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Found 6 results

  1. 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
  2. Pues era algo que se podía intuir y es que Kerbal Space Program 2 se tomará un poco más de tiempo para completar su desarrollo y su nueva fecha estimada de salida es otoño del 2021. Traducción: Queremos compartir una actualización para todos nuestros fans de Kerbal Space Program: Lanzaremos Kerbal Space Program 2 en otoño de 2021. Como todos sabéis, hemos estado trabajando duro para hacer la mejor y más auténtica posible secuela de Kerbal Space Program. Este es un objetivo ambicioso. Estamos haciendo un gran juego expansivo cargado de nuevas características, pero hacerlo llevará más tiempo del que habíamos previsto. Con todo lo que está pasando en el mundo debido al brote de COVID-19, nos enfrentamos a muchos retos únicos que requieren más tiempo para iterar de forma segura, crear, probar y hacer que Kerbal Space Program 2 sea tan grande como pueda ser. Entendemos que estas no son las noticias que esperábais, pero en última instancia tenemos que tomar la mejor decisión para el desarrollo de Kerbal Space Program 2. Dicho esto, os seguiremos manteniéndo actualizados con más videos de características, blogs de desarrollo y otros contenidos para compartir nuestro progreso desde ahora hasta el lanzamiento. Apreciamos a todos los que habéis estado en este viaje con nosotros, realmente no podemos esperar a volar juntos, y esperamos compartir más a lo largo del camino. Lanzamientos seguros a todos los Kerbonautas ahí fuera y permaneced atentos. - Equipo de desarrollo de Kerbal Space Program 2 Tenéis el hilo en inglés aquí:
  3. Does anyone know when Kambara Space Program 2 will be launched? If they do, please let me know. Welcome to participate!
  4. Just a few hours ago, a new PC Gamer article went up discussing Colony mechanics (and Kerbal reproduction, but only in that it is something too horrible to disclose, apparently.) https://www.pcgamer.com/kerbal-space-program-2-dev-reveals-how-baby-kerbals-are-made/ JUICY Details: Colonies will start out with set deployable modules that you will land on a planet's surface. Once deployed, it sounds like you can then use the Building Assembly Editor (or BAE for short... nice) to add pieces to your colony. At first, you can only use parts that you have brought with you from Offworld, but eventually you will be able to unlock the ability to directly manufacture parts from available resources. Unlocking these parts seems to originate from a progression system tied to colony size. Colony size (and the aforementiond Kerbal multiplication) will not be a product of time, but rather the result of you achieving specific goals, which will then cause a... uh... "celebration" that will lead to a significant baby boom in your colony. No comment. Eventually, you will unlock buildings to create vehicles that can then be built and launched at that colony! Obviously this will grant you the benefits of building in low (or null) gravity, and which will apparently be a requirement for unlocking interstellar progression. A few other notes or observations on my part: They've talked primarily about terrestrial colonies, but I'm assuming space colonies will follow some similar methods. In both cases, I think we will probably still be able to launch and dock colonies/space stations as we used to, but this sounds like it will be a great alternative with real substance in late game mechanics Star Theory has previously said that buildings will be subject to physics after they are constructed, but not necessarily in the editor, so expect space kraken shenanigans! Except not in space... we may need a new, land-based mythological creature to blame our colony woes on. For now, I'm taking the Cinematic trailer at its word when it comes to physical models, if not the actual visual effects, in representing the main game. Given that population is so emphasized, expect lots of geo-domes and habs, and maybe many other specialized buildings (not just ol' spaceship parts). Maybe these will automatically generate when your population increases? Or will we need to be building habs to accommodate? I have a... not great reputation for creating sustainable housing in Frostpunk, I'm a bit worried here. Interestingly, how these things unlock seems a bit ambiguous. There's been no mention of science so far, and it's unclear if colony progression will unlock entirely new parts, or simply make parts you already have usable for the colony. It also sounds like additional functions within the colony will be unlockable through population growth: obviously spaceship construction is one, but airstrips and land vehicular construction are also likely. I imagine other functions could be resource management, communications and control, and research. Population also makes me think about how this will impact astronaut recruitment. Will astronauts be able to inhabit colonies? Will colonies each have their own pool of astronauts, or will it be one large collective pool? Will astronauts need to be transported between colonies before they can be assigned to ships launching from each world? Lots to consider, verrry verrry interesting.
  5. So i was watching the trailer right now. When i see the new kerbals my hype goes from 10,000,000. Yes, i know you are hyped too. We will wait this until 2020 arrives. KSP 2 is our new dream.
  6. Ideas for KSP 2 (if someone ever does such thing) - It starts with cars, and trains only... So you can build train tracks and roads.. Maybe you can race with different kind of race tracks. (multiplayer or best times world wide) Few villages over the Kerbin, maybe you have to transport resources to HQ. - different kind of combustion engines for cars and maybe steam engines for trains (at start) - Next comes airplane missions with propeller planes (and helicopters). After that jet motors. (First solo flight round the Kerbin) -Then satellite missions. (no pods with kerbals until solid satellite network) -After those you can start you space program... Goal is build cities (or villages) to another planets or even far away solar systems (FTL engines) What you think about this? (sorry if there's allready topic like this one) best regards, Jetro ps. KSP 1.3 is AWESOME!!!!!