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What *actually* is in the game and what isn't, compared to KSP1 version history


The Aziz

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EDIT FOR 0.2

Because there's a lot of bickering back and forth, so I wanted to clear this up based on what I've seen in the game already. But please remember than not everything will return.

We're at 0.2, and currently everything KSP1 had up to version 0.16 is there.

Now what isn't in from: 0.17:
-IVA (coming soon)

0.18:
-Vessel types (aside from Ship and Debris)

0.19
-Native Linux version

0.21
-Astronaut Complex (though you can still choose crew from generated list)

0.23.5
-planning maneuvers ahead, changing time of the node etc)
-asteroids (yet, we've seen that they exist)
-the Klaw

0.24
-Career mode with funds (not planned)

0.25
-Destructible KSC (it's coming)
-Strategies (part of old Career, most likely not planned)

0.90
-Kerbal skills, professions, experience

1.0
-resource extraction, conversion, scanning etc (coming in future, more complex)

1.2
-KerbNet (is it coming?)

1.4
-Kerbal parachutes
-additional launchsites over the planet (coming in MP update, or technically in Colony update as well)
-part variants

1.5
-suit variants

1.7
-more orbital info in Maneuver window

1.10
-comets
-few very specialized probe types

1.11
-EVA construction

1.12
-Alarm Clock, Maneuver creator

Making History:
-Mission builder
-MH parts (1.875m and few others like sphere pods, inflatable airlock, retractable wheels etc. Most 5m parts are present.)

Breaking Ground:
-deployable surface science
-robotics

 

Pretty much everything else from major features is present in KSP2:

-most parts from the base game, mostly aside from redundant ones like wing panels and specialistic parts for features that are not there yet
-"camera mode" (1.9), here it's just pause
-editable action groups in flight (1.8)
-ground/sea level altimeter switch (1.7)
-delta-v readings (1.6)
-localization (1.4/1.3)
-comms network (1.2)
-"female" Kerbals(1.0) now simply Kerbals with different hair and skin
-better aerodynamics than pre-1.0
-procedural fairings (1.0)
-heatshields(1.0)
-crew transfer (0.25)
-navball hold buttons (0.25)
-almost the whole 0.23.5
-part tweakables (0.23)
-subassemblies (0.22) now in the form of workspaces, actually editable at wish

-science mode (0.22)

-anomalies/discoverables (BG)
-and nearly everything the KSP1 had to offer prior to 0.22, with exceptions above. The whole game and more is there.

Edited by The Aziz
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3 minutes ago, regex said:

1.0 also introduced a better aero sim (I believe that was largely NathanKell, probably with a large dose of help from Ferram)

Correct, but the current aero is neither of those ever seen in KSP1 so I left that out.

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Just now, The Aziz said:

Correct, but the current aero is neither of those ever seen in KSP1 so I left that out.

Uh, the souposphere was nothing to write home about, lol. The aero sim in KSP2 is at least as good as 1.0 KSP1.

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3 minutes ago, The Aziz said:

Correct, but the current aero is neither of those ever seen in KSP1 so I left that out.

Yep, KSP 2 has some kind of halfway house I think. Better aerodynamics than pre 1.0 KSP 1, but still no thermals yet. OG KSP 1 had absolute SOUP for atmosphere, so I think KSP 2 is already better than old KSP 1 in that regard.

Thanks for making this post btw, people forget just how LONG it took to get many of these features in KSP 1. KSP 2 already has many features that weren't even added to KSP 1 till over halfway into its 12 year development.

It might be worth making a flipside post too, all the stuff in KSP 2 currently, and when it was added to KSP 1 (if at all). For example, KSP 2 already has 5 meter cargo bays, plus a 5 meter cargo bay nose... 5 meter parts werent added stock until Making History (one of the last additions to the game), and even then, the 5 meter structural fuselages are almost useless as cargo bays  (trust me... I've tried... and tried... and tried... Lol. Only so much you can do with a toob and no doors, without invoking the kraken).

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3 hours ago, justmeman117 said:

might be worth making a flipside post too, all the stuff in KSP 2 currently, and when it was added to KSP 1

I shall but this one took me too much time (partly because I was distracted) but I'll figure it out within 24 hours I think.

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14 hours ago, justmeman117 said:

It might be worth making a flipside post too, all the stuff in KSP 2 currently, and when it was added to KSP 1 (if at all).

It would be particularly nice to list the things KSP 2 has that KSP 1 never had. For example, finding parts in the VAB part list is so, so much easier. The favourites list is really helpful for newbies, as it by default lists all the basic parts one would need to launch their first rocket to orbit and back. The more I play KSP 2, sure, the more bugs I find. But I also keep finding things that are better than KSP 1, and that gives me hope for the future.

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1 hour ago, DadJokeCinema said:

Which version of KSP1 added in RNG exploding when two ships dock?  It seemed like that was happening to me for a full 10 years.

I think thats been a thing since docking ports were added. I havent had too much issues with that in a long time, but I think thats might because I stopped trying to do as many megaprojects in space.

I think the docking magnets causes oscillation in one or both vehicles, especially if theyre misaligned or wibbly wobbly. Then the docking probably adds that little but extra stress into that oscillation necessary to rip apart one or both vehicles. I'd be willing to bet that, if you used the matt lowne lazy method of docking to get both ships perfectly aligned, then turned off docking magnets, and docked slowly, it might keep that from happening to your ships.

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  • 10 months later...

A quick fix:

-comms network (1.2) :: incomplete
-procedural fairings (1.0) :: KSP 2 fairings are terrible
-heatshields(1.0) :: bugged
-part tweakables (0.23) :: incomplete
-subassemblies (0.22) :: not importable as individual nameable group of parts
-anomalies/discoverables (BG) :: no interactable scatter

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