more.
  24. What are Kerbals made of? Plants, snacks, regret? Intercept Senior 3D artist Jordan Pack decided to explore what Kerbals would look like if they were made of different materials. Check 'em out. These won't be in Kerbal Space Program 2, at least until we add a puppetry expansion.
  25. Ovin is a terrestrial super-Kerbin, 60% larger than Kerbin with a gravity of 4G’s. Ovin has no tall mountains - this is a smashed, scorched landscape. Ovin courtesy of artist Jordan Pack.
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