mcwaffles2003 Posted May 25, 2020 Share Posted May 25, 2020 Somewhat natural mach diamonds Spoiler Link to comment Share on other sites More sharing options...
milky_way Posted May 25, 2020 Share Posted May 25, 2020 (edited) it would be great to compete in the kerbal space program 2 for dominance in space, as the USSR and the United States did during the lunar program. just imagine that you and your friend are trying to launch a satellite faster or get to another planet.this would be a cool feature in kerbal space program 2 Edited May 25, 2020 by milky_way Link to comment Share on other sites More sharing options...
Gargamel Posted May 25, 2020 Share Posted May 25, 2020 Merged into Hopes and wishes. 9 minutes ago, milky_way said: it would be great to compete in the space program "Karbala-2" for dominance in space, as the USSR and the United States did during the lunar program. just imagine that you and your friend are trying to launch a satellite faster or get to another planet.this would be a cool feature in The Kerbala 2 space program. Link to comment Share on other sites More sharing options...
έķ νίĻĻάίή Posted May 25, 2020 Share Posted May 25, 2020 1 hour ago, milky_way said: it would be great to compete in the kerbal space program 2 for dominance in space, as the USSR and the United States did during the lunar program. just imagine that you and your friend are trying to launch a satellite faster or get to another planet.this would be a cool feature in kerbal space program 2 IMO this would be rather confusing, because you're gonna have to timewarp to get to places so is it first in game time or first IRL? Still would be cool though Link to comment Share on other sites More sharing options...
nonono Posted May 25, 2020 Share Posted May 25, 2020 I would love to see colony features that are as fully developed and scalable to an extent like in Surviving Mars. Link to comment Share on other sites More sharing options...
mattinoz Posted May 26, 2020 Share Posted May 26, 2020 3 hours ago, έķ νίĻĻάίή said: IMO this would be rather confusing, because you're gonna have to timewarp to get to places so is it first in game time or first IRL? Still would be cool though Although by the sound of it Multi-player is about shared activity, shared knowledge but should hopefully be ripe for mods to extend to other styles. To me would have to be game time but why not both (as mods)? Then every time the other player does something in the future you could receive a spy file saying they are getting ready to do .... launching on .... landing by ..... with a high factor of probable success. Or mission control sends you updates to their progress as timelines align. Link to comment Share on other sites More sharing options...
Lewie Posted May 26, 2020 Share Posted May 26, 2020 I personally am excited for the skybox. Also, I hope kerbin looks like the 1.9 kerbin, It's just so beautiful. Link to comment Share on other sites More sharing options...
SpaceFace545 Posted May 26, 2020 Share Posted May 26, 2020 1 hour ago, Lewie said: I personally am excited for the skybox. Also, I hope kerbin looks like the 1.9 kerbin, It's just so beautiful. look on my nostalgia thread and the last picture of KSP 2 has kerbin in frame with clouds and an atmosphere. https://forum.kerbalspaceprogram.com/index.php?/topic/193664-just-a-bit-of-nostalgia/ Link to comment Share on other sites More sharing options...
Misguided Kerbal Posted May 26, 2020 Share Posted May 26, 2020 I just wish that KSP2 won't make the mission clock always be yellow, like it is right now. Link to comment Share on other sites More sharing options...
Acid_Burn9 Posted May 30, 2020 Share Posted May 30, 2020 (edited) I hope that concept of Career Mode won't be abandoned, just because original game never had enough good ways to get money. I made a separate topic, where i've discussed it more deeply. Edited May 30, 2020 by Acid_Burn9 Link to comment Share on other sites More sharing options...
supay Posted June 2, 2020 Share Posted June 2, 2020 Linux support. KSP ran far better on Linux than Windows for a very long time, and I hope we're not forgotten in KSP2. Link to comment Share on other sites More sharing options...
SpaceFace545 Posted June 2, 2020 Share Posted June 2, 2020 17 minutes ago, supay said: Linux support. KSP ran far better on Linux than Windows for a very long time, and I hope we're not forgotten in KSP2. you are Link to comment Share on other sites More sharing options...
dnbattley Posted June 2, 2020 Share Posted June 2, 2020 6 hours ago, SpaceFace545 said: you are Wrong forum for this debate, friend. Link to comment Share on other sites More sharing options...
blueskiesspacetechnologies Posted June 3, 2020 Share Posted June 3, 2020 I hope that you can walk through rockets and space stations, that would be GEORGEOUS! Link to comment Share on other sites More sharing options...
monkep Posted June 5, 2020 Share Posted June 5, 2020 I hope the game will be DRM-free and available on GOG Link to comment Share on other sites More sharing options...
Bej Kerman Posted June 5, 2020 Share Posted June 5, 2020 I really hope the lost storyline makes a return in KSP 2. @Nate Simpson, has anyone discussed implementing a similar storyline to what Nova had in mind? Link to comment Share on other sites More sharing options...
Lewie Posted June 9, 2020 Share Posted June 9, 2020 I just can't wait for the stock transfer window thingy....man, that'll be so helpful. Link to comment Share on other sites More sharing options...
ChrisX3 Posted June 18, 2020 Share Posted June 18, 2020 I would love to see diverse propellant types. Hybrid rockets, tripropellant motors (Such as a Hydrogen-Flourine-Lithium system), antimatter-matter annihilation drives, hypergolic motors, and/or a variety of traditional bipropellant systems (With fuels like Kerosene, Methane, and Liquid Hydrogen). These different kinds of chemical propulsion could be augmented by different resources and resource gathering technologies for every interplanetary destination. Separate systems must be used to extract Methane from Duna’s atmosphere as are needed to electrolyze water (Hydrogen and Oxygen) on Laythe, for example. If cost factors into decisions made during any sort of “career mode,” a hypergolic rocket may be used for simplicity’s sake rather than a more efficient bipropellant rocket. Or if efficiency is to be maximized, the all liquid Fluorine/Hydrogen/Lithium system (with it’s tested specific impulse of 542 seconds!) may be the best choice. Link to comment Share on other sites More sharing options...
Guest Posted June 21, 2020 Share Posted June 21, 2020 I just picked up SimpleRockets 2 and I have to say it's changing my mind on a few things. Specifically, it turns out I like the different fuel types and the engine tuning, supported by the realistic plumes so you can get a visual feel for how well your engines are working. It would be nice to see something similar in KSP2. It would have to be as intuitive though, f.ex. with fuel tanks automatically switching to the fuel type of the stage to which they're connected by default (although of course you can override it). Link to comment Share on other sites More sharing options...
minecez Posted June 21, 2020 Share Posted June 21, 2020 one word: launch rails, wait that's two words, nvm. Anyways, I was just trying to make a tiny drone but couldn't find a way to make it not explode on runway, so I built a launch vehicle that accelerates, then the drone detaches and the launch vehicle goes boom (even after I tried making it stop right after the drone detaches), If there was a platform that accelerates and then detaches whatever vehicle is on it... that would make my life a lot easier (Something like the zipline delivery drones launcher). Please don't say I'm gonna have to do it myself. Link to comment Share on other sites More sharing options...
Jurassic kerbal Posted June 22, 2020 Share Posted June 22, 2020 On 8/19/2019 at 9:03 PM, Lo var Lachland said: Atmospheric effects and landscape detail. (Clouds, auroras, rain, snow, cities, forests, etc.) I want all the planets to feel like they have more depth and life. Can you imagine a sudden dust-storm on Duna while you desperately try to find your way back to your spacecraft while on EVA? Or better yet, a snowstorm on Val? I can't begin to imagine the possibilities that we're talking about here. Just the trailer was enough to make me tear up. I can't wait for more information. I can imagine how awesome that would be I would like to see cities on kerbin that would be pretty cool. There should be sandstorms on Duna or dust devils and blizzards or snowstorms on Vall or Minmus. That would be my dreams come true but I don’t want to get my hopes up just in case Link to comment Share on other sites More sharing options...
Barrackar Posted June 27, 2020 Share Posted June 27, 2020 I hope KSP2 focuses on colonization, and establishing supply routes, as a central mechanic to differentiate it from KSP1. What I mean by supply route is if you design a rocket or spaceplane to reach a certain destination and deliver a certain payload then a station/colony at that location will then have access to those resources according to a cost/time or rate performance of your delivery. If your ship is inefficient and only delivers a small payload of fuel/resource then the colony only has a small rate of that fuel/resource available for building/launching from that colony. The player doesn't have to repeat or autopilot another ship to repeat the delivery - the route has been established. Supply routes might require a round-trip or benefit from demonstrating a round-trip journey. Colonies I expect will require deliveries of at least (1) fuel(s); (2) building/construction materials; (3) passengers; (4) life support --- at least until the colony is self-sustaining and can generate these resources on their own. Creating self-sustaining colonies on other planetary bodies should be a key goal of gameplay and involve different design challenges for navigating the different environments. Link to comment Share on other sites More sharing options...
Vinhero100 Posted June 27, 2020 Share Posted June 27, 2020 12 minutes ago, Barrackar said: I hope KSP2 focuses on colonization, and establishing supply routes, as a central mechanic to differentiate it from KSP1. What I mean by supply route is if you design a rocket or spaceplane to reach a certain destination and deliver a certain payload then a station/colony at that location will then have access to those resources according to a cost/time or rate performance of your delivery. If your ship is inefficient and only delivers a small payload of fuel/resource then the colony only has a small rate of that fuel/resource available for building/launching from that colony. The player doesn't have to repeat or autopilot another ship to repeat the delivery - the route has been established. Supply routes might require a round-trip or benefit from demonstrating a round-trip journey. Colonies I expect will require deliveries of at least (1) fuel(s); (2) building/construction materials; (3) passengers; (4) life support --- at least until the colony is self-sustaining and can generate these resources on their own. Creating self-sustaining colonies on other planetary bodies should be a key goal of gameplay and involve different design challenges for navigating the different environments. Well you're in luck, ShadowZone made a video on the article PCgamer published a few weeks ago, and at 4:47 he discusses permanent supply lines as mentioned in the article Link to comment Share on other sites More sharing options...
king of nowhere Posted June 29, 2020 Share Posted June 29, 2020 i hope it has better tutorials and in-game references. really. i had to join this forum to learn some basic aspects of the game. and i don't mean "learn this pro trick"; i am into rocket science and i already read a lot on the topic and was quite knowledgeable before starting the game. no, i mean "i want to do this easy thing, but i cannot figure out the commands". like, for example, the first time i tried to install a docking port, it didn't work because i installed it backwards. how would i know? they don't look so different, and the most similar parts (decouplers) work correctly on both faces. Link to comment Share on other sites More sharing options...
fizy45 Posted June 30, 2020 Share Posted June 30, 2020 (edited) I have high hopes but one thing is a must the part count and its related bug should be removed from the game. I mean if your computer lets it players should be able to go beyond 400 or even 2000 part ships, stations colonies etc for me this is the most important thing I except from KSP 2. Also if they can make docking little bit easier (not rendezvous thats kinda easy) will be great. I dont know you guys but I am having trouble in that area luckly we have mechjeb. Edited June 30, 2020 by fizy45 Link to comment Share on other sites More sharing options...
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