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KSP2 Release Notes
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This is an entire speculative timeline of KSP2 development based on Investigative Journalism done by ShadowZone, extracted from this video. A thank you goes out to @ShadowZone for doing thorough research on KSP2’s development, while remaining neutral and preserving integrity in the reporting of his finding. Recurring names and important concepts or events are in bold. Abbreviations are noted between brackets in (cursive) next to full names. Problematic events are denoted with !. All markings are applied by me and represent my own personal opinion. A PDF version of this summary is available at the bottom of this page, for easier reading. Pre-production, 2017 – 2018 (Star Theory) Take Two (T2) chooses Uber Entertainment, Later renamed Star Theory (ST), to develop Kerbal Space Program 2 (KSP2) T2 allocates 2 years and 10 million $ to ST to develop KSP2 This was supposedly seen as doable by the Studio Manager Jeremy Able)and ST Owners Bob Berry & Jonathan Mavor (referred to as ‘ST Management’ from hereon) ST Management’s plan at this time was to do a Revision of KSP1, meaning; take the original code, polish it up to modern standards, add new graphics and content and sell it as new version The creative direction, Nate Simpson, has a broader vision: a Reimagining rather than the Revision planned by ST management This would have included Interstellar and Colonies. Nate was a long-standing fan of KSP at this point Nate Simpson is able to convince T2 to approve his Reimagining ! Despite this, the timeline and budget already allocated by T2 would not be sufficient for the studio to pull of this Reimagining This is regarded as the start of a cascade of problems for KSP2 development At this time, the only engineer on the project is Principal Engineer Chuck Noble, an experienced software engineer with a degree in aerospace, aeronautical and astronautical engineering ! T2 keeps development of KSP2 highly secretive This forces ST team members to do recruiting and hiring in addition to their normal duties, hindering development ST team members are not allowed to tell potential hires what game or even what type of game they will be working on ! Due to budgetary constraints, only a few junior engineers with little to no experience are hired (senior engineers are brought onboard eventually, but much later on) All but one of these engineers had never played KSP1 before ! The junior engineers were considering building KSP2 on Unreal Engine instead of Unity, but were ordered by ST management to stick to the original code and engine (Unity) used by KSP1 As a result of this, some early prototype builds of KSP2 were done on KSP1’s user interface and graphics Early Production, 2018-2019 (Star Theory) Scope Change: Colonies, Interstellar and Multiplayer now considered “must-deliver features” ! Spring 2020 release date is communicated to the development team, and is considered Non-Negotiable This causes stress within development team, which possibly contributed to some wrong and hastily made decisions ! The decision to cram all these features into KSP1’s code, as ordered by ST management, ends up costing the engineers a lot of time People working on the project during this time estimate this resulted in around one year of wasted development time, compared to if they had been allowed to rewrite the code Multiplayer especially turns out to be incompatible with this framework ! Contact with Squad, the developers of KSP1, is prohibited (possibly by Squad upper management) This leads to nobody being available to guide the KSP2 engineers through the KSP1 code they were ordered to work with, forcing them to work in the dark and figure it out themselves The KSP2 engineers at ST would have loved to talk with the engineers at Squad, but they fear for their jobs being terminated by T2 should they do so ! This fear turns out to be warranted: a developer from ST is let go after answering a community question AFTER the game was announced, with T2 claiming it was an “unlawful disclosure” and that “communication to the public was not star Theory's decision, but the Publishers” Ultimately, the two previous points prove insurmountable and the engineers realize a significant Refactor of the code is needed to support Nate’s Reimagining ! This decision does not go down well with ST management, who do not understand the reasons behind it From this point onward, it is assumed new code is being written from scratch T2 continues to give ST pass after pass in Milestone meetings, despite people familiar with these meetings believing they should not have passed ! The most likely reason for this is that ST management had convinced T2 that they were sitting on a potential goldmine, claiming they were working on a ‘cultural successor to Minecraft’ These claims drive T2 to see Kerbals as their version of ‘Minions’ (A.N. The yellow creatures from the ‘despicable me’ movies), even planning a collaboration with a toy manufacturer Nate Simpson tries to appease both T2 and the existing KSP community by aiming to have the game be more accessible to a new audience and expand its player base, while also sticking to the core mechanics of KSP1 ! ST Management meekly goes along with the secrecy ordered by T2; one of the reasons for this being the aim to keep people familiar with KSP1 away from ‘interfering’ in the sequel They explicitly did not want KSP1 Veteran and well-known Youtuber Scott Manley to have any input in development Another reason for staying silent was that Uber Entertainment (now ST) had a bad reputation for previous games ! T2’s reasoning for keeping the project silent so long was apparently driven by a desire to avoid conflict with the community until it was too late At this point, due to the complete lack of outsider input, Creative Director Nate Simpson is basically the only person making gameplay decisions espite developing his first game at the age of 13, Nate is not an engineer; he instead has a bachelors degree in Arts (people working on the game describe him as a ‘very visual person’) ! This in turn caused a lot of focus to be placed on the visuals of the game, sometimes resulting in fundamental design and gameplay decisions to take the back seat Nate sometimes had a tendency to micromanage (something he admitted to in an interview) single elements of the game; one of which was wobbly rockets. Even before the Refactoring of the code, it was discovered the original KSP1 code could support significantly reduced wobble while also maintaining the option for joints to break under high stress ! Nate however was convinced that the difficulty from wobble and breaking joints was necessary for a fun game and made executive decision to keep them in the game Despite these flaws, Nate is considered by everyone spoken to by ShadowZone (SZ), be it someone who worked on the project or other content creators who interacted with him, to be a KSP Superfan with nothing but the community’s best interests at heart in his decision-making. The occasional disagreements between him and the engineers are attributed by the latter to Nate’s inexperience with aerospace, not to any form of malice. ! This inexperience, combined with Nate’s desire to expand the audience of the game to new players, somewhat resulted in the opposite happening; it reduced the capability of the game to serve as a teaching tool for people going into aerospace engineering and spaceflight, and overall reduced the priority of realism during development KSP2 is officially announced to very warm reception, with a release date set for the next year (2020) Content creators like Scott Manley, Matt Lowne and SZ are also brought onboard for the first time Hostile Takeover, 2019-2020 ST finally bring some Senior Engineers onboard. The Refactoring of the code is still only halfway done at this point in time ! By this time is has become clear that the release date of Spring 2020 is not achievable; despite this, ST Management continues to communicate to the team that this deadline and key features like colonies, interstellar and multiplayer are non-negotiable Chuck Noble, the only senior engineer who had been with the project since the start, leaves the team ST Owners Bob Berry & Jonathan Mavor begin negotiations with T2 to sell the studio to them, which are well underway by late 2019 ! Late 2019: Negotiations with Take Two break down and Star Theory loses the project ! ST’s Owners, Bob Berry and Jonathan Mavor, raised their price last-minute betting on T2 being willing to cash them out before finding another studio to work on KSP2, making them multi-millionaires in the process In response, T2 pulled the intellectual property from Star Theory and started a poaching attempt, offering everyone on the team to transition over to continue working on the project ! Partially due to the complete lack of emotional attachment to the KSP franchise on the part of most engineers(they still had not played ksp1 at this point) and partially due to T2’s refusal to budge when senior engineers tried to get better deals and compensation, the poaching attempt mostly failed, with only 4 engineers initially making the transition to the new studio that would become Intercept Games(IG) ! A total of around 20 people ended up making the transition eventually, but most of these were either junior engineers, artists or production people, resulting in a small and inexperienced team once again Star Theory continued to survive for a few more months, but ultimately failed to pitch new projects ideas (supposedly due to Covid cancelling an expo they were planning to attend) to publishers, resulting in their closure not much after. Technical Director Paul Furio is brought aboard the newly created IG with the mission of rebuilding the development team and setting processes in place to allow KSP2 to succeed Bumpy Road To Early Access, 2020-2023 (Intercept Games) ! T2 gives IG the stipulation to keep the old, broken code from Star Theory and work with it instead of starting again from scratch Apparently this was done because T2 management felt uneasy about ‘Refactoring’ the code yet again, so the decision was made to keep the existing code There is some debate as to the ‘broken-ness’ of the Star Theory Code; A person working on the project under Intercept Games said “they had 0% chance of releasing anything with that" about Star Theory code. A person working on the project under Star Theory, on the other hand, said with a little more time it would have worked. This person does however agree that it would have been better for IG to start again from scratch, not because of code quality but because of fresh team and still no contact to KSP1 devs. In general, everyone SZ spoke to agrees that not starting from scratch was the wrong move Not starting from scratch also meant Multiplayer remained one the biggest challenges to making the game feature-complete In an interview with Nate Simpson, it appeared that KSP2 already had working multiplayer when he said “as we've been testing it internally, I have never heard people laugh so hard”. Apparently, this ‘testing’ was actually done using a multiplayer mod in KSP1. It is however worth pointing out that KSP2 did have some form of rudimentary multiplayer by this time, inherited from ST, but it was incredibly buggy, unstable and nowhere near shippable. ! At this point, multiplayer remained a secondary objective while the main focus was still very much on art and visuals. This lack of baking multiplayer into the design remained a problem throughout this stage of development. They did however make progress during this period; later builds allowed multiple players to inhabit the same world and launch rockets together A few months after the game released into early access, the entire multiplayer team was let go. The developers claimed they were still designing the game with the thought that multiplayer would one day be a big part of it in the back of their minds, but it essentially was put on the backburner entirely Despite the old code hindering development and Covid hitting the globe, progress was finally being made and experts like Dr. Michael Dodd, a physics engineer, and Chris Adderly (also known as Nertea), a prominent KSP1 modder were brought onboard the project. ! It would still be until mid 2021 before KSP1 developers could finally join the KSP2 team. The ban on contact remained in place until then. Upon joining the team, apparently their reaction was “you should have asked us a year ago!” (which the KSP2 devs wanted to, but still weren’t allowed to) This ban may be explained by Squad not wanting KSP1 developers to be distracted from the final KSP1 updates This does not however explain why ex-Squad employees who had left years prior, like KSP1’s original creator Felipe Falange (known as HarvesteR), were never contacted ! Problems continue to become apparent as development goes on. Some of these are exacerbated or even caused by producers changing priorities for developers, often forcing them to switch between very different features This was later addressed withing IG when the ‘feature team structure’ (detailed here) was introduced. This structure was something Paul Furio has tried to establish before Early Access, but it was only established after his departure Take Two forces a release deadline of February 2023 by this time, the project is already over its allocated budget It immediately becomes apparent that all key features would not be ready in time for this deadline. It is believed there was a chance Colonies could have made it, but this was foregone a few months later In September 2022 the decision is made to go to Early Access with a stripped down sandbox version of the game ! This causes a massive upheaval of development, as the project was never intended to be released in parts. Product managers started pulling developers from their tasks and assigning them new ones, causing even more problems An example of this is an engineer who was weeks away from finishing a colony builder tool being pulled from the task and assigned to another item that had to be ticked off a project list, as colonies were shelved ! Yet another problem presents itself; software engineers, in high demand at the time, could make $200 to $250K a year at large companies like Microsoft or Amazon, but at IG their maximum yearly pay was kept at $150K due to budgetary constraints. Not only does this result in difficulties with recruiting, it also drives several people, such as Dr. Micheal Dodd, to leave the project The biggest blow comes from the departure of Eric De Feliz, a Graphics Specialist working on shaders. Nobody was present to pick up where he left off, resulting in the game being shipped with seriously unoptimized shaders GPU engineers especially were in high demand around this time, resulting in even worse optimization ! Despite being requisitioned multiple times, the IT team is not able to provide the necessary tools to test performance in time, further contributing to poor optimization and a late release of minimum and recommended specifications to the public Early Access, 2023-2024 (Intercept Games) Take Two and Private Division put their marketing into full gear, encouraging the ‘hype train’ even more An event is held in the Netherlands where content creators get their first chance to play the game. The first problems start to become apparent to the public as the creators give mixed reviews. Meanwhile, tensions are high at IG and PD. Some people are not happy with some of the decisions made, and they are aware the game is not at the level they wanted to deliver. Anxiety about community reception is large. In spite of this, steam sale numbers are put on a big screen in the conference room as they hope to breach 100K sales on day one. KSP2 Officially releases into Early Access. The game receives mixed to negative reviews, and it becomes clear the secrecy pushed by T2 has hurt the relation between developer and community A person working on the project later admits not getting community feedback was one of the biggest mistakes. They go on record to say “We wound up shipping the wrong product and not focusing on the right features” T2’s marketing campaign backfires as people start to realize the flaws of the game they bought for (nearly) full price ($50) and negative reviews start pouring in from angry and disappointed customers Sale numbers fall short of the numbers hoped for, only reaching 80K. This number does not account for the many refunds that happened ! A few weeks after the early access release, Studio Head Jeremy Ables and Technical Director Paul Furio were let go by higher-up management, which deemed them as the most expensive people in the studio. Furio left immediately while Ables stayed on a few more weeks. Michael Cook, previously Brand Manager at PD, took over the job of Studio Manager. It is also around this time the multiplayer developers were let go. Multiplayer was still janky and buggy at this point, but it was functional in some capacity. Despite this, there was a silent understanding that the layoff of the multiplayer team might have meant the feature was now shelved indefinitely. Focus shifts to bug fixing and working towards the first milestone update, later dubbed ‘For Science!’ (FS!) FS! came out in December 2023 to generally positive reviews, 10 months after the game entered early access. This was a significant delay from the internal estimate of 3 months, brought on by the shift in focus after community backlash about the state of the game. It is during this period that Furio’s cross functional feature team structure is finally implemented Studio Closure, 2024 (Intercept Games) In late April 2024, a WARN notice appeared indicating T2’s Seattle office, where Intercept Games is located, is being closed with 70 people (about the size of KSP2’s full dev team) being laid off starting June 28th. The studio went into near-complete radio silence, with the only statement made on @KerbalSpaceP’s X account “We’re still hard at work on KSP2. We’ll talk more when we can.”. This is a developing situation, and the impact of this on the future of the game is still unknown at this time. Conclusion (ShadowZone’s Opinions) KSP2 development has been plagued by a multitude of issues from the very beginning, ranging from diverging vision to corporate takeovers to mundane issues like tools not being ready in time The project was based on the wrong parameters from the start Technical decisions were made by people that had no business making them The developers were not paid accordingly There were a lot of assumptions about gameplay and mechanics that the community might have wanted that were not verified until it was basically too late The lack of open communication and extreme secrecy did severely harm to the trust of the already existing fanbase, especially after the game went into early access Speculative: the total cost of the project so far is assumed to be around 40 to 60 million dollars so far, compared to an estimated revenue from Steam of Only 30 to 40 million Notes (from ShadowZone, LinuxGuruGamer, Matt Lowne and Scott Manley) Nate Simpson should not take the blame; this was a passion project from him, and he genuinely appeared to want to deliver a great fun game for the existing KSP community, but he might have bit off more then he could chew, and made mistakes such as wobble. A big part of why he might not always have been able to deliver what he promised (despite wanting to do so) are technical and business constraints (example: modding API) Opinion from LinuxGuruGamer, Matt Lowne and Scott Manley: KSP2 can not reach completion under Take Two. The best way forward might be to focus on the modding API in the remaining time, but; mods have their limitations and they will not suffice to ‘save the game’ **PDF VERSION** KSP2 Development Timeline.pdf
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Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: There are typos in the science texts for the Environmental Survey experiment Landed in Moho's Highlands science region. 'reaches can reach' should be either 'reaches' or 'can reach', not both 'solar system' should say 'Kerbolar system' Image:
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Environmental & Terrain Planets collide after switching vessels
The Space Peacock replied to Dukerex12's question in Environmental & Terrain
this is profound -
Thank You Dakota, Blackrack and all others who are effected
The Space Peacock replied to moeggz's topic in KSP2 Discussion
and somehow you managed to do both lol said it already but you've been a blessing to this community. You did your job title justice and really put the community in community manager. We couldn't have asked for a better one and to any other members of the team reading this: same goes for you guys. you've all been incredible and we appreciate all of you so much for what you did for KSP2 and the KSP community at large. wishing you all the best in your future careers <3 -
Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core I7 10th gen | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: There are typos in the science texts for the Orbital Survey experiment in Low Orbit above Duna's South Pole and Midlands science regions. In the 'Orbital Survey Sample' for the 'Duna/Low Orbit/South Pole ' region, "suggests Duna once powerful magnetic field" should be "suggests Duna once had a powerful magnetic field" In 'Orbital Survey Data' for the 'Duna/Low Orbit/Midlands' region, "Why there are" should be "Why are there" Images:
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Fantastic updnate! Those visual improvements look terrific, but im especially excited about the optimization of the PQS shaders. Memory usage has always been a bottleneck for me, playing on a below-spec device. Cant wait to see how this affects that! Also nice to hear about more bug fixes on the horizon ofcourse. Keep it up team!
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The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
yw! from what Nertea said in his Devblog on Thermals, i think it's safe to say we'll see some pretty elaborate heat managment mechanics at some point. Remains to be seen how much of that will be in Colonies vs later Milestones tho. Also, i just found another old interview that heavily implies Population will be an important challenge too- it even mentions Food! (added that to the post ) -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
you're welcome! and it is important to note here that colonies will not release at their full potential: imo it will reach that only with the Exploration milestone. resource production and delivery routes will elevate them to a whole other level. But as for colonies by themselves, i sure hope they succeed in making everything in this post a reality when the Colonies milestone drops! -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
Ah man, gonna make me blush. Thanks! glad to hear that, that's exactly what i was aiming for when making this I think you hit the nail right on the head with this. They both shine brightest when they're combined. I personally dont think there's too much of an issue with putting colonies ahead of resources for the time being, but i understand the sentiment -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
You're welcome! As for the decision to put Colonies ahead of Resources; i think the main reason is that Resources need Colonies, but Colonies dont necessarily need Resources (initially). They have the tech tree to temporarily gate colonies with science instead of resources which ensures atleast some sort of progression, and should still be fun enough for players to actually enjoy while also enabling a bunch of cool stuff like orbital shipyards. If they did the opposite and released resources before colonies, there wouln't be much to actually do with them. No mining colonies to mine them, no factories to refine them, no orbital shipyards to put them to good use and no advanced Interstellar engines to power with them (which may be why Interstellar comes before Resources? that's really the only good reason for that i can think of, haha). So what that would essentially boil down to is the devs spending months getting the resource system to work, then not having anything in the game to do with it beyond basic Vessel ISRU. It'll be a beautiful day for KSP fans when they finally meet eachother, tho! -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
thanks! speculation? me? i would never! -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
I agree. A knowledge base for a single milestone is probably a whole lot easier to maintain, and it's rare for the devs to release new info on a Milestone that's not the next one in line anyway. I'm sure a post like this will pop up between every mayor milestone, whether it be made by me or someone else -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
thanks, and you can be asured i'll add new info as soon as it becomes available (someone may or may not have to ping me if i forget) -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
resource sharing confirmed? Thanks! And if you want something like this for the entire game, the KSP2 Knowledge Repository is a great resource. it hasn't been updated in some time, but it has all the good stuff from ye olden days in it that most people have already forgotten about that's sorta what i got from that too. Nate seems to be (deliberately) vague on what exactly he means by that in the interview, so they're definitely planning something -
The Comprehensive Colony Communications Archive
The Space Peacock replied to The Space Peacock's topic in KSP2 Discussion
Summary/My Takeways from all of what we know: Colonies will start out as inflatable 'starter' modules that can be launched on your run-of-the-mill rocket. These modules will be used both for terrestrial and orbital colonies, and appear in Tier 4 of the tech tree Subsequent modules will be unlocked as you progress throught Tier 4 and 5 of the tech tree and can be added from the BAE (Building Assembly Editor), which will function similarly to how you construct vessels in the VAB In later versions, this will require resource shipments, but it seems like for the initial release colony building will be mainly limited by science progression. In a recent interview, Nate also mentions they want colonies to be 'whole' from initial release and says they have an aproach for this they're excited about (but refuses to ellaborate) Colonies will eventually gain more capabilities such as ISRU as they are expanded with modules and their population grows, and will at some point become self-sufficient (=able to self-expand) The end goal of a colony is to basically be a KSC away from home, which you can build and launch (interstellar) vehicles from. For this reason (and to avoid micromanagment) colony managment itself will be relatively 'simple'. They're open to modders expanding on this, however The main challenges of managing a colony will be heat managment from parts that produce heat and environmental factors, which we will see a basic version of in the initial Colonies release that will be expanded upon in the future milestone updates. Managing population may also be one of the challenges, as it has been mentioned there will be something to "ape" some of the results of life support (but not a fully fledged life support system itself) the Exporation update will significantly change how colonies operate, introducing resources and automated delivery routes as big factors for how colonies are built and operate. they will not be included in the initial release Aside from colonies themselves, we'll also likely get some cool new engines such as the Orion Drive and Plasma Ion engine, radiators, new science experiments (Nate mentions telescopes) and new missions in the Colonies Milestone- 82 replies
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The Comprehensive Colony Communications Archive (CCCA) Hello everyone! I've been seeing a lot of people confused about how colonies will actually work lately. We have received a lot of info on this over the years, but it's pretty spread out. That's why i took it upon myself to go through every Feature Video, Show and Tell, AMA, Dev Update/Blog/Chat and Interview and compile every bit of information we have about the KSP2 Colonies Milestone update, along with where and when it was mentioned. Do keep in mind that some of this info is years old at this point and may not be entirely up-to-date with the developers plans and goals anymore. Props to the KSP2 Knowledge Repository post, which served as a great independant resource to make sure i didnt miss anything. Thanks also goes out to @Spicatfor helping me go through the youtube interviews. If i did miss anything, feel free to let me know! I've highlighted the sections about (planned) core colony functionality and the features that are expected to ship with the Colonies Milestone. Do keep in mind that some of the core functionality (such as Resources) wont be in the initial release yet and will come with later Milestones. This post is also available as a PDF at the bottom of this page for easier reading, for those who prefer that. Enjoy! 1. Feature Videos · Colonies will have exotic fuel factories, such as metallic hydrogen ( + concept art) Kerbal Space Program 2: Episode 1 - Next Gen Tech [Feb 20, 2020] · Pre-alpha captures of various colonies and stations Kerbal Space Program 2: Episode 1.5 - Work From Home Developer Update [Jun 24, 2020] · More pre-alpha captures Kerbal Space Program 2 - Feature Videos Teaser [Oct 23, 2020] Kerbal Space Program 2: Episode 2 – The Kerbals [Dec 21, 2020] 2. Dev Diaries · Colonies as one of the KSP2 Design Pillars (exploring next-gen space program concepts): - new features based on inspiration from expectations and the real world - but not on the level of complexity that dedicated colony builders have - minimizing micromanagement - colonies in function of serving ‘rocket gameplay’ How Colonies will work gameplay-wise: - Establishing a colony by launching inflatable modules on a standard rocket - Fuel is synthesized in-situ by this colony to refuel rocket> - Players bring in more resources to make colony self-sufficient - Colony grows to allow player to build and fly rockets from this new location - Orbital Drydocks and Mining Colonies are mentioned - Rearranging modules of a colony is mentioned - commitment to keep Colonies open to the modding community is made Developer Insights #3 – KSP2 Design Pillars [Apr 26, 2020] · Mention of being able to dock at each others colonies in multiplayer Developer Insights #4 – KSP2 Engineering [Jun 12, 2020] · Confirmation that Vehicle Assembly and Colony Assembly Build Interface (also known as BAE; Building Assembly Editor) will use same camera interactions Developer Insights #7 – KSP 2 UX Architects [Nov 27, 2020] · Deep technical dive into how Resource Flow will function, but no specific mention of their relation to Colonies Developer Insights #13 – KSP2 Resource System [Feb 25, 2022] · Inspiration for Colony parts is drawn from concept studies, physics treatises and hypothetical engineering trades. (No examples of such studies is listed) Also reveals new ion plasma engine which should be added along with radiators (as per Nertea), thus with Colonies (see Dev Insights #21). Developer Insights #14 - Part Creation [Jun 27, 2022] Nertea Talking About New Ion Engine [Aug 17, 2023] · Pre-Alpha Sneak Peak of a Large-size Pulsed Fission Drive (based on Project Orion). Likely to ship with the Colonies update (see Nate's AMA) Developer Insights #15 - Writing for Kerbal Space Program [Aug 30, 2022] · Connection between the Heating system and Colonies - core areas of heat management for colonies: heat-producing/removing parts & environmental heat sources/sinks (e.g. An ocean) - Environment will directly impact efficiency of Mining Colonies; being on a cold planet or being in the shadow of a mountain will result in ‘a bonus’, being on a lava planet will ‘pose a challenge’ - not getting rid of heat may result in nuclear meltdown - engines, drills, factories, and power generators listed as possible heat-generating parts for both Colonies and Vessels - atmospheres, oceans, sunlight and proximity/contact to surface features listed as possible environmental heat sources/sinks - pointing a torch drive at a colony will result in consequences - some parts/modules will be more prone to heating than others - mentions there will be ‘tools’ to understand and manage heating on Colonies and Vessels - heating model for parts and colonies will be based on average heat flux (incoming/generated heat on a part – outgoing heat = resultant heating on that part) - Radiators and heat sinks will pull heat from all parts - Thermal Flux and Extraction/Production (using Delivery Routes) calculations will always run in the background even when the colony is not being observed - the Colonies Milestone will introduce basic part heat management, basic radiators and thermal planning - More part heat managment, more radiators, exotic environments and more planning tools are planned to arrive later with the Insterstellar Milestone Developer Insights #21 - Rockets' Red Glare [Jul 23, 2023] 3. Show and Tells · Power generation modules for colonies - will progress from compact fission reactors to giant fusion tokamaks to next-generation Z-pinch fusion reactors Show and Tell - New power generation modules for colonies! [Feb 5, 2021] · Station and Colony Part Models: - Orbital Launch Clamp - Geothermal Power Generator - Colony Roads/Runways - Deep Resource Scanner - Wind turbine Show and Tell - Creating New Parts [Jun 11, 2021] · Colony Fuel Factories: From smallest to largest: Methalox Fuel Factory, Monopropellant Fuel Factory, Xenon Fuel Factory, Helium-3 Fuel Factory, and Metallic Hydrogen Fuel Factory Show and Tell - Colony fuel factories [Feb 19, 2021] · M-sized Bi-modal, extendable nozzle afterburning nuclear engine: NERV-US Will possibly ship with Colonies, as this engine has been functional but hidden (in its non-afterburning mode only) in the game since release. Appeared in an earlier Show and Tell as the ‘LANTR’. May be waiting on Part Heat Generation. Show and Tell - NERV-US [Oct 1, 2021] Show and Tell - New LANTR engine [Jun 25, 2021] · Procedural Radiators – Unconfirmed Show and Tell - Procedural Radiators [Mar 25, 2022] 4. AMAs · AMA Nate Simpson [Mar 24, 2023] 3/24 Discord AMA Answers Ask Me A Few More Things Q: Can you give any more detail about how the automated "trade routes" are going to work? Will we see ships automatically landing on / taking off from the launchpad or will it be more of a in-the-background kind of thing? How will the game handle changing delta-v requirements due to different planetary alignments? A: For delivery routes, we have clear steps. First implementation, crediting/debiting resources to vehicles and colonies based on duration. Second implementation might take into account launch windows and such. Someday, would be very cool to see vehicles coming and going. Not a promise, but a long-term aspiration. Q: Will certain resources needed for colony construction be planet/biome specific? A: The diversity of resources is what's going to make exploration mode so fun. Compared to KSP1 which was very self-directed (take temperatures, etc.), when there is a unique resource somewhere that gates your access to some category of parts/features - wow it totally changes the game. It gives you something material literally material, yeah the interplanetary/interstellar progression will really POP once you're able to dig up a specific thing that gives you a specific ability. Q: For the far off colonization update. How will buildings work? Will we assemble them ourselves by landing modules (or making them on site) and moving them into position, or will it be more of a prefabricated type of building system? A: We have a inflatable module that you put on a vehicle and once you deploy it - it's basically like setting up a camping site. It sets up a VAB-like interface. Using that and other modules, you can use resources to add even more modules to the colonies. There will be attach nodes and it'll be very similar to creating a vehicle. Also the same thing applies to orbital colonies. Q: Orbital colonies have been mentioned. Will they have a set orbit once the first part has been built, or will they be able to move with engines like other spacecraft? A: They can be moved and crashed, yes. Q: How useful will orbital construction be and how awesome are the colonies? A: Completely critical to the interstellar progression. You can't make a interstellar vehicle in a gravity well. Someone will definitely prove me wrong about that one day. Q: … Will players be able to share colony buildings (Once that comes out) and create? A: …So there will be the asynchronous progression - people dropping in and out of the server over time but slowly building up resources and sharing delivery routes between colonies. … Q: Will there more colony parts than what shown in the trailers? A: yes. Q: What kind of size range can we expect with colonies? Will all colonies be roughly the same size, or will we be able to have small 1-2 launch research colonies along with our gigantic industrial ones? Will there be any upper size limit? A: There's no plan for an enforced upper-size limit. It'll be similar to vehicles, it's made of parts - we want people to make it as large as they want. Obviously not all computers can handle massive builds, so there will probably be a player-dependent fps-based size limit. Q: "When we'll see other exotic fuel types like metallic hydrogen? Will they be added alongside some big update like colonies or will they be added before?" A: We will be bringing in new engine and fuel types across multiple updates, generally as they become instrumental to the progression. I suspect nuclear pulse will be next up, as it opens up the interplanetary progression quite nicely and is a good supplement to colony building. … Q: Will be possible to alter the surface on the planets? Like dig a pit or flatten an area for a colony? A: There are no current plans to do this - … - So yeah, we’ll keep talking about this. · AMA Shana Markham [Apr 20, 2023] Discord AMA 2 - Design Director Shana Markham Answers Q: Most players don't know how do reentry and land precisely. How will you teach players to land precisely near colony to deliver resources there, or will we get instruments to predict landing site for delivery paths? A: …Certainly when colonies comes out, advanced landings will be extremely useful. One of our writers (Jim Peck) did a knowledge-share internally about precision landings, and that taught us a lot about how in-depth that topic can be - and we have to figure out how to distill that down to make it approachable for new players. Q: How will the resources be distributed across so many planets in order to give the player a reason to explore every world? If resources aren't the catalyst for exploration, how else do plan on motivating exploration? A: … we want to look at the various resources on a planet and how it plays into your space program. Especially with colonies and exploration, you may want to build a mining colony - but perhaps it's really far away and it's annoying to get to. So instead you go somewhere else and build an additional orbital colony to help build resource pathways. Q: In the previous AMA it got said that colonies will be built using resources, but the resource gathering update comes after the colonies one, how will that work? A: Remember that question about the roadmap? This is one of the outcomes when everything is building on top of each other.. We wanted to make sure exploration is about exploration. Q: Will colonies feature automation gameplay (with-in the colony, so not the delivery route system)? It can look something like: 1) Resource extractor building mines a raw resource, 2) Resource refinery building makes a useable material out of it, 3) Assembly A: …We want to make sure automation is implemented to make sure the part of the game that is really important to us, rockets, continues to stay the main gameplay loop. Q: Will adding to orbital colonies be similar to how we already make space stations etc. or how will that work differently? A: Orbital colonies would follow a similar flow to terrestrial colonies and have the same toolset. · AMA Kristina Ness [Jun 30, 2023] AMA 3 - Art Director Kristina Ness Answers Q: Have the assets for the game been done? What does the art team do after the assets are made? A: Yes. The art team is actually, as is with most games, the art team is ahead…. our 3D artists right now are working on colony parts. All the science parts are already done and ready to go and they're all lined up. And so, they're onward to colony parts. (as of June 30th, 2023) Q: Will Kerbals be different colors based on what planets they originate from when colonies are introduced? A: That's a very fun idea. I have my own head canon about Kerbal colors. And we'll see. We'll see if that becomes canon. Q: When can we expect to see crew modules which require animations such as gravity rings, especially ones with cool deployment methods? A: Colonies!! I actually just saw a gif of a module very similar to what you are describing that I hope we can share soon. · AMA Chris Adderley (aka Nertea) [Aug 18, 2023] KSP2 AMA Series - Chris "Nertea" Adderley - Answers/Transcript Q: When colonies are implemented, will heat be required for habitation modules in colder environments? A: Not in the current design. We're mostly focusing on having players understand overheating as a concern rather than under-heating. Q: How will the "rotational" artificial gravity ring part showcased in the teasers and trailers work? Will we have multiple iterations of varying sizes? A: We're not really looking at specifically simulating different gravity levels in the game right now. It's not really part of our plans, but we do want to have, at least for colonies, different sizes of gravity ring, and not only different sizes, but different roles. A lot of different things you can put into gravity ring and a lot of different interesting gameplay you can build out of that. And that's a lot of different things you can put into gravity ring and a lot of other things you can build out of that. And that's all I'll say about that. Q: How is the colonies stuff going, there's been some recent concern on whether launching rockets will be free in science. If so, will that be an issue for progression? A: We are effectively designing our progression system in such a way that that's not an issue. I should clarify that as we're going through our milestones, the science milestone is going to be more similar to the science mode from KSP1. So you didn't really have cash in that mode in KSP1. So we're working within the same constraints in terms of that. In the far future when we have resources and things, we're often taking the approach that like, we want players to feel like they want to, they're able to do a lot of stuff from the KSC and from colonies. So I'm not gonna say launching rockets will be free. There's always going to be a cost associated with a rocket, but the amount of various resources that you might have access to at the KSC at different places is going to control what you can launch when. Q: I got the impression that there was going to be the potential for vessels/stations with truly massive part counts… is this still going to be a thing eventually, at least by 1.0? A: This is a core goal that we have in our game. It's like we need to scale things….We're gonna have a specific [performance] target for colonies, a specific target for interstellar, and then a specific target as we go towards 1.0. So the goal is to deliver more parts per ship, more parts per save, more ships per save, to make it so that you can truly have a curvil interstellar civilization. Q: What are your thoughts on greenhouses and simple life support with snacks for example? How do you see conveying that colonies are both real places where kerbals live and 'working machines' much the way vessels are? A: …We have some things in the works around Colonies that ape some of the ‘results’ of life support, which I hope will get at the idea of colonies being a little more kerbal-involved than just plunking Kerbals in a command part. Q: As a side question, stations and bases. Are these going to have something of a real use this time around, given that stations were limited to more or less just fuel depots in KSP1. I'm thinking more along the lines of long term research projects, with big pay-off for significant durations of time. Is there some sort of requirement to resupply the stations, perhaps required crew rotation, stuff like that? A: The progression we want to deliver for bases and stations mirrors IRL conceptions about how these things should work. You will start out with outposts that have limited utility – let’s call that KSP1-like. Fuel depots, maybe comms relays, etc. As you progress through the tech tree, you’ll get access to stuff that provides them with greater utility. That’s shipyards and docks, fuel factories, launch pads, etc. Eventually you’ll get the biggest parts, which are mostly focused on giving you the full capabilities of the KSC at a colony. A core piece of the utility in my mind comes with resource gathering (which is a ways off in the roadmap,) when the specific positioning and configuration of a colony becomes really important. Placing a colony with good access to progression-related resources and having easy access to heat management/power sources will allow you to build specific functions and cool vibes into each colony. Crew rotations and resupply are not currently something we would want to enforce. I hope that when we get resources and delivery routes fully operational though, that this is something modders will hit really hard because the framework of stuff like delivery routes will be there. 5. Interviews and Dev Chats · Colony parts will start appearing in Tier 4 of the tech tree and continue into Tier 5 Science and Tech Tree - KSP 2 Dev Chats [Nov 30, 2023] · ShadowZone Interviews Nate Simpson (2019) KSP 2 Developer on Multiplayer: "I Never Heard People Laugh So Hard" [Sep 6, 2019] - Base Assembly Editor to build Colonies similar to the VAB for craft - Colonies will use the same physics system as craft, so it will fall if you build too tall · Scott Manley Interviews Nate Simpson (2019) Kerbal Space Program 2 Developer Answers Important Questions [Sep 2, 2019] - Early Stage: Bring modular component that you build on site, inflatable module - When population grows you unlock some ISRU capabilities to unlock more permanent modules · PC Gamer Article with Developer Interview (2020) Space Odyssey: Our first big look at Kerbal Space Program 2 [Jul 1, 2020] - 'Boom Events' are mentioned as a player-initiated event that will increase colony population "through a method we will not describe" - Boom events will happen by making discoveries and unlocking new technologies, and have a variety of effects - Colony Nursery module is mentioned as an example, where a Boom Event will result in the creation of new colonists - Colonies will underperform when they run out of Power or Food - First time Food is mentioned! · PC Gamer Interview (2022) Kerbal Space Program 2 full interview PC Gaming Show 2023 Preview [Nov 23, 2022] - Use local resources to build colonies - Use local resources to build craft at those colonies - Orbital Construction will happen in a ‘sort of open space’ - Delivery routes to automatize a task -> build a resource extracting rover that brings resource to the colony. after doing it once, you can make a repetitive delivery so you continue to receive that resources · Shacknews Interviews Interview (2021) Kerbal Space Program 2 - Interview With Creative Director Nate Simpson [Jun 24, 2021] - As a colony grows, it will eventually become self-sufficient and not need external resource deliveries to expand anymore · Shacknews Interviews Interview (2023) https://www.youtube.com/watch?v=easPDj-o06o&t=358s [May 2, 2023] - There will be between 200 to 300 colony parts · GrunfWorks Interviews Nate Simpson (2024) KSP 2's Creative Director talks Colonies - Interview with Nate Simpson [Mar 1, 2024] - Colonies will come with new kinds of science collection - Colonies will be placeable anywhere - ‘dozens’ of new colony parts - The Colonies Experience will be ‘whole’ at its initial release despite resources coming later, but will evolve as resources and delivery routes come online later 6. Sneak Peaks · An Orbital Colony Around Duna & Jool (video of rotating rings/arms in link) Colonies Sneakpeeks [Mar 15, 2024] · Visual improvements to clouds, engine exhaust overhaul (unconfirmed – may come before or after Colonies) KSP2 Dev Update: Some Improvements On The Way [April 25, 2024] This Document as a PDF: CCCA.pdf
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Developer Insights #23 - Black Hole Sun
The Space Peacock replied to Intercept Games's topic in Dev Diaries
interesting read! love to see how you guys are giving small research groups such as NASA a chance to be in the spotlight -
Someone needs to put a foot down. Everyday we inch closer to madness. We will knot stand for this!
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Flight Some 'Toggle' Action Groups do not work
The Space Peacock replied to djr5899's question in Flight
@Rubeniomerged your report