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  1. Kerbal Space Program 2 Developer Communication Suggestions: Reason: As the title states, the community on reddit/forums and discord are getting upset due to the lack of communication that is happening. The community is tired of waiting around and we need to address issues for both the parties and developers. @Nerdy_Mike asked for suggestions in the discord with the quote: "Also taking communication feedback". And I believe I don't have to address the people who doubt the future game due to supposed "incapability of the community managers". How Do We Address Communication Issues?: The main way to address communication issues is finding WHY the dev's don't communicate with as often as needed by the community. Reason #1 Time Consuming: Due to the nature of dev blogs/dev chats/AMA and posts, the nature of the situation is that the workload is immense for community managers and developers on the team. And the team needs to balance the need between working on updates (such as colonies) and communicating to the community during the downtime of updates. Reason #2 Community Needs: The truth is, as a community we are needing information related to colonies even though we have no clue when it will arrive. This nature has been implemented since launch for many players due to the broken promises and broken time frames which has decreased the trust in the developers. If our dreams were filled, we would have photos and in-depth conversations about upcoming updates and regular communication. But this has been openly clear since 0.2 launched that we will not get major info on updates until a release month has been announced by the team. Reason #3 Developer Needs: Believe it or not, the developers are working hard to work on the updates that we wait many months for. As mentioned in Reason #1 this becomes an issue as they need to prioritize game development over communication with the community. There weeks are filled with constant work, meetings, playtesting, team coordination and lots of 1:1's. As Mike (Community Manager alongside Dakota for KSP2) stated: "I want what we communicate to be accurate. I'm not worried about super polished communications I want to make sure we meet with honesty and clear expectations". Mike also went onto state "We don't want to take any steps backwards with any updates". These quotes go to address the state with communication and they need to make sure that the community actually gains information that hasn't been shown before. For the example of colonies, this would be sharing new information which hasn't been shown in previous communication. Document made by @The Space Peacock, which addresses all the information we have on colonies in the current moment. All the quote stated by Mike show that all the information shown is more or less accurate to current development for colonies. What Can We Do?: This is the reason I made this post was to address these concerns and the community opinion of communication and how to create ideas that: Address the concerns mentioned and any others I may have missed, that account for developer time and community needs. Provide useful recommendations to the dev team so we will improve: communications, trust and content in the downtime of the updates. As well as providing information that is new and informative to the community without taking much of the developers time. I made this post to concentrate ideas and opinions on how to improve communication to the community which takes into consideration both devs and community. SO LIST YOUR IDEAS BELOW AND WHAT YOU THINK CAN BE IMPROVED! Any changes that need to be done to this or personal suggestions please reach out to me on discord at: ChadDude on the Intercept Games Discord. - ChadDude (on discord and forums)
  2. I am considering buying Kerbal Space Program 2, but I already have the first game. Should I get the second for 50$? I heard they changed some mechanics that the community didn't like and the reviews are very mixed about it on Steam. Should I get it? Is it worth the money?
  3. I would love to see a Kerbol Origins or OPM port, or Parallax. I'm not sure how likely or feasible it is, but it would be really nice to see those mods ported over to KSP2. Despite KSP2's bugs, the game has improved a lot and can be seen as a similar title to KSP1. Honestly the amount of creativity generated over the course of KSP1's lifespan is staggering, and it shouldn't just be abandoned. Anyone interested in a OPM/Kerbol Origins/etc. revival? Maybe like a "modloader" that you install into KSP2 with mods that you can enable and disable? I don't know KSP2 modding, so maybe i'm not the right person to talk about this, but it still would be cool.
  4. I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
  5. I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
  6. I've been enjoying the challenge of trips to Eve and after completing the KSP2 Eve mission and taking a few (non-returnable) planes there, I wanted to see if I could build a horizontal take-off and landing plane. The end result uses 5 Vectors and 6 Aerospikes. It can glide to a landing on Eve and then return to a low Eve orbit. The wings, stabilisers, tanks and engines all separate in stages during the ascent until only a remaining small stage is left. It was super hard.. the biggest problem I had was struts disappearing which my plane relies on and which are also needed for the re-entry heat protection structure. I ended up rebuilding the craft from the top-down to see if that stopped the problem but it still happened. In the end, I had to teleport in a replacement vessel (exact same fuel state and orbit) with save file editing. Also, the Kraken loves to chew on the shields on the top of the re-entry structure, and the 2 refueling stops (1 in Kerbin orbit, 1 in Eve orbit) required very difficult docking. I clocked up hundreds of quicksaves... Still, the landing and return-to-orbit were fun to fly! For my next mission, I am going to do something way more simple...
  7. I'm really annoyed at all the people saying 'ksp2 is trash', 'oh this update might've saved it', 'the games broken'. What do you think KSP1 was like right after it was released. It doesn't matter what type of game it is, the developers need time to develop the game, and a game of KSP2's scope is not something you can do overnight, so stop criticizing everything. Can I get an "Amen" please.
  8. My second time writing here, but anyways, to the topic. Another interesting idea I had was if with enough resources you could actually manage to terraform different planets. I mean, how cool would it be to have a blue Duna, or turning Tylo into a second Kerbin orbiting Jool. Of course there should be size requirements, such as Gilly literally being an asteroid and Jool being 10x the size of Kerbin, but I think it's a fun idea.
  9. I'll make this short, as it's my first writing on this site, but I believe KSP 2 would be much more interesting if the outer planets were to be officially added or at least made into a mod, effectively doubling the size of the Kerbol system. I can even see how to lead up to it. At one point, Eeloo completely disappears from its orbit, and then further investigation reveals it has captured around a new gas giant(or not new, when you think about it). I just think making the outer planets canon and giving them and their moons touch ups would spice things up a bit. At the same time, the developers have been hinting towards a new mysterious planet beyond Eeloo's orbit.
  10. This is a list of QoL features / plain features / improvements/ whatever at this point, that I'd personally like to see in KSP 2. Be it today or months from now. There is no particular hierarchy. Feel free to add your own! Adding more to this as I read replies because I'm just one person and have limited thinking prowess! That is to say, I wish to add ideas to this list as I read them because I didn't think about it. Not even going to try and keep this ordered by-effect/change. Will try and keep duplicates out If an idea is from another, I will put their name in parathesis and italicized. "Many" will refer to just that; more than one (including myself) Manuveur Node Window / fine controls, just like we had in KSP 1 More minimized Delta-V readout in VAB / flight. There's a lot of unused black space thats not neccessary sometimes. Another toggle for just Delta-V and not fuel tracker is this wish Option to reduce entering / exiting gravity well "pulse" effect. I love this feature, but its quite huge sometimes for me. Mouse Sensitivity options Mouse direction options (inverse, etc) Seperate VAB / Flight Camera Pan options (sensitivity, inverses, etc) "Warp to Day" / "Warp to Night" "Warp to Encounter" (So as to warp to a few seconds before entering or exiting sphere's of influence) Transfer Window Warp Timers Manuveur Node Editing while Paused (unsure if this is a bug, or a feature, to not be able to do this while paused) Rocket Plumes follow the rockets path opposes to statically locked. More specifically related to effect smoke, to have the sight of your smoke trail as you launch "Do Science" button only flashes when there is truly a new science to do (Unsure if this is bug or not) Make Re-entry effect more flashy (I like the current effect , but it feels almost too static and needs more particles or variation.) Thermal bars less out-of-place feeling (Feels duck-taped on. Which I like, but a more visually in-line one later would be a nice thing) Symmetry automatically goes to correct option when trying to apply new parts to something (example, add struts to a quad-symmetry booster automatically sets symmetry to quad.) (Unsure if this is a bug) Scream bloody murder at the player if they forget to put even a single parachute. Do seperatrons seem weaker? Icon Improvement (WiS3) Darkness settings (WiS3) Easier map movement / less clunky (targetting, manuveur node stuff, etc) (WiS3 & Gluckez) VAB camera/movement fixes/improvements/options (Gluckez) Better Exhaust (Jeq) Better Docking / Structure for them (Gluckez) Better plant-dust for wheels, landing, landing gears, etc (Jeq) Exploding parts cause more explosions (difficulty setting maybe) (Jeq) Improved parts manager (inflight + VAB) (WiS3) Robotics (Many) More intituative action group setting Fuel Flow Priority Correcting Delta-V readouts (Many) Entering/Exiting SOI sphere of influence color or effect difference (perhaps a pulsing in as well for entering, pulsing out for exiting) (WiS3) EVA Construction (Gluckez) Snap rotation to world (Jeq) "Ore" equipment (I'd have to imagine this will be a thing in some way for Colonies?) (Gluckez) Waypoints/Map Markers on surface (Steveman0) A mechanic to make precise sub-15meter target landings? (It's kind of a pain to do it perfectly first try. Seems like a thing that would be really nice for Colonies)
  11. The thing that gets me most excited about the idea of interlinked colonies and delivery routes is having to build functional vehicles out of necessity. Just imagine having to transport resources or kerbals initially by rover to an sea or airport, then by boat or airplane to a space port from which you launch them to the orbital colony, send them to your gas giant interstellar space port and sent them to another star. That sounds incredibly cool - mainly because you have to design so many diverse and efficient vehicles and actually use them to set up a route - carrying massive amounts of cargo as efficiently as possible. But even more than that.. just imagine a mission a-la Ad Astra in which you have to deliver a person-of-interest (maybe a scientist) on a grand tour or to a far away secluded place. Imagine that the bigger mission is split into smaller ones that requires you to build specialized vehicles which transport the kerbal.. let's say first to a close-to Kerbol colony, then inside the Mohole then to the top of the Eve mountain, then to the deepest place in Kerbin's oceans, then to sample Dres' rings, then on Laythe or Tylo to some secluded place, then inside one of Eeloo's canyons, then back to Jool for a trip to another star system. You would have to either already have specialized vehicles and tourist transport infrastructure available on all celestial bodies, or you would have to build it. In my mind all this sounds very exciting - mainly because you have reasons to build every time of vehicle you can imagine and adapt to each route and environment - both for routine transports and also for one-shot missions.
  12. For some really strange reason, whenever I timewarp/accelerate the time, the game thinks I am stuck accelerating at that speed, and refuses to change back at all. This means that I can't change the throttle or do maneuvers, which makes the game impossible. I've tried multiple solutions but it seems like the only thing that can fix it is by resetting to a save previous to the bug, which means I would lose hours of progress, which is very frustrating!
  13. So I saw this post and I think OP there has a point, but I have my own take on it and at this point, I think it's worth making a new topic. So KSP1 and 2 both have exploration in the sense that they have a great big sandbox for you to travel around in, but I think an "exploration game" is a game where exploration is 1) interesting and 2) challenging. And neither KSP1 nor KSP2 had interesting or challenging exploration. Now, don't get me wrong, both games are challenging. That's a fact. But exploration isn't. Go to Map view and you can see everything in as much detail as you realistically ever will. Yeah, you can't see every rock on the Mun, but it's not like you can do anything with those rocks. And yes you can't see every hill and valley, but none of those hills or valleys are dramatic enough to matter to picking a landing site and you don't get science for exploring deeper-than-average valleys or higher-than-average hills. If you've ever played Minecraft and finally found an ice spikes biome after searching for days and mapping every ocean in a 1K block radius, you know what the joy of exploration is. It's the joy of searching, scanning the horizon, hoping to see what your looking for. Rationing food, creating outposts, running out of resources and having to return home only to go out again to search more. That's exploration. I've never felt that playing KSP, not even close. Because I've always known exactly where I was going, and pretty much exactly what I was gonna find. Now, there is no actual need to have exploration be a major feature in KSP. But I do think it's something that could raise KSP2 to the next level and create a kind of joy and challenge that we have so far not been able to experience. Below I've listed some general ways that I think it would be possible for KSP to incorporate exploration in a more meaningful way. I'd love to hear what you guys have to say about it. 1) Reward variety Minecraft actually provides a reason to go to a desert or a jungle. Different resources, different structures, different locales to build bases. It's not just that deserts have more loot than jungles, it's that they provide different value. You can't get pandas from deserts and you can't get cactus from jungles. KSP1 and 2 both suffer from all biomes being essentially the same. At best you might get slightly more science from the poles or from a monument, but that's not an exciting difference. If, instead, you could make a munar discovery that allowed you to build a special new type of engine by gathering a sample in a specific region, that could be an actual reason to explore. It's a reason to be excited that you finally found a munar valley so you can finally build that probe exactly the way you want to. Even something as simple as unlocking certain paint styles by visiting certain celestial bodies would give you some reason to go to some of the less visited bodies. Rewards that are just science or money become stale when you have lots of both. Rewards that are non-fungible, that are actually unique, those can be really inspiring. ideas for adding this: Samples from certain biomes give you non-tech tree discoveries, e.g. a new compound found on the mun unlocks a special side-mounted engine or a smaller more powerful satellite dish. Samples from Certain biomes unlock special paint jobs for rocket parts Samples from Certain biomes allow you to upgrade certain parts. e.g. the Reliant engine gets an ISP boost because of asteroid debris found in a munar crater. Samples from Certain biomes advance the kerbals understanding of the universe, allowing you unique abilities. e.g. you can now use all maneuver capabilities without a pilot (I know it isn't in KSP2 yet, whatever). Please keep in mind that while it may sound dull to have to go to a specific munar biome to unlock a particular paint job, some of my subsequent ideas might help with that. 2) Variety in Challenges Right now there is an element of tedium to going to each biome on the mun. You can see them all from orbit so you just have to do 5 identical missions landing in different spots. They are all essentially the exact same mission, and that is pretty tedious. Something that could spice things up is providing different challenges for different biomes. Ideas: Certain parts of Duna have major windstorms that blow you to and fro Other parts are very rocky and therefore difficult to land flat in. On the mun you could have basins in the bottom of caves that can't be flown to but require a speedy rover. You could have munar sand beds that are spongy and therefore easier to land on. Certain areas on the Mun could have a ground covering that messes with the ranging meaning you can only use sea-level altitude and not height from ground, making landing more challenging. Even features as simple as steep mountains mean you need to either execute a high-precision landing right on the peak, or make a craft that won't slide down the steep face. These kinds of unique challenges are a nice compliment to unique rewards. If you want a special engine, you have to design a special craft to overcome a unique challenge. It also means that landers cannot be as frequently re-used. You actually need to re-tool your ship for each new destination. 3) "Randomness" in environment Something else that is difficult is that you can see the whole mun in stunning quality immediately. You always know exactly where you are going to land from the start. Having some kind of fog-of-war where you can't see the landing site in detail (perhaps it's all pixelated) until you either scan it with a satellite or get close enough would mean you would need to be prepared for the unexpected. Combined with the variety above, it could mean that you need to build really adaptable ships, or do preliminary scouting, both of which would be exciting and rewarding missions. Another thing that could be done is adding features that simply do not appear on the map view until they are discovered. So perhaps you can see a crater, but you can't see if there is a meteor remnant in the middle, so you need to do an expedition to find out. And then if there is one, you can unlock a unique part or a science reward or whatever. This would encourage people to build a lander with a rover that can go explore. More detail on this kind of stuff below. I should note here I don't think a random or procedurally generated map would be a good idea. Rather everyone should have the same Mun, but you just can't see details of it in the map view until you actually map it. 4) Rules and science connecting environments and informing randomness Something that takes exploration to the next level for me is when you know that there are rules governing your exploration. For example, a Minecraft Savanna will always border a desert. And Ice spikes are often found near cold oceans. So when you are looking for a desert and you find a savanna, you can go around the perimeter, and when you are looking for ice spikes, you can get excited when you see a cold ocean because you know you might be close to your quarry. Being much more science based, KSP2 has an even greater opportunity to do this. On the Mun, give some mares asteroid debris fields on their borders that can be scanned for a chance to recover pieces of a meteor. On Duna have mountains form ranges where some mountains will, on close inspection, turn out to be volcanoes that can be used as a source of geothermal energy. This is the reason you might build a serious all-terrain rover, one that can challenge Duna's mountains to efficiently scavenge them for Volcanoes. Or perhaps it may justify you building a Duna plane with high-res cameras and sensors so you can fly over the mountain ranges hoping to pick up heat signatures. These kinds of connections mean players can get excited at finding a large thing that they can explore, searching for a small thing. And that is the sort of exploration people can really get invested in. It's a problem that is possible to solve with brute force, spending 1000 hours in EVA, but encourages creative problem solving. Creating mega-rovers and spy planes that can automate the tedius tasks. I think that these sort of additions could make KSP2 a true exploration game that rewards and encourages the development of a huge variety of vehicles to overcome equally varied challenges across the galaxy. I don't purport to know exactly how such features would specifically fit, but I hope this is a direction the devs give consideration to.
  14. Hey everyone, I wanted to share my thoughts on KSP2 and why submarine parts would make a great addition to the game. While KSP is primarily focused on space exploration, including underwater exploration could offer a whole new realm of possibilities. Just imagine launching a submarine down into the depths of a distant planet's ocean, facing new challenges such as pressure, limited visibility, and underwater currents. (it may not become that in-depth) The addition of submarine parts would offer players even more creative freedom in their designs. You could build fast and sleek submarines, or sturdy and able to withstand extreme pressures, instead of struggling with buoyancy physics using cargo bays and engines making your design ugly. the U-dunk-it part already has this kind of stuff in mind, like the spherical shape and small windows. Besides, it's already designed to be used in water. The inclusion of submarine parts would add a whole new dimension to the game, making it even more exciting and engaging for players. If it may seem too late or too awkward to just throw in submarine parts out of nowhere in future updates, I think the exploration update would be a great fit. I truly hope that the developers consider this idea and look forward to hearing your thoughts on it.
  15. Dear KSP, Built in mod menus for both games, on all consoles. Please and thank you.
  16. My Theory for the Petrified kraken and the Laythe Skeleton. So back in the early Universe they were two massive species of space leviathan that would fly around the kerbolar system like the Purrgil for Star Wars. The Kraken would later develop intelligence while the Laythe Skeleton would become a Apex Predator. However over the course of the Universe it got colder as it expanded making life for the Kraken and the Laythe Skeleton harder so as their territories drew closer together the Laythe Skeleton began to hunt the Kraken and the Kraken began to evolve to be even more smart and smaller. The traits of becoming smaller led the Kraken to evolving into the Kerbals and the Kraken People and the Laythe Skeleton would later die out because of a changing environment and a lack of a large prey animal. So what we see in KSP 2 is the remains of two interplanetary species from an area very long before kerbalkind.
  17. I thought devs need to make an archive of all the scientific reports you have done. It would be incredibly comfortable. You will be able to easily keep track of which locations you have visited and which have not yet been explored. This reduces to zero the chance that you will make a mistake and fly to an already visited location a second time. There will be no more confusion and no need to memorize what you have visited It is very sad to see scientific reports only "once in a lifetime" in case you fly to a faraway place. Now It's very easy to accidentally skip the science report and not see or understand something in the game's story, the content created by the writers is only visible to the player once. With the archive you will be able to read again any report you have done to understand the lore, to remember something or just for interest sake When you have an archive, the feeling that you are discovering something and increasing knowledge about the world increases many times over, you feel like a researcher. Your discoveries can be viewed at any time and they are expressed not only in the number of science points. The fact that you have an archive of lore knowledge increases the immersiveness of the game
  18. I've been an advocate of Esc = Pause for KSP2 ever since I got it the very first day of Early Access. I've heard many people position themselves against my claim with fair reasons and opinions. The problem isn't the lack of pause when pressing Esc. The problem is that, in order to pause the game, the user currently only has two options. One is almost never considered, and the other one is highly unintuitive: 1) Manually reach with your mouse and click the pause button at the bottom of the UI. Pros: -It exists as an option, I guess? Cons: -It's slow. Most players will never, ever bother manually pressing that button. 2) Use comma ' , ' Pros: -None Cons: -The use of this key directly conflicts with the user every single time you have to manually slow down timewarp, often (literally 8-9/10 times) overshooting and pausing the game by mistake -Unintuitive. No other game in existence based on a simulation of any kind uses this key. Why would they? That said, everyone's opinions have their reasons and a middle ground that benefits both can always be found, specially on this regard. - SUGGESTION TO DEVELOPERS: Provide players a toggleable option under the "Accessibility" menu that allows the user to enable/disable simulation pause when pressing Esc., as the example image below shows: This method satisfies the need of both groups within the playerbase and doesn't conflict with any other inputs in the game, so unless there is a more pressing reason as for why this wouldn't be considered, I don't see a reason for it to not exist
  19. I'm no longer able to link/relay communication systems. In KSP 1, it was possible to extend the reach of my communication network by bouncing the connection off of satellites w/ large radar dishes. Now, if my Tylo lander does not have a ridiculously large radar dish, I won't be able to transmit data down to Kerbin (even though I have satellites with sufficiently large radar dishes in the immediate area). Is this a bug? Intentional?
  20. Potential Improvements for Kerbal Space Program 2’s Re-Entry Visual FX By IsaQuest, a KSP 1/2 Modder and 3D Artist With Visuals made in Blender What works, and what doesn’t The core system for the mesh that the effect is applied on is fine and is actually a very good system. The main problems are only in the visual rendering of the effect. There are two main problems with the most recent re-entry effect: The effect is very static, which makes the effect look almost glitchy and wrong, and the effect has very hard edges, making it seem less like hot plasma flowing and more like a solid object. "Effect is static" Source: https://x.com/KerbalSpaceP/status/1727445482476351655 The main section of the current reentry effect looks very static. This was a recent change, as the effect shown in the Reentry Heating Effects Dev Chat was much more dynamic and chaotic. The solution here would be to move the effect up and down the plume according to a random factor and adding some vertex displacement, like the original version of the effect. Source: https://youtu.be/pXkabuiVjFg?t=147 "Hard Edges" The most recent version of the effect has some very hard edges. This can be fixed relatively easily* with some Fresnel-based falloff. Fresnel is an effect usually used to emphasize reflections near the edge of a surface, but here, it is used to make the edges of a surface fade out. Here is a demonstration of a reentry effect with and without Fresnel falloff. Without Fresnel Falloff / With Fresnel Falloff (Made in Blender) This can also be applied to the sparks that come off the effect as seen in the X post, which will make them much more natural. Source: https://x.com/KerbalSpaceP/status/1727445482476351655 Closing Notes Thank you for taking the time to read this! I have thought about this for a bit, hence the late posting time. *Please note, I am not a shader programmer, I am a 3D artist. I do not know how hard this will be to implement into the current system, and I do not know if it will even work properly because I do not know how the system works. Hopefully this does give some ideas to the development team on how to improve the reentry effects. Keep going at it, devs!
  21. (Not to be confused with the forum game with a similar name) Welcome, to the Astronaut Complex's vending machine! This thread will explore possible rocketry/kerbal-related snacks that could exist in the KSP universe. Here is the default format for all submissions to the vending machine: [Snack Name] Based on or similar to [snack] (optional) [Short, probably a little funny description] [Snack Name: Witty phrase on packaging] (optional) Here's an example based on this format: Tea-Teb Energy drink. The energy drink of choice for kerbonauts. Often explodes after minimal shaking, which is why it has attained such popularity. Tea-Teb: Putting the "boom!" in triethylaluminium-triethyl"boom!'ane! Submit entries in the comments below for a chance to be entered into the stock of... The Everyday Kerbal's Rocketry Vending Machine! Drinks: Tea-Teb Energy drink. The energy drink of choice for kerbonauts. Often explodes after minimal shaking, which is why it has attained such popularity. Tea-Teb: Putting the "boom!" in triethylaluminium-triethyl"boom!'ane! Hypergol Gatorade-like drinks. Most often sold in a 2-pack of complimentary flavors, like how hypergolic fuels need their counterpart to ignite and combust. One flavor is the liquid fuel, and the other is the oxidizer. RocketFizz Brand presents these three signature flavors: Keralox Apple Comes in our standard grey can with orange accents, like the R-7 rocket. Special editions can look like a Falcon 9. Hydralox Blueberry Comes in an exotic orange can for insulation! Based on the Space Shuttle ET. Methalox Grape Comes in a fancy and snazzy silver can based on Starship. RocketFizz's other drinks include: Xenon Fizz A very, very fizzy soda. Comes in different flavors. It's like xenon if xenon were a drink. So fizzy, it's got at least 2000 Delta-V!* "Xenon Fizz: A little goes a long way..." *This Delta-V calculation was measured in vacuum conditions. Longburn Inc. is not responsible in any way for any rocket-based incidents involving Xenon Fizz. Hydrogen Slush The revolutionary premade slurpee! It's made with [REDACTED - PATENT PENDING]. Comes in many flavors! The bottle is covered with standard gold-looking multi-layer insulation, for your drinking pleasure. "Drink it before it melts boils off!" Cold Gas Thruster A highly pressurized can of cold nitrogen gas, with grape flavour! Spray directly into mouth or inhale it. "Cold Gas Thruster: No ignitions Required!" Chips: Honeycomb Thick hexagonal chips that are fun to crush. Best selling flavor is "Aluminum" (Salt-and-Vinegar). Like the aluminum honeycomb used in many aerospace vehicles for strength and rigidity, unlike KSP 2 rockets. Max-Q Based on Spicy Cheetos Extremely spicy crunchy chips, often mistakenly used as solid rocket fuel. Baked Goods: Kraken Munchies Like Goldfish Squid-shaped and hard to find. Served free with a luxury stay at the Bop Casino. ACPC Based on Nutty Buddy ACPC is the Space Shuttle SRB propellant, or in this case, Awesome Crunchy n' Puffy Crispers. Crunchy wafer with delicious cinnamon cream filling. ACPC: "Once you start munchin', you can't stop!" Grid Fin Wafers Generic wafer Shaped like stabilizing grid fins, Falcon 9 or BFR variants. Grid Fin Wafers: "Guide your tastebuds to deliciousness!" Regolith Bars! Similar to granola bars, but more of a sweet snack than an energy snack. A mix of nuts, oats, puffed rice, and chocolate chips with the bottom coated in a flavored dip colored to look like different planets' regolith. Regolith Bars!: No spacesuit damage, guaranteed! Mo-holes Based on donuts Usually overbaked pastries with holes stamped through the middle, sometimes dipped in chocolate because most kerbals don't like charred food. Strange because they enjoy charred rockets, but I digress. The idea for Mo-holes came when a kerbal attempted to bake a cake with zero knowledge of how to do so (like most kerbals), and promptly burned his house down and created a dark-brown, crunchy lump. He got so angry that he punched a hole in it, and in that moment it reminded him of the Mohole. Mo-holes: "We put the hole in Moho!" Salty Refilling Bars (SRB): They're filling and once you start eating one you can't stop until you're done! A smaller variant of the ACPC bars. SRBs: Now 25% taller! Duna Pebbles: A crunchy snack inspired by fried chickpea flour balls or the traditional Indian snack Boondhi! "Ever wanted to taste the planets but couldn't because space is a vacuum? We can get you one step closer to that goal by introducing Duna Pebbles!"* *This snack does not contain iron oxides from Duna's surface. May contain oxides from Moho, however. Candy: Orion Crunch! Small, spherical, Nerds-alike candy, coated in fizzy sour powder. They are dispensed out of a cute, environment-friendly, Orion Drive-themed container, which is often used to dispense the candy directly into your mouth. Orion Crunch: "Now with 97% less nuclear materials!" Sweet Little Sweets (SLS): They're sweet, little, and did we mention sweet. Best when paired with a couple of SRB bars. Sweet little sweets: The Moon's new favorite snack! RCS Based on Pop Rocks Rock Candy Surprise, has lots of quick puffs like RCS thrusters. LithoBreakers Based on Jawbreakers Stupidly hard, just like The Mun. Before purchasing, must sign a waiver freeing us from having to compensate you for damage to your teeth. Pol-O Mints Based on Polo Mints Now, experience the taste of your favorite moon! That same rush of Pol's volcanoes can be felt whenever you drop one of these into a RocketFizz brand soda! Pol-O Mints: Don't sue us! Please! Gummy Rockets Just gummy worms, in the shape of rockets. Gummy candies shaped like rockets. They are inspired by... well... what rockets do. Contains a soft, gooey center that explodes when you chomp down on one. They come in many different fruit flavors. Gummy Rockets: "They flex! They wobble! They... shouldn't do that..." That's what kerbals eat and drink every day! If you have any ideas, place them in the comments below! (May edit for clarity.)
  22. I made some flags for KSP2, and I just thought I should share them. The image above shows all flags in full resolution, no compression, the same as they were when I drew them. You are free to use any of these flags for whatever you like. No credit needed, though it would be appreciated if applicable.
  23. On the following thread: I decided to challenge the KSP2 definition from being a de jure et de facto sucessor of KSP¹, or a Fantasy RPG with space fare thematics and spells and powerups disguised as technology. The discussion, unsurprisingly, risked degenerating into an exchange about what's a RPG and what's a Simulator, derailing the host thread. So I decided to transfer the discussion to this one. Original post (edited on the host thread)
  24. Before I start talking about this, a formal introduction from me, as I'm not on the KSP2 section of the forums. Hey, I'm Great Liao, a modder for KSP1 who works on planet packs to enhance the kerbolar system. My PC is broken and so I am writing this on my phone, and so I haven't been able to play the game since Sept. So, recently, (I really don't follow KSP2), I noticed long content "videos" about how KSP1 is dying and how we need to get rid of KSP2. While it is true that KSP1 may be dying, I don't believe that KSP2 needs to be removed outright. Plus, the youtubers seem to be constantly repetitive about the same point over and over. I can understand their frustration (I share it as well, that's why I didn't buy the game), but the persistent negativity is annoying. I understand that you dislike KSP2 and the devs, but don't vent all over the place.
  25. Hello everyone, myself Emmanuel Katto from Uganda. I need to know what is KSP2 and how it works....
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