linuxgurugamer Posted August 29, 2019 Share Posted August 29, 2019 1 minute ago, DrRansom said: For anyone there, was there any discussion about Aerodynamics? As in, are they going to keep the current structure or try and move towards a FAR-like volume based approach. I dont believe that was discussed at all, but ill try to ask them at PAX tomorrow Link to comment Share on other sites More sharing options...
DrRansom Posted August 29, 2019 Share Posted August 29, 2019 1 minute ago, linuxgurugamer said: I dont believe that was discussed at all, but ill try to ask them at PAX tomorrow Thanks! It sounds like they expect players to do several base-building missions - which puts a premium on pin-point landing accuracy. Is there going to be a revamped waypoint system and in-atmosphere trajectory prediction to facilitate that? (I'd imaging that mods will get on those tasks right away, though) Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2019 Share Posted August 29, 2019 2 minutes ago, DrRansom said: Thanks! It sounds like they expect players to do several base-building missions - which puts a premium on pin-point landing accuracy. Is there going to be a revamped waypoint system and in-atmosphere trajectory prediction to facilitate that? (I'd imaging that mods will get on those tasks right away, though) Is that really needed? I mean, people can do pinpoint landings now, bot with and without mods. basebuilding is a pa rt of, but not necessary. Believe it or now more than 75% of players never go beyond the Mun Link to comment Share on other sites More sharing options...
Francois424 Posted August 29, 2019 Share Posted August 29, 2019 No new bodies in Kerbol huh? I guess OPM is still a mod eventually for KSP2. Not complaining tho, just hoped for a complete analog of our solar system... without going interstellar to get the outer planets (like that Saturn analogue). Not a deal-breaker. Link to comment Share on other sites More sharing options...
Snark Posted August 29, 2019 Share Posted August 29, 2019 By the way, folks. We get to have another crack at Star Theory tomorrow-- I myself have a half-hour slot in the early afternoon to interview them. So I'd like to solicit questions folks would like me to ask. If you've got questions you'd like me to ask them, I started a thread over here: Link to comment Share on other sites More sharing options...
linecrafter Posted August 29, 2019 Share Posted August 29, 2019 (edited) Info about ksp 2 with timestamps from this video https://youtu.be/vu22bFtZgKg Spoiler 9:00 ksp 2 runs on latest version of unity 9:08 PQS is replaced by PQS+ 9:30 binary planets are not likely to be in game 10:45 there's a separate timewarp mode for continuous acceleration travel 11:04 no caves (oof) 11:24 underwater exploration 11:36 kerbin north pole isn't flat anymore(subject to change) 12:51 SRB thrust vectoring was requested 13:15 4 launchpads for multiplayer 15:35 advanced planetshine 15:53 rings consist of rocks 16:52 scatter density is big enough for grass to look like actual grass 18:25 wheel tracks and foorprints are neither confirmed or denied 19:08 metallic hydrogen is the only fuel confirmed 19:29 parts got art passes 21:09 kerbal animation system is very advanced (and a recreation of animations seen) , 3 levels of kerbal panic 23:17 no info about life support, no info whether artificial gravity rings have any use 23:42 no comment about radiation effects from orion or daedalus engines 23:55 no plans for weather 24:00 inflatable habitats and colony parts 24:56 ingame scripting/dev tool? , ingame codebase is highly documented , modding is a priority 25:57 kerbal system is same scale , all planets got a makeover 26:45 you can't port old saves 27:13 ui is still very WIP 27:49 no info about jet engines 28:40 lua script might not be in the final game, but it was used to easily create a star ,then a planet , then give it inclination, you can also destroy specific part , give it artificial force 29:15 action replay was requested 29:56 ksp 2 has been in works for more than a year 30:25 currently no robotic parts 31:05 no info about pre release programs 31:12 devs liked the idea of giving modders a jump start by giving them ksp 2 before the release 32:17 singleplayer is drm free 33:38 textures look very good 33:43 physx in ksp 2 and an optimised version of it for physics 36:05 other star systems will be very wacky, "ultra big planets" 36:40 planes likely early in dev/not in game right now , runway for colonies 38:05 devs gave two answers about clouds: "clouds are not currently planned" and "the game is in development ask us later" 38:24 binary planets are likely to not be ingame because of patched conics problem , but devs said they have a solution , scott doubts it 41:03 confirmed resources so far are metallic hydrogen , cesium, metallic hydrogen with cesium, water 44:08 they didn't forget dres , and they changed something about it so that it will be interesting 46:04 scott is doing tutorials for ksp 2 and lots of gameplay videos 46:28 no info career mode 47:25 vomiting kerbals confirmed 48:03 fuel tanks leaks can catch on fire , part damage 48:37 atmosphere explosions look different from ones in vacuum 48:50 VFX overhaul 49:52 no plans for part crumbling/deformation 50:02 colonies are physically simulated 50:25 orbital and surface colonies are different 51:08 no cities or structures on kerbin were shown, KSC looks good, scatter looks awesome , scatter collisions 51:40 destructible scatters are considered by devs 51:54 iva they seen is bunch of shuttle displays 54:03 easter eggs might be there 54:32 VAB is bigger and prettier 54:48 you can now put parts down that aren't attched to the ship , you can build the whole rocket in separate parts and stich it together, orthographic projections of rockets that look like blueprints 55:43 science gameplay is more deep 56:19 KSC biomes might return 57:08 achievment talk 57:27 no planes in trailer , procedural wings MIGHT be ingame 57:47 coloniy pieces could be connected 58:13 crawler for rockets , likely not controllable by player 59:06 no info about boil off 59:14 no procedrual solar systems 59:34 devs liked the idea of being able to lock solar panel/radiator rotation 1:00:08 vab is twice the size 1:00:24 no info about hweels 1:00:57 new landing legs , no idea if landing gear is physics 1:02:00 there will new and old parts 1:03:56 all parts seen in trailers are game assets 1:07:14 ksp 2 is mainly about designing and flying rockets , the colony system won't be super complex, devs dont want simcity in space Edited August 30, 2019 by linecrafter Link to comment Share on other sites More sharing options...
EchoLima Posted August 29, 2019 Share Posted August 29, 2019 8 minutes ago, linecrafter said: "clouds are not currently planned" wouldn't be KSP if it had clouds Link to comment Share on other sites More sharing options...
rudi1291 Posted August 29, 2019 Share Posted August 29, 2019 Thanks for sharing the answers. Link to comment Share on other sites More sharing options...
Jacke Posted August 29, 2019 Share Posted August 29, 2019 It does sound good. Somethings I'd like to see on top of these would be a FAR-like volume-based aero system and OPM-like outer planets. Both of those can be modded in, but would be better if stock. Link to comment Share on other sites More sharing options...
GoldForest Posted August 29, 2019 Author Share Posted August 29, 2019 (edited) 4 hours ago, linecrafter said: Info about ksp 2 with timestamps from this video Hide contents 9:00 ksp 2 runs on latest version of unity 9:08 PQS is replaced by PQS+ 9:30 binary planets are not likely to be in game 10:45 there's a separate timewarp mode for continuous acceleration travel 11:04 no caves (oof) 11:24 underwater exploration 11:36 kerbin north pole isn't flat anymore(subject to change) 12:51 SRB thrust vectoring was requested 13:15 4 launchpads for multiplayer 15:35 advanced planetshine 15:53 rings consist of rocks 16:52 scatter density is big enough for grass to look like actual grass 18:25 wheel tracks and foorprints are neither confirmed or denied 19:08 metallic hydrogen is the only fuel confirmed 19:29 parts got art passes 21:09 kerbal animation system is very advanced (and a recreation of animations seen) , 3 levels of kerbal panic 23:17 no info about life support, no info whether artificial gravity rings have any use 23:42 no comment about radiation effects from orion or daedalus engines 23:55 no plans for weather 24:00 inflatable habitats and colony parts 24:56 ingame scripting/dev tool? , ingame codebase is highly documented , modding is a priority 25:57 kerbal system is same scale , all planets got a makeover 26:45 you can't port old saves 27:13 ui is still very WIP 27:49 no info about jet engines 28:40 lua script might not be in the final game, but it was used to easily create a star ,then a planet , then give it inclination, you can also destroy specific part , give it artificial force 29:15 action replay was requested 29:56 ksp 2 has been in works for more than a year 30:25 currently no robotic parts 31:05 no info about pre release programs 31:12 devs liked the idea of giving modders a jump start by giving them ksp 2 before the release 32:17 singleplayer is drm free 33:38 textures look very good 33:43 physx in ksp 2 and an optimised version of it for physics 36:05 other star systems will be very wacky, "ultra big planets" 36:40 planes likely early in dev/not in game right now , runway for colonies 38:05 devs gave two answers about clouds: "clouds are not currently planned" and "the game is in development ask us later" 38:24 binary planets are likely to not be ingame because of patched conics problem , but devs said they have a solution , scott doubts it 41:03 confirmed resources so far are metallic hydrogen , cesium, metallic hydrogen with cesium, water 44:08 they didn't forget dres , and they changed something about it so that it will be interesting 46:04 scott is doing tutorials for ksp 2 and lots of gameplay videos 46:28 no info career mode 47:25 vomiting kerbals confirmed 48:03 fuel tanks leaks can catch on fire , part damage 48:37 atmosphere explosions look different from ones in vacuum 48:50 VFX overhaul 49:52 no plans for part crumbling/deformation 50:02 colonies are physically simulated 50:25 orbital and surface colonies are different 51:08 no cities or structures on kerbin were shown, KSC looks good, scatter looks awesome , scatter collisions 51:40 destructible scatters are considered by devs 51:54 iva they seen is bunch of shuttle displays 54:03 easter eggs might be there 54:32 VAB is bigger and prettier 54:48 you can now put parts down that aren't attched to the ship , you can build the whole rocket in separate parts and stich it together, orthographic projections of rockets that look like blueprints 55:43 science gameplay is more deep 56:19 KSC biomes might return 57:08 achievment talk 57:27 no planes in trailer , procedural wings MIGHT be ingame 57:47 coloniy pieces could be connected 58:13 crawler for rockets , likely not controllable by player 59:06 no info about boil off 59:14 no procedrual solar systems 59:34 devs liked the idea of being able to lock solar panel/radiator rotation 1:00:08 vab is twice the size 1:00:24 no info about hweels 1:00:57 new landing legs , no idea if landing gear is physics 1:02:00 there will new and old parts 1:03:56 all parts seen in trailers are game assets 1:07:14 ksp 2 is mainly about designing and flying rockets , the colony system won't be super complex, devs dont want simcity in space 4 hours ago, EchoLima said: wouldn't be KSP if it had clouds But we see clouds in the screenshot? At least from orbit. Edit: check my other post out. You can just make our clouds over the ocean. Edited August 29, 2019 by GoldForest Link to comment Share on other sites More sharing options...
ThatGuyWithALongUsername Posted August 29, 2019 Share Posted August 29, 2019 The clouds could just be a thing in pre-alpha that was recently cut due to performance or something. It's possible, I guess. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2019 Share Posted August 29, 2019 2 minutes ago, ThatGuyWithALongUsername said: The clouds could just be a thing in pre-alpha that was recently cut due to performance or something. It's possible, I guess. While we didn't see any clouds on the ground, every time we asked about clouds, the answer was essentially no comment. Link to comment Share on other sites More sharing options...
ThatGuyWithALongUsername Posted August 29, 2019 Share Posted August 29, 2019 (edited) 2 minutes ago, linuxgurugamer said: While we didn't see any clouds on the ground, every time we asked about clouds, the answer was essentially no comment. Oh, so that sounds more like clouds are still in the game then. Gotcha. (minor sarcasm) Bit odd to keep them secret when you can see them (from space) in the already publicly released pre-alpha footage. Edited August 29, 2019 by ThatGuyWithALongUsername Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2019 Share Posted August 29, 2019 Just now, ThatGuyWithALongUsername said: Oh, so that sounds more like clouds are still in the game then. Gotcha. (minor sarcasm) Bit odd to keep them secret when you can see them (from space) in the already publicly released pre-alpha footage. I can think of any number of reasons why they won't want to talk about them. Among other things, if they say there are clouds, then many other questions will be asked which they may not want to, or can't answer at this time. We did get confirmation that there would NOT be weather, so no rain, wind, storms, etc Link to comment Share on other sites More sharing options...
Guest Posted August 29, 2019 Share Posted August 29, 2019 Ask them if they are ever going to start posting here, listening to community concerns and talking with experienced modders (other that ones employed by Squad). Because quite frankly, Squad didn't make KSP1 what it is now. The community did. And I mean that literally, having been a part of the whole thing since 0.13, I had a chance of seeing it all happen, and bring to attention some serious issues (most notably, I was the one who pointed out to Squad that engine thrust should vary with altitude. Before, they varied fuel flow). KSP is not great because of Squad. KSP is great because of us. Link to comment Share on other sites More sharing options...
GoldForest Posted August 29, 2019 Author Share Posted August 29, 2019 3 minutes ago, Dragon01 said: Ask them if they are ever going to start posting here, listening to community concerns and talking with experienced modders (other that ones employed by Squad). Because quite frankly, Squad didn't make KSP1 what it is now. The community did. And I mean that literally, having been a part of the whole thing since 0.13, I had a chance of seeing it all happen, and bring to attention some serious issues (most notably, I was the one who pointed out to Squad that engine thrust should vary with altitude. Before, they varied fuel flow). KSP is not great because of Squad. KSP is great because of us. Post this in @Snark thread. Link to comment Share on other sites More sharing options...
Guest Posted August 30, 2019 Share Posted August 30, 2019 Posted, in a somewhat abriged form. Link to comment Share on other sites More sharing options...
whale_2 Posted August 30, 2019 Share Posted August 30, 2019 7 hours ago, linuxgurugamer said: I dont believe that was discussed at all, but ill try to ask them at PAX tomorrow @linuxgurugamer, what do you think, would it be possible to squeeze some more information from them, about, you know, Linux? I know they answered something among the lines "we're always looking for a way blah-blah", but that's seems so much elusive. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 30, 2019 Share Posted August 30, 2019 19 minutes ago, whale_2 said: @linuxgurugamer, what do you think, would it be possible to squeeze some more information from them, about, you know, Linux? I know they answered something among the lines "we're always looking for a way blah-blah", but that's seems so much elusive. One of the things I'll be asking them tomorrow. But my guess is that Linux is a very minor part, they are concentrating on the main release. However, since it's Unity, and Unity runs just about anywhere, it may be a pleasant surprise come release day Link to comment Share on other sites More sharing options...
Superfluous J Posted August 30, 2019 Share Posted August 30, 2019 6 hours ago, linecrafter said: Info about ksp 2 with timestamps from this video Reveal hidden contents 9:00 ksp 2 runs on latest version of unity 9:08 PQS is replaced by PQS+ 9:30 binary planets are not likely to be in game 10:45 there's a separate timewarp mode for continuous acceleration travel 11:04 no caves (oof) 11:24 underwater exploration 11:36 kerbin north pole isn't flat anymore(subject to change) 12:51 SRB thrust vectoring was requested 13:15 4 launchpads for multiplayer 15:35 advanced planetshine 15:53 rings consist of rocks 16:52 scatter density is big enough for grass to look like actual grass 18:25 wheel tracks and foorprints are neither confirmed or denied 19:08 metallic hydrogen is the only fuel confirmed 19:29 parts got art passes 21:09 kerbal animation system is very advanced (and a recreation of animations seen) , 3 levels of kerbal panic 23:17 no info about life support, no info whether artificial gravity rings have any use 23:42 no comment about radiation effects from orion or daedalus engines 23:55 no plans for weather 24:00 inflatable habitats and colony parts 24:56 ingame scripting/dev tool? , ingame codebase is highly documented , modding is a priority 25:57 kerbal system is same scale , all planets got a makeover 26:45 you can't port old saves 27:13 ui is still very WIP 27:49 no info about jet engines 28:40 lua script might not be in the final game, but it was used to easily create a star ,then a planet , then give it inclination, you can also destroy specific part , give it artificial force 29:15 action replay was requested 29:56 ksp 2 has been in works for more than a year 30:25 currently no robotic parts 31:05 no info about pre release programs 31:12 devs liked the idea of giving modders a jump start by giving them ksp 2 before the release 32:17 singleplayer is drm free 33:38 textures look very good 33:43 physx in ksp 2 and an optimised version of it for physics 36:05 other star systems will be very wacky, "ultra big planets" 36:40 planes likely early in dev/not in game right now , runway for colonies 38:05 devs gave two answers about clouds: "clouds are not currently planned" and "the game is in development ask us later" 38:24 binary planets are likely to not be ingame because of patched conics problem , but devs said they have a solution , scott doubts it 41:03 confirmed resources so far are metallic hydrogen , cesium, metallic hydrogen with cesium, water 44:08 they didn't forget dres , and they changed something about it so that it will be interesting 46:04 scott is doing tutorials for ksp 2 and lots of gameplay videos 46:28 no info career mode 47:25 vomiting kerbals confirmed 48:03 fuel tanks leaks can catch on fire , part damage 48:37 atmosphere explosions look different from ones in vacuum 48:50 VFX overhaul 49:52 no plans for part crumbling/deformation 50:02 colonies are physically simulated 50:25 orbital and surface colonies are different 51:08 no cities or structures on kerbin were shown, KSC looks good, scatter looks awesome , scatter collisions 51:40 destructible scatters are considered by devs 51:54 iva they seen is bunch of shuttle displays 54:03 easter eggs might be there 54:32 VAB is bigger and prettier 54:48 you can now put parts down that aren't attched to the ship , you can build the whole rocket in separate parts and stich it together, orthographic projections of rockets that look like blueprints 55:43 science gameplay is more deep 56:19 KSC biomes might return 57:08 achievment talk 57:27 no planes in trailer , procedural wings MIGHT be ingame 57:47 coloniy pieces could be connected 58:13 crawler for rockets , likely not controllable by player 59:06 no info about boil off 59:14 no procedrual solar systems 59:34 devs liked the idea of being able to lock solar panel/radiator rotation 1:00:08 vab is twice the size 1:00:24 no info about hweels 1:00:57 new landing legs , no idea if landing gear is physics 1:02:00 there will new and old parts 1:03:56 all parts seen in trailers are game assets 1:07:14 ksp 2 is mainly about designing and flying rockets , the colony system won't be super complex, devs dont want simcity in space Fantastic recap. I think that because you have the video link and the amazing summary you did in a spoiler, people are missing this. I suggest you repost it with just a link and the summary outside of the spoiler. Link to comment Share on other sites More sharing options...
mikegarrison Posted August 30, 2019 Share Posted August 30, 2019 10 hours ago, linuxgurugamer said: Believe it or now more than 75% of players never go beyond the Mun I think this is in part because the Mun with all its craters is BY FAR the most interesting body in the entire Kerbal system, including Kerbin itself. Link to comment Share on other sites More sharing options...
GoldForest Posted August 30, 2019 Author Share Posted August 30, 2019 10 hours ago, DrRansom said: Thanks! It sounds like they expect players to do several base-building missions - which puts a premium on pin-point landing accuracy. Is there going to be a revamped waypoint system and in-atmosphere trajectory prediction to facilitate that? (I'd imaging that mods will get on those tasks right away, though) Multiple bases will be needed to sustain a colony imo. I heard something about the resource system is getting revamped, so if you land in an area with only 3 out of 5 resources needed, you will need to go setup mining outposts where those remaining 2 resources are, and then setup trade routes between the two bases. 10 hours ago, linuxgurugamer said: Believe it or now more than 75% of players never go beyond the Mun Guilty. Link to comment Share on other sites More sharing options...
Superfluous J Posted August 30, 2019 Share Posted August 30, 2019 1 hour ago, mikegarrison said: I think this is in part because the Mun with all its craters is BY FAR the most interesting body in the entire Kerbal system, including Kerbin itself. That's a reason to not FREQUENTLY go farther than Mun. The reason most don't EVER do it is different and varied. Partially it's really, really hard to learn how, especially without mods or frequent use of the forums or YouTube tutorials, which I suspect less than 25% of all users ever even touch. Secondly, there is a large percentage of people who just don't like playing enough to continue once they (or even if they) get to Mun the first time. Link to comment Share on other sites More sharing options...
Francois424 Posted August 30, 2019 Share Posted August 30, 2019 1 hour ago, 5thHorseman said: That's a reason to not FREQUENTLY go farther than Mun. The reason most don't EVER do it is different and varied. Partially it's really, really hard to learn how, especially without mods or frequent use of the forums or YouTube tutorials, which I suspect less than 25% of all users ever even touch. Secondly, there is a large percentage of people who just don't like playing enough to continue once they (or even if they) get to Mun the first time. It also takes a larger time commitment. Building a nice Jool mission, even a quick get to, then land, then return will take 3 hours. More if you mess-up rocket building or lack experience with KSP. Even more without Delta-V readouts (now part of game) and a good dV map to calculate how much you need. Going to the Mün can be done quickly under an hour or even less as you get more experienced I remember designing a Dres Lander for a certain someone and making sure it would work took me a bit over 4 hours. And it wasn't perfect by a long shot. Game slowing down when building a large ship and Kraken eating it (Worse since version 1.4+) kinda makes me NOT want to go anywhere but Mün/Minmus anymore... except maybe Moho or Duna from time to times. Looking forwards to KSP2 and their alleged optimizations, even for large motherships ! Link to comment Share on other sites More sharing options...
James Kerman Posted August 30, 2019 Share Posted August 30, 2019 Welcome to the forum @Nigan, I've merged your post into this pre existing thread about KSP 2. Link to comment Share on other sites More sharing options...
Recommended Posts