

Skorj
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KSP2 Release Notes
Posts posted by Skorj
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On 2/16/2025 at 2:39 AM, Jacke said:
A game like Kerbal Space Program has a feature that needs custom extensions with ANY engine: The vast range of length scales, from under a metre to millions and more kilometres. This feature is always present and the stock engines just don't handle it at all.
There's a lot of devs with a great depth of experience coding for KSP and similar games working on KSA. That they obviously support going with a custom engine is one way to deal with the vast range of length scales.
Nothing to do with the physics engine, the context here was "can KSP and similar games degrade their graphics setting to render well on low-end graphics cards like KSP2 doesn't". Thousands of games show Unreal is good at this out of the box, and Unity is workable, because the approaches are common across all 3D games with just minor tweaking (KSP2 was just so unoptimized at its heart that all the low graphics settings still didn't get you there). BRUTAL doesn't have the benefit of being tuned for decades to provide a built-in solution to the common problem of "what's the best trade-off between graphical fidelity and render speed".
Unreal just does amazingly well at rendering very high counts of the same small set of objects, which has been a big step forward for indie games. Not sure how much that would help KSP, except for enabling a surprisingly long view distance for forests or boulder fields (as long as there were only a few tree or rock models), but that alone is nice.
As far as the actual physics engine and vast range of length scales, the problem is only hard if you don't want a loading pause between SOIs, Thing is, a typical "hidden loading screen" like most games have these days would be fine for interstellar travel, there's really no need to try to put multiple systems in the same scene. KSP did have some issues even in the stock system though, so I'm sympathetic to the KSA team. Personally, I'd go the other route of having one scene per planet and optimizing the transitions, but KSA has smart people working on it and I'm betting their physics engine will work great.
On 2/16/2025 at 10:31 AM, PDCWolf said:So far that's been handled by the scaled space planetarium method, no asset is actively (for realsies) at more than 2.5km from the player (I've seen a number like 1/600000 claimed), at least as far as I know. I however claim 0 knowledge about how they do this in KSA.
Thank;s for that link! Very cool talk. "These textbook-type physics are very much what you'd find in a physics textbook, so when you're trying to teach about physics ..." is such a great quote about the mindset that made KSP so good.
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5 hours ago, PDCWolf said:
No tech is upscaling from that low a resolution, you'd lose too much detail to upscale from. You'd at least upscale from 720p like previous-gen consoles and that'd still look hideous, like previous-gen consoles. Framegen also doesn't work great if you don't have 60+ FPS as a base, it just makes input latency shot up the roof. The minimum for good-looking upscaling is like 1440p from 1080p... and for framegen, you'd want to use it to bump say from 90fps to 144fps for a high refresh rate monitor, not for 30 to 60.
... So when I say we're about to face a generation of absolute slop, I'm not lying, being a cynic or a doomer.
But of course recent AAA releases look really quite bad, for all the reasons you just called out. People have been diving into why recent games just look like mush, and it's exactly what you say here. It's a sorry state of affairs, and sadly KSP2 really wasn't that much of an outlier. And with NVidia's 5000 cards we can look forward to 3 AI slop frames for every real frame.
5 hours ago, PDCWolf said:Meanwhile we're 4 generations into "RTX" hardware and real time raytracing is -barely- playable without fake frames and upscaling. We're not in the 90s anymore, Moore's law is dead, and we're also slowly walking out of the generalized rendering era back into the wild west early videocards used to be (remember when you had to pick a rendering mode before starting a game?
Hardware performance does gradually improve though; even if it's only 10% a year now that does add up over 10 years. I remember when the dynamic lighting for Diablo2 was amazing when you had the right video card hardware/mode, something that was lost on modern systems (even with D2R, if it's not my nostalgia goggles talking).
Really though the best optimization is to lean on good art over poly count or the latest rendering gimmick. At least some indie studios have figured that out, so maybe there's hope yet.
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On 2/11/2025 at 3:16 AM, Grenartia said:
Its clouds. Its just friggin clouds. Its just fancy visuals that add no gameplay features and negatively impacts performance.If the game doesn't natively have a way to have visual objects floating in the sky, generated algorithmically, then a modder can't add them by just adding a skin file or an XML config file or a model, which is what the vast majority of modding is for vehicle sim games. And visuals matter to most people, which is why there are so many visual mods for so many games.
Making it as easy as possible for modders who just want to add parts or skins will be a huge part of the success of any KSP successor. Being able to mod in a new solar system and new rocket parts is "replayability" for many.
On 2/11/2025 at 7:09 AM, Bej Kerman said:I spent way to much time on that game. One of these days I need to actually play Elite Dangerous,.
On 2/12/2025 at 3:01 AM, Dakitess said:It became some kind of "gameplay is what matters the most" trend, for every game, like, "we don't care" : of course we do, it's mandatory ! You would not have the nowadays game with the incremental evolution of graphics and physics ! And at a time, it was all about water realism, then texture, tesselation, fake relief, lightning, resolution, vertices, optimization, etc etc etc : without those "I don't care about that game being more aesthetic" we would be stuck with damned ugly game.
I think the genre is very important to that discussion. There are many kinds of games where I barely care about graphics at all, but a vehicle simulator needs some amount of fidelity. It can be low-poly if the art is good enough, but there's needs to be something visual to make the game immersive. And for a KSP-like in particular, there are gas giants to explore! Jool in vanilla KSP isn't really something to explore beyond checking a box, but with the right mods you can have a probe drift between cloud layers with lightning going around you and it gives a sense of wonder, it turns Jool into a destination all its own. Mods that add interesting terrain scatters are similarly important to give a sense of "being there" on the surface of exotic planets.
If Tylo and Dres and the Mun look the same from the surface, then the game devolves into "build a rocket with X delta-V, then do it again". Much less compelling.
On 2/12/2025 at 8:46 AM, PDCWolf said:For toggling graphics settings, the most you can hope for is the toggle already comes in the game engine you're using, meaning the work is just a couple hours to get the UI to have the option, and then some small overhead of testing on every version, a bit bigger when you change unity versions.
This is a real worry for KSA, with their custom engine, The built in stuff for Unity and Unreal has been good for many years. Sadly, optimizing games at any setting seems to be a lost art right now, with some recent releases struggling to render at 540p / 30 FPS and letting AI slop make it 1080p/60, which means there's no viable lower setting to degrade to in the first place. It makes me worry for any new game. But for a game that will last a while, today's ridiculous suggested specs that no one can afford are tomorrows CPU graphics, so it will eventually be fine.
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On 2/10/2025 at 8:04 PM, PDCWolf said:
Again, everything discussed here would simply go away if IG or Haveli pushed an update that said "hey, this is 1.0 now, see ya", but their human decency doesn't even reach THAT level.
They finally gained access to the Steam pages for PD games in the past few days. KSP2 is on sale now, presumably because ex-Annapurna checked the box to make all the PD games eligible for Steam sales. Hopefully they remember soon that KSP2 exists, and remove the roadmap from the store. For all my complaints about KSP2, it is technically a playable game. Deleting the roadmap would be a good start. Of course, removing it from EA entirely would be better!
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On 2/9/2025 at 9:21 AM, PDCWolf said:
I think once a game is out in the public and money has exchanged hands, none of those scenarios should be an excuse for a dev to walk out on a game, save maybe declared bankrupcy, which should still trigger automatic refunds. Abandonment should just not be an option, period.
In the US, the 13th amendment prevents this. It's similar in most countries. You can't force others to work for you. Steam EA has never been a contract to finish the game, it's an offer to sell an unfinished game. Seems perfectly reasonable to me: you're warned up front that the game is unfinished.
Steam tells players to buy an EA game only for what it is now, not what you hope it may one day be. It's good advice.
8 hours ago, PDCWolf said:If you publish a game, you will make a game, and if you cancel it, the money is given back. At this point I'm pretty sure such a statement should sound like common sense for anyone save for people actively trying to game the system and EA gamblers trying to somehow land good games for cheap (and price increases as versions move forward is almost completely phased out by now as a model).
I get that's what you want EA to be. But EA is simply something different. There are no future promises involved in EA; instead it's a way to buy unfinished games. What's you're talking about goes directly against Steam's rules for developers for EA! EA is not a crowdfunding model. EA is not to be used to get the funds to finish a game. EA games must not include concrete future promises for features or other work (KSP2 has always broken that rule by having their roadmap on the store page).
On 2/9/2025 at 9:21 AM, Fizzlebop Smith said:Just because a small percentage of the population actively seeks to harm others, does not mean steps should not be taken to make the act of harming other more difficult... or in this case less profitable for the risk.
I certainly wasn't suggesting such. I was responding to the idea that the new notification won't work because devs are malicious and will push fake updates. But 99.9% of abandoned games aren't malicious, the dev just moved on.
9 hours ago, Lisias said:Steam is powerful exactly because they succeeded in being a middleman. Don't ever forget that, they ARE a middleman and this is the source of their power.
Steam is successful for the same reason Gabe started it: there's good money to be made by making it easier to buy a game than pirate it. Steam's continued success depends on that being true. They add value by adding convenience in finding, buying, patching, and launching games. I prefer to buy from GOG, but their recommendation engine sucks and Galaxy is annoying.
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On 2/6/2025 at 12:17 PM, Lisias said:
IMHO they are only moving the noise to another level - into crappy updates intended to merely avoid the flag.
As I said above, it's a good step - but on the wrong direction.
Despite the antics of AAA publishers, it is possible to be too cynical about modern gaming. There are over 50 games a day being released on Steam, and approximately 0 per day are from exploitive AAA publishers trying to scam players. The big overhyped games from huge studios that are just excuses for cash shops may represent 99% of advertising, but they're maybe 0.1% of actual game releases.
Most of the games in Steam's EA program are just tiny studios trying to figure out how to make a game, or amateur efforts from people passionate about some subject. Abandoned EA games are super common simply because the sole developer lost interest, or simply no one showed up to buy the game. Or the one that really annoys me: the developer just abandons the game to start over from scratch making the same game under a different title.
AAA studios will be as scammy as legally possible, and then some, but IIRC the median game on Steam has 0 current players and a 1 player 24hr peak. Sure, there are dozens of AAA games where they'd do anything to scam the players, but there are around 100,000 games on steam.
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1 hour ago, Fizzlebop Smith said:
I wonder if this is a result of recent complaints and vocal minority complaining about various aspects of EA.
I think it's more Steam taking notice that many reviews talk about how often a game updates, and many forum posts ask whether a game is still being updated. This is a pattern across indie games in general, but especially EA games. Clearly this is information that customers care about, and that wasn't presented to them on the store page.
Hopefully this will also increase the signal-to-noise ratio of reviews and forums by removing the need for so many reviews that just say "dead game" or forum posts that just ask "dead game?" Steam does take steps every year or two to keep up the usefulness of user reviews.
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5 hours ago, Grenartia said:
You mistakenly presume I was implying the forum is a positive asset for the buyers. "we have a forum" wasn't a selling point. It was a matter of "We're looking to sell everything associated with Private Division, including the entire KSP IP, and that includes the KSP forum". From Haveli's perspective we're the couch the tenants left behind when they left the apartment.
Funny you should say that. I just yesterday found a wallet in the couch the previous tenants left behind in my place as I was moving it out. The history of the KSP1 forums are of some value to nyone wanting to carry forward the KSP brand, assuming such a person exists. The KSP2 forums are just baggage that comes with that.
5 hours ago, Grenartia said:2. Disagreed. I couldn't care less about clouds, volumetric or not, or pretty exhaust plumes. Colorable parts? Sure. A consistent part-art style (think what the base game or restock offer compared to the *original* parts were, even before 0.90), definitely. But leave anything beyond the bare minimum to modders.
You miss my point: currently adding stuff like volumetric clouds (which some would consider part of the bare minimum for a game where you can send probes into gas giants) isn't something within the realm of what most games would consider a mod. It's a whole new large part of the game that needed to be added, which is why people can get away with paid mods for it. The game would need to be designed for visual moddability in order for modders in the usual sense to add stuff like that. And it should be so designed.
KSP is very much like a train sim game in this regard: there's so much room for extending the game by adding new parts and new planets, and the game needs built in support for modders adding new parts, planet data, and visuals for both in order to develop the sort of long-lasting fan community KSP has. KSP1 got away with a lot by being the first of its kind, but a modern game will need modern moddability. Adding a new part should be some XML text and some 3D asset files in one of the standard formats (or just textures for a re-skin).
Am I the only one who sees the value here? Train Simulator Classic has like $20,000 worth of DLC, and Trainz a New Era has over 10,000 user-made items on the Steam Workshop IIRC. Making it easy to add new parts and new destinations can add so much life to a simulator-type game as long as the core gameplay is engaging, and the new items are visually appealing. Whether it's modders adding it, or DLC, or both, the key is making it easy to add content.
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The long history of the forums is a real resource to people playing KSP1. I do hope they're kept alive in some fashion, even if only archived. I guess we'll see what the new owners think about the future of the Kerbal IP!
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As far as the game engine: if the game is properly moddable, the engine doesn't matter to almost any mod. There's no reason adding parts or skins or changing the tech tree should require coding. And if it does, you shouldn't have to know the details of the game engine. At the point "game engine knowledge" really matters, you're beyond the point where the game is moddable and you're just writing game code directly. KSP has a lot of this of course, but it was mod-friendly rather than moddable.
Or, put a different way, to anyone who says there can't be a huge mod community around an indie game with a custom game engine, I need reply only "Factorio".
The kittens are still placeholders as far as we know, but even if it ends up being kittens due to inertia and lack of a better idea, IMO cartoon kittens (with serious expressions) and cartoon Kerbals appeal to the same audience. The actual critter doesn't matter IMO, just that it is emotionally expressive. You need your astronaut to look around in wonder when landing on a new planet, to move from fear to relief when your sad rocket finally makes it to orbit on the Nth try. Juno proved just how important that part is.
I don't think it's an age thing: people don't seem to play AS kerbals, it's not an RPG, but rather as the director of the space agency sending them off to their doom. It's the difference between a physics sim game like KSP where the focus of the game is the rockets and the Kerbals are along for the ride, and a "space sim" game like Elite Dangerous, where you play the pilot, not the ship.
Anyway, KSA would be the spiritual successor to KSP, not a sequel. That's fine IMO, though I'd be delighted if they get the license to change that.
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On 1/25/2025 at 3:42 AM, Lisias said:
Crunch time is when you desperately tries to do on the remaining time you still get everything you should had done, but didn't, with the time you had before.
Every single project in which I was hired in the final stages ended up in "death marches" (you see, no one hires a Senior when everything is going well...) had a past of pretty long delivery times that were mismanaged. Absolutely no exceptions.
Give too much time to people that don't know how to manage it, and you will take too much time to realize when they messed up - and then the choice will be a crunch time in the hope to salvage the project, or just ditch it and fire everybody.
To me, it's obvious this is what happened with KSP2. They had lots of people, they had lots of time, so a miss that big is clearly bad project management. People working on too many unrelated tasks and not getting the core must-have stuff done at high quality (there's also some sketchy engineering practices in there too). Now, this may have been the result of Take2 setting out silly milestone goals that forced this situation, or it may have been an unforced error, no way to tell from here. The big puzzle to me about KSP2 is how they were anywhere near meeting their milestones for T2 at the steps along the way.
While all we have to go on for RW/KSA is what they say about themselves, at least what they're saying looks like good project management. I think they understand how to do it right, assuming they aren't just BSing us (and I'm giving them the benefit of the doubt). So far they seem to have what it takes to deliver a worthy successor to KSP (and I'd love it if they ended up using the Kerbal IP for it).
After all, all the project really needs are 3 requirements IMO:
- A solid moddable base engine for a rocket sim, one that isn't the crashtastic mess of KSP1.
- Updated graphics. I don't think they need "modern" graphics, in the sense of hundreds of people cranking out super-detailed art assets (we can live without Kerbal/Kitten shoelace physics), but a step up so that stuff like volumetric clouds and good exhaust plumes are natural to do in the engine.
- Some sort of actual progression system, rather than just a sandbox with random missions. Colonies building towards interstellar was just one way of many to do that.
Only number 1 is actually hard IMO, the rest is just run-of-the-mill game design any competent game studio could deliver. And 1 isn't a problem to be solved by throwing a large team at it, but by a small team of the right people. There's no point in ramping up funding for the full project until 1 is proven. I'm excited for the future of some sort of KSP successor because RW seems to be doing just that. Of course, we'll see.
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I would imagine ex-Annapurna has their hands full and "the KSP1 Mod Scene" is pretty far down their list to care about. Frankly, the corporate vulture will want a feast and ex-AP will be looking for deals that make quick money. For KSP that means licensing deals, and as ShadowZone mentioned if there was a Kerbals game for kids in the works, finishing that up might have prospects.
The upside is: if they're hungry, licensing out the rights to the Kerbal IP to a game studio might be within reach of someone like Rocketwerkz.
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Thanks to everyone who worked on getting the forums back!
60 days should be enough for ex-Annapurna to get their bearings and decide what to do with the forums. Hopefully they keep them. If nothing else, these forums are a great place to announce new KSP merch and licensing deals.
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On 1/17/2025 at 3:15 PM, K^2 said:
- Engine. Unity is just not a good fit in 2025. Lacking budget for something dedicated, Unreal is a much better foundation.
- Rigid physics for crafts. Look, there's flex to real structures, but it's hard to simulate in a way that works. You're better off simulating the stress across a rigid structure. You'll still have failures of overstressed parts, but no flappy rockets.
- Assembly building and part manager are a mess. This is less concrete - it just needs work. From setting up unit tests on saving/loading the craft so that the system isn't broken half the time, to the UI/UX side of things.
I think any team that consults with HarvesteR will get 2 sorted out. Looked like he nailed it for KitHack.
3 was a mystery to me why it's so bad. If we can abandon the "rooted tree" structure of crafts and just have parts stick together as needed, then sub-assemblies become easy and you just need a workspace where you can have multiple chunks of craft handy - like a probe bus and 3 probes - which you stick together for the final craft. Just need some place on the screen that's clearly the "real" craft and everywhere else is an area to work with sub-assemblies (or "modules" as a better name). I think it could be made very clear visually and still be far less clunky than KSP1's sub-assemblies.
7 hours ago, wnderer said:As for game play, I think linked anomalies would be fun. You start with an artifact which gives you a clue of where to look on Kerbin. That anomaly tells you where to look for the next one and so on. Maybe there are keys you need to find that open artifacts to get Easter eggs about alien civilizations.
I would love to have an actual story or at least linked objectives (and also sandbox mode, of course). I agree anomalies are are a good way to do it, with far more rich mechanics about satellites to find them, building specific craft to go get them and so on. I'd love to see caves so you have to drive a rover in, or an underwater one on Laythe. Maybe a large alien base to discover and explore down into to get interstellar tech.
Anything to make missions more than just "do I have enough delta-V"!
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1 hour ago, RandomKid said:
Hype train has run out of steam, it will not get any more.
The Hype train is dual fuel Hopium and Copium, providing an inexhaustible supply of power. It just has to stop and take on water every so often to be steaming along again.
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That gameranx article is just commenting on the videogameschonicle article.
The videogameschonicle article is just commenting on a Bloomberg article, which is paywalled.
The Bloomberg articles was by Jason Schreier, and is probably the only article out there on the subject that isn't written by AI. All that article states is that the ex-Annapurna company will distribute, not develop, the PD games. Which makes sense, since ex-Annapurna are not developers. All else is AI hallucination, for now.
The future will tell if the corporate vulture's attempts to monetize their assets will lead to a new studio, but I think they're just going to do licensing.
EDIT: Lisias, they also have minority ownership in Jagex, a rather more known studio. Whether anyone can make money off of Runescape is a different question: it's gone through several owners in the past few years.
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I guess we'll see what the new owners do with the store page. The roadmap on the KSP2 store page violates Steam EA rules, but since Steam doesn't enforce those rules ... well, we'll see.
I believe the majority of Steam EA games are abandoned before 1.0. Usually this is more forgivable, as it's often a 1-dev project where the dev lost interest or hit a technical wall. It's frustrating to see a major publisher do the same, but what can you do? Still, perhaps the new owners will make it eligible for deep discounts on Steam sales. I'm sure the work of the modding community has made it worth $5 by now, maybe even $10.
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Sorry to say, Haveli does indeed seem to be a scrapyard for old tech companies. I see from their announcements that they even acquired the corpse of Veritas Software (I used to work there when tape backup was important). They do seem to try to eek out some value from their acquisitions, not just resell them, so there's that. As SZ noted, they're probably behind the licensing deal with Estes rockets.
PD being acquired by a corporate vulture was what I predicted. I still have hope that an actual game studio will license the IP one day, as that's the easiest way for Haveli to make money.
Side note: why does there have to be a real estate business named Annapurna Haveli, gobbling up the search results? The universe is laughing at me.
EDIT: wait, I can see it now: a new collaboration between Kitten Space Agency and Stray: from the streets to the stars, Strays in Spaaaaaaceeee
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1 minute ago, Lisias said:
On the other hand, these new guys... They have money enough to hire RW themselves to develop the game - heck, Apollo Global has firepower enough to buy Tencent, the main funders of RW, what to say about RW themselves?
KSP2 is worthless IP IMO. There's not even sunk cost fallacy to work with, since the current owners didn't spend any money on it. We'd be talking about KSP3 if non-trivial money were to be spent.
The only studio they worked with who would have even the vaguest clue how to make a physics sim is Mobius Digital (Outer Wilds), and while I'd love to see their take on a Kerbal game, we'd definitely get something more than a sandbox from them, studios can't sit idle waiting for work. They're either a year into quietly working on their next game, or shut down. Still, an Outer WIlds-style take on KSP would be amazing.
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8 hours ago, PDCWolf said:
Just to add extra context, if you look at ShadowZone's video the idea that KSP2 was to be KSP1.5 was only the initial pitch, with a second pitch coming a couple years later moving them on from a remaster of KSP1 to KSP2 proper.
Was going to say exactly this. What we expected was that KSP2 started as a baked-in mod for KSP1 with some fixes. That would have been the Star Theory days. We knew a lot of work got done after that, including a whole new system for planet textures, Blackrack's work, and a ton of new assets. Heck, they would have had to change a lot just to break things so badly.
But it does seem safe to conclude they started with a copy of the KSP1 code base, before a couple hundred dev-years of new work was done. The percentages foonix found don't surprise me at all: a big chunk of KSP1 in a mostly-new codebase. I suspect the original code is effectively double or triple what the numbers suggest, given how simple refactoring can change thousands of lines of source code without changing the object code (actual behavior) at all, and that's expected when a new team is making sense of a legacy codebase and makes it conform to the current coding standards and naming conventions.
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Not to dash anyone's hopes, but the new owners are a publisher not a studio. They fund game developers. they don't make games. They will not be working on KSP2 or any game.
Our best hope remains that the Kerbal ISP gets sold off or licensed out. Maybe Rocketwerkz will license the Kerbals for KSA.
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On 11/14/2024 at 5:38 PM, Superfluous J said:
Same diff to me. I've never had to "license" a digital game twice, unlike several "real" games I "bought" forever and then lost or scratched the CD.
I've gone back to some games I had from 20 years ago and found that while the media worked fine, the CD key had faded as it was printed with a different sort of ink than the manual. Rather disappointing. GOG is the closest thing to forever we have, and that's the KSP install I've used for quite some time now.
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7 hours ago, PDCWolf said:
- "Interstellar" - 4:53 - Mentioned as part of how they can go the other way with more complex physics layers. "The advantage is we don't have a game scene like Unity or Unreal, we have no context like a traditional app to do anything. You've seen our simulation [...] we pass a delta time and simulate a hundred thousand years like that [...] We get to abstract stuff out."
- "We're learning from the mistakes of the past" - 8:40 - Arguably the best feature.
This stuff gives me hope. If you can't skip time arbitrarily forward, you can't scale to huge numbers of ships in orbit.
3 hours ago, Kerbart said:Nate mentioned a lot of things too, and had plenty of animations to go with it, Don't get me wrong, I think it's great that the design team signals they're aware of performance challenges and want to build something up from the ground. But until there's an actual product to show, that's a story we've been told before. So it's great that this is happening but nothing to get too hyped up about.
We've all been hurt before. No hype, but hope.
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I would have gone with "Goblin Space Agency", leaning into the early "found in a junkyard" spirit of KSP parts.
PD / ex-Annapurna are you out there? Hello?
in KSP2 Suggestions and Development Discussion
Posted
It's been a while since the assets of the old PD were acquired by the new publishers. Seems like you've had time to get settled in, and at least someone has apparently found the credentials to log into Steam as the publisher and enable Steam sales for KSP2. Don't worry, I don't think anyone expects you to do much with KSP2 at this point, but it would be nice to hear from you. Would also be a nice consumer-friendly step to clean up the KSP2 Steam store page, removing the roadmap and such.
Any news on the future of the Kerbal IP would be great. Plans to start a KSP3, in-house or licensed out? Or retiring the franchise for a generation, sad but understandable, but maybe making KSP1 open source as a gesture of friendship to the modders and community at large? That Kerbal Science for Kids game there were rumors of? Plans in motion that you can't talk about but you hope for news later this year?
Or just dropping by to say hi? *wave* We're mostly rational around here and won't blame you for KSP2 (well, there's one in every crowd, but mostly rational.)