Nightside Posted August 24, 2019 Share Posted August 24, 2019 (edited) I haven’t seen a thread like this yet... What mods will become stock in KSP2? So far: Interstellar/ Far Future Tech: Fusion/Nuke engines Kerbal Konstructs/: Buildable cities, Extraplanetary Launchpads: offworld launchesites EVE: Clouds KS3P: Heavy postprocessing seems to be present in videos ... What else? Edited August 24, 2019 by Nightside added some Link to comment Share on other sites More sharing options...
ThatGuyWithALongUsername Posted August 24, 2019 Share Posted August 24, 2019 (edited) EVE Smokescreen/RealPlume Modular Kolonization System... ish Extraplanetary Launchpads Would not be surprised to see life support but that's just speculation (Insert interstellar-themed planet mod here) Probably Kopernicus- they mentioned improved nodding ability and I would not be surprised if that included planet modding Edited August 24, 2019 by ThatGuyWithALongUsername Link to comment Share on other sites More sharing options...
shdwlrd Posted August 24, 2019 Share Posted August 24, 2019 Malamute, NF construction, Link to comment Share on other sites More sharing options...
Nightside Posted August 24, 2019 Author Share Posted August 24, 2019 58 minutes ago, ThatGuyWithALongUsername said: Would not be surprised to see life support but that's just speculation What I saw made it sound like they were explicitly avoiding life support, at least for colonies. Something like, colonies can be ignored or forgotten, but will be ok if you decide to return. Really excited about the improved rocket plume effects though. A lower barrier to entry on making planets would also bring a lot of people to the modding scene. There is obviously a lot of interest. Link to comment Share on other sites More sharing options...
magnemoe Posted August 24, 2019 Share Posted August 24, 2019 3 hours ago, Nightside said: What I saw made it sound like they were explicitly avoiding life support, at least for colonies. Something like, colonies can be ignored or forgotten, but will be ok if you decide to return. Really excited about the improved rocket plume effects though. A lower barrier to entry on making planets would also bring a lot of people to the modding scene. There is obviously a lot of interest. Agree about no life support, an lack of greenhouses. With them an colony could be self supported even supply ships with food. Link to comment Share on other sites More sharing options...
Harry Rhodan Posted August 24, 2019 Share Posted August 24, 2019 5 hours ago, Nightside said: What I saw made it sound like they were explicitly avoiding life support, at least for colonies. Something like, colonies can be ignored or forgotten, but will be ok if you decide to return. That would render the whole colony aspect irrelevant. If colonizing would only mean to plop down some stuctures then there's no advantage to KSP 1. Link to comment Share on other sites More sharing options...
Nightside Posted August 24, 2019 Author Share Posted August 24, 2019 Added a few of the suggestions to the OP. Link to comment Share on other sites More sharing options...
DStaal Posted August 24, 2019 Share Posted August 24, 2019 9 hours ago, Harry Rhodan said: That would render the whole colony aspect irrelevant. If colonizing would only mean to plop down some stuctures then there's no advantage to KSP 1. There's some: Being able to set up a new VAB & launchpad would be good, especially if you're able to do so lightyears from Kerbol. EL mostly works, but isn't quite the same. Even better if you can recruit from that colony. Also, from what we've seen they have addressed the issue of things not on absolutely flat surfaces being likely to move/explode over time. Link to comment Share on other sites More sharing options...
magnemoe Posted August 24, 2019 Share Posted August 24, 2019 6 minutes ago, DStaal said: There's some: Being able to set up a new VAB & launchpad would be good, especially if you're able to do so lightyears from Kerbol. EL mostly works, but isn't quite the same. Even better if you can recruit from that colony. Also, from what we've seen they have addressed the issue of things not on absolutely flat surfaces being likely to move/explode over time. This, an fully developed colony is likely to be self supported on life support. Exception might be orbital ones but looking at the size you could probably easy stock them with 100 year of fertilizer and other raw materials. Ships on the other hand require attention. I uses TAC life support with extra mods, an base with greenhouse only consume water at an very slow rate, it will use ore for fertilizer. An large ship will have water cleansers and co2 scrubbers reducing the water and oxygen use to 10%, an small single kerbal or short trip ship will not carry this. Would love KSP2 to have at least some simple life support as this would be an good hook for mods to plug into. Link to comment Share on other sites More sharing options...
Angleton Posted August 24, 2019 Share Posted August 24, 2019 I hope that Kerbal Engineer and MechJeb will be stock. Link to comment Share on other sites More sharing options...
ThatGuyWithALongUsername Posted August 24, 2019 Share Posted August 24, 2019 (edited) 1 hour ago, Angleton said: I hope that Kerbal Engineer and MechJeb will be stock. I hope that mechjeb will not be stock... and thus one of the oldest arguments in the game is re-ignited... Anyway, Planetshine also. You can see it in some footage and it was mentioned in an interview somewhere. EDIT: I forget the name, but the mod that lets you thrust during time warp Edited August 24, 2019 by ThatGuyWithALongUsername Link to comment Share on other sites More sharing options...
EchoLima Posted August 24, 2019 Share Posted August 24, 2019 Tilt 'Em- axial tilt Link to comment Share on other sites More sharing options...
SkyKaptn Posted August 24, 2019 Share Posted August 24, 2019 When a sat coms relay system is in orbit it should be able to output a GPS too. (points of interest, glide slopes, waypoint manager style) Link to comment Share on other sites More sharing options...
Nightside Posted August 24, 2019 Author Share Posted August 24, 2019 1 hour ago, EchoLima said: Tilt 'Em- axial tilt Was this confirmed? 49 minutes ago, SkyKaptn said: When a sat coms relay system is in orbit it should be able to output a GPS too. (points of interest, glide slopes, waypoint manager style) Is this confirmed or a wish? Link to comment Share on other sites More sharing options...
EchoLima Posted August 25, 2019 Share Posted August 25, 2019 2 hours ago, Nightside said: Was this confirmed? Yes! https://www.videogameschronicle.com/features/interviews/an-in-depth-conversation-with-the-creator-of-ksp2/ Link to comment Share on other sites More sharing options...
lajoswinkler Posted August 25, 2019 Share Posted August 25, 2019 On 8/24/2019 at 5:39 AM, ThatGuyWithALongUsername said: Smokescreen/RealPlume Where do you see this? If anything, developers again failed to take nice variable plumes into account. Plumes again remain unchanged regardless of pressure. Link to comment Share on other sites More sharing options...
TomVorat Posted August 25, 2019 Share Posted August 25, 2019 3 hours ago, lajoswinkler said: Where do you see this? If anything, developers again failed to take nice variable plumes into account. Plumes again remain unchanged regardless of pressure. I honestly can't imagine to play KSP without RealPlume anymore. It's sad to see that they didn't implement something like it into KSP2 but atleast the plume isn't the blue cone it was anymore. Link to comment Share on other sites More sharing options...
FreeThinker Posted August 25, 2019 Share Posted August 25, 2019 (edited) Don't forget I bet someone going to make a Orion Drive 2.0 using KSP 2 engine. Edited August 25, 2019 by FreeThinker Link to comment Share on other sites More sharing options...
DStaal Posted August 25, 2019 Share Posted August 25, 2019 3 minutes ago, FreeThinker said: Don't forget I bet someone going to make a Orion Drive 2.0 using KSP 2 engine. Given that there's an Orion Drive in the trailer - no bet. Link to comment Share on other sites More sharing options...
FreeThinker Posted August 25, 2019 Share Posted August 25, 2019 (edited) 2 minutes ago, DStaal said: Given that there's an Orion Drive in the trailer - no bet. Well I mend using the Original Orion Drive assets which in my opionion are much more realistic looking than what I saw in the trailer which seemed like a miniaturized version (5m?) the real Orion Drive Edited August 25, 2019 by FreeThinker Link to comment Share on other sites More sharing options...
Technical Ben Posted August 25, 2019 Share Posted August 25, 2019 1 hour ago, FreeThinker said: Well I mend using the Original Orion Drive assets which in my opionion are much more realistic looking than what I saw in the trailer which seemed like a miniaturized version (5m?) the real Orion Drive Perhaps they are using Kerbal equivalent shoulder launched nuclear devices? Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted August 25, 2019 Share Posted August 25, 2019 I didn't post to this topic, how did.... O. In answer, yes, I do intend to port the Orion over to ksp2. Details will need to wait. But I will be aiming at the 10m(kerbalized to 6+m) and the 86 foot thing. Maybe the momentum limited interstellar dyson fusion Orion as well for giggles. Link to comment Share on other sites More sharing options...
Curveball Anders Posted August 26, 2019 Share Posted August 26, 2019 Remember that mods have one strength over stock. You can chose to add them. Se Lex.Firefox of adding crud to stock, and mods to remove idiotic stock features. Link to comment Share on other sites More sharing options...
GoldForest Posted August 26, 2019 Share Posted August 26, 2019 Just now, Curveball Anders said: Remember that mods have one strength over stock. You can chose to add them. Se Lex.Firefox of adding crud to stock, and mods to remove idiotic stock features. You can technically remove stock parts too, just make sure to save them in a backup folder Link to comment Share on other sites More sharing options...
Curveball Anders Posted August 26, 2019 Share Posted August 26, 2019 Just now, GoldForest said: You can technically remove stock parts too, just make sure to save them in a backup folder But you can't remove stock game play. Well actually you can, but it's far deeper than removing parts... Link to comment Share on other sites More sharing options...
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