Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Kerbal Space Program TWO, DOS, DEUX, ZWEI....

Discussion in 'Space Games' started by Riel, Aug 19, 2019.

  1. Riel Arbiter

    Riel
    Joined:
    Apr 29, 2012
    Messages:
    416
    Location:
    Itaca


    Oh shit!! Take my money and shut up!!!

    well not so much, but definitely interested.
     
    • incline incline x 2
    • Excited! Excited! x 2
    • WTF am I reading WTF am I reading x 1
    ^ Top  
  2. DDZ Red blood, white skin, blue collar Patron

    DDZ
    Joined:
    Dec 17, 2012
    Messages:
    1,547
    Location:
    Under the Gods
    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
    Shit, time to upgrade my PC.
     
    • Agree Agree x 1
    ^ Top  
  3. Makabb Arcane Shitposter Bethestard

    Makabb
    Joined:
    Sep 19, 2014
    Messages:
    11,753
    Not made by SQUAD, it's gonna be shit
     
    • Agree x 1
    • decline x 1
    • Yes x 1
    • Informative x 1
    • :M x 1
    ^ Top  
  4. Wyatt_Derp Liturgist

    Wyatt_Derp
    Joined:
    May 19, 2019
    Messages:
    1,344
    Location:
    Okie Land
    Ambitious and touching. But like most hype-teasers it gives a myopic view of the final product. Loved the collapsing ships/launch pads, though. Very Kerbal.
     
    • Agree Agree x 2
    ^ Top  
  5. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    I expected they would go for near future/hard SF as a third DLC but then again after all these years a sequel is overdue. The game had so many features tacked on over the years it really needed to be written from scratch at some point. Also when Take 2 bought the rights I expected they saw the potential of the brand, so a sequel was a natural business choice.

    Curiously they announced that the next patch for the first one will add new planet art.

    Here's hoping that the colonization feature means celestial bodies will have more varied and potentially dangerous surfaces. Also weather.

    The lead dev and core that made KSP left ages ago anyway. Now sure they still have RoverDude and some other good former modders but it was HarvesteR, Mu, C9 and NovaSilisko that are responsible for the core features. Also more likely than not Take 2 was probably pissed off at dealing with Squad's greedy owners who screwed the original devs that left. Ideally they could also poach some former devs or modders. In the end they can't fuck much with the design unless they gimp the editors or dumb down the physics based mechanics.

    If there is any reason to believe it might be shit it is this part of the FAQ:

    :prosper:

    If the goal for the sequel was to be built from the ground up, they really should have used the opportunity and went with UE4. This game is too ambitious and ideally would need its own damn engine, but that is of course costs time and money take 2 might not be willing to spend.

    Still, if they make better use of physics acceleration from the start...
     
    • Despair Despair x 3
    • hopw roewur ne hopw roewur ne x 1
    ^ Top  
  6. Makabb Arcane Shitposter Bethestard

    Makabb
    Joined:
    Sep 19, 2014
    Messages:
    11,753
    Unity haahah, its' dead
     
    • hopw roewur ne hopw roewur ne x 1
    • retadred retadred x 1
    ^ Top  
  7. gerey Arcane Zionist Agent

    gerey
    Joined:
    Feb 2, 2007
    Messages:
    801
    I imagine the reason they stuck with Unity is to ensure ease of modding for the "baked-in" community and recycle whatever code and assets they want to reuse.
     
    • Agree Agree x 1
    ^ Top  
  8. Data4 Arcane

    Data4
    Joined:
    Sep 11, 2005
    Messages:
    5,183
    Location:
    Over there.
    I don't think it's so much that Unity is a bad engine. I think there's just bad uses of it. Cities: Skylines is Unity and works just fine from an engine standpoint, for example.
     
    ^ Top  
  9. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    Interview:

    https://www.pcgamer.com/uk/kerbal-space-program-2-interview/

    Here's the tl;dr version:

    Early on they discussed what to do and not to do with KSP. The not to do is warp or other soft science fiction tech, instead we get interstellar travel straight out of Atomic Rockets which is named in the interview: http://www.projectrho.com/public_html/rocket/

    People already spotted project orion-likes and inertial fusion spacecraft in the images shown so far.

    They want to implement a better terrain system to offer a more unique landscape aiding exploration. So far what I can see is that the scatter seems better, these mun rocks here do not seem to form any easily recognizable pattern.

    https://steamcdn-a.akamaihd.net/ste...87a84f30efb67ee3a1cefa1fe28fcf0.1920x1080.jpg

    Colonies will need to be expanded and eventually they will be able to support building spacecraft off-world, especially needed to build interstellar ships. They are not supposed to require babysitting or micromanaging and will grow on their own in some aspects. As portrayed in the cgi trailer the colony structures will have to be built with physics in mind or they might kerbal themselves.

    Multiple star systems, new worlds and terrain features developed with attention to real astrophysics as they have an astrophysicist as a science consultantant.

    Super-earth planet, ringed gas giant and a too close for comfort binary system of planets being torn apart by mutual tidal forces are confirmed so far as new celestial bodies.

    Apparently different parts are supposed to explode differently, wonder if this includes actual physical force. The nuke charges on this project orion-like craft would probably set off something incredibly spectacular, kerbal and laggy:

    https://steamcdn-a.akamaihd.net/ste...3b7c22507fd1614e2781e59a01c1b5e.1920x1080.jpg

    Multiplayer will be in.

    Marketing propaganda with the new devs and some astronomer James Webb Space Telescope related guy that is their science consultant, there's some in-game shit in the background at some points:



    It was either a budget based decision or a know-how based decision (the devs they had knew Unity better), the assets look remade from scratch.

    Steam page has some more details and screenshots.

    https://store.steampowered.com/app/954850/Kerbal_Space_Program_2/

    So far the main fear on the KSP forums seems to be that they will pull an Obsidian/Gollop and go the Epic Store Exclusive way, the publisher has a reputation for it...
     
    • Informative Informative x 3
    ^ Top  
  10. gerey Arcane Zionist Agent

    gerey
    Joined:
    Feb 2, 2007
    Messages:
    801
    It's somewhat of a bummer that the colony aspect is going to be so hands-off. I'd much rather have the option to let the AI develop the colony or to micromanage it on my own. KSP should be about the whole space exploration experience, and a large part of that is not just getting to a celestial body, but landing and exploring the surface as well. Also, I wish they had said something about atmospheric craft, which was another half-baked feature in the first game that didn't get much attention.

    Also, the management side of the game needs some serious love and added depth.

    Oh well, here's hoping the game will allow even more ambitious modding than the predecessor so that modders can inject more complexity into core mechanics and ensure you have something to do with on a planet's surface.
     
    ^ Top  
  11. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    Well I understood that you will still need to provide them with some shit and they will not fall apart if you just ignore them, but you will need to send habitats or equipment to give them the potential to grow.

    One question that comes to mind is what happens with the current career mode mechanics, missions and contracts specifically. Do they ignore them entirely and build the game around colonization in a more sandboxy direction?

    FYI there are some Squad devs supporting KSP2, in particular in regards to staying true to the original, but none wanted to confirm it on their forums due to NDAs.
     
    • Informative Informative x 2
    ^ Top  
  12. Drax Arcane

    Drax
    Joined:
    Apr 6, 2013
    Messages:
    10,985
    Location:
    Silver City, Southern Lands
    :shredder:
    :yeah:
    :discohitler:
    :creamyblood:
    :kfc:
     
    • Yes Yes x 1
    ^ Top  
  13. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    IGN video has shitloads of gameplay video in decent quality, it starts at 3:33 into the video as they talk with the dev with a Kerbin launch and it seems to be the sequence from which the screenshots on steam were made including the orion ship and the inertial confinement fusion rocket at the Jool orbital base.

    https://www.ign.com/videos/2019/08/...se-poor-kerbals-back-into-orbit-gamescom-2019

    Metallic hydrogen rockets are mentioned as limit of how far they want to go with speculative, repeating again that they say no to any warp drives or warp gates.

    There is more confirmation that terrain features and topography is supposed to be major improvement compared to KSP 1 as it is supposed to be a factor for colony structure placement.

    Videos of Orion-like Nuclear Pulse Pusher rockets in action, dev mentions that launching it in nuke pulse mode off a colony's pad is not a good idea. Video shows it launching on boosters first before turning on nuke mode.

    Mun or Vall looks ridiculously good from low orbit.

    Centrifugal rings rotate as expected.

    Nice video of rocket exploding on the pad.

    Cryogenic vapor or whatever appears when rockets sit on pad ready to launch. Also there seem to be water curtains on the pad for the vibration reduction/protection.
     
    • Informative Informative x 2
    ^ Top  
  14. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    The big mysteries of the universe have been revealed:

    https://www.pcgamer.com/kerbal-space-program-2-dev-reveals-how-baby-kerbals-are-made/

    Kerbalkind's fascination with MOAR BOOSTERS makes perfect sense now and this also explains why Jeb has his shit eating grin all the time while flying rockets.

    Also we now know more about how colonies are supposed to work. Apparently their growth is tied to pushing the envelope of space exploration which ties further into progression. At the same time in order to expand the infrastructure you need to ship resources to the colony. This seems to be a reasonable approach to the time warp problem. As long as they randomize and vary the resource distribution enough that you are not locked to the same linear exploration path this can end up good.

    BTW someone noticed that Take 2 wants the game out in their current fiscal year which ends in March. So Spring 2020 actually means March unless the suits decide it is better to release later (and unicorns somehow exist).
     
    • Informative Informative x 2
    ^ Top  
  15. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    New interview with the creative lead or whatever, lots of good new info:

    https://www.videogameschronicle.com...-depth-conversation-with-the-creator-of-ksp2/

    Optimization of part physics a major focus, LOD like system mentioned along with some other ideas they are working on. General comment that the sometimes stuttering gameplay footage they have shown is not a good indicator of how fast the game will be running. Supposedly the end result is supposed to be vastly faster than KSP1.

    Constant thrust with time warp is confirmed eliminating the waiting game with low thrust engines, in general the goal is to maximize actual gameplay time as opposed to waiting so they also added higher time warp levels. Mentioned as an obvious improvement over the first game as otherwise reaching interstellar cruise speeds would be a pain in the ass in KSP2.

    Axial tilt is in the game, for the Kerbolar system bodies we know from the first game they only use it very conservatively so that the Kerbolar system is not changes too drastically.

    Further mentions that procedural terrain generation of planet surfaces is supposed to be vastly improved, the end result is supposed to be that nothing should feel repetitive in the aspects of shape, tiling textures, scatter etc.

    General mentions that they want to improve the atmospheres but without any details yet (hopefully clouds and weather).

    Planet shine will be in, including from multiple moons etc. making night not so dark on some bodies.

    Most KSP1 parts are in the sequel, they will not be changed performance-wise so that KSP1 players do not have too much of a shock. Only some parts got axed due to redundancy. For example multi-nozzle engines like the Mammoth will not be remade as the new system allows easy engine clustering by attaching multiple engines directly to the fuel tank (technically you could also do it in KSP1 but IIRC you needed fuel lines and possibly octo-struts and I think in KSP2 direct attachement will be possible).

    The materials released so far feature 4 types of futuristic engines of which the community only properly identified two so far, the orion-like and the inertial confinement fusion project daaedalus-like. Supposedly there are some torch drives in the game. My guess is the ship flying to the binary planets Rask and Rusk in the CGI trailer is using one of the other engines, read about some guys wanting to build a positron engine so maybe that. I also wonder if there is a nuclear salt water rocket engine somewhere or a gas core engine.

    :hypeship:


    My personal hype rocket for this game seems to be approaching relativistic speeds well.
     
    • Informative Informative x 2
    ^ Top  
  16. CyberModuled Learned

    CyberModuled
    Joined:
    Mar 31, 2019
    Messages:
    249
    It's depressing to think the current state of PC markets basically mandates that the first question is the first. Regardless though, hopefully Private Division doesn't pull some dumb bull shit with exclusivity and small DLC purchases that mods can do with ease.

     
    ^ Top  
  17. Burning Bridges Enviado de meu SM-G3502T usando Tapatalk

    Burning Bridges
    Joined:
    Apr 21, 2006
    Messages:
    23,864
    Location:
    Tampon Bay
    Jesus Christ people are retarded.

    if I remember how this all started in 2011, a fun little Unity project with rocket tanks and physics, and shit performance. how we laughed and played the shit out of it. now this is a bloated AAA- franchise and the Kerbal crowd takes itself serious. I just hope someone makes a decent space sim and I no longer have to look at this retarded shit.

    Squad cannot make a sequel because they would find no developers. Eventually people literally worked for free because they liked the game and then all ran off. With this track record, it must be the shittiest company to work for in the whole world.
     
    • hopw roewur ne hopw roewur ne x 1
    ^ Top  
  18. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    Some guy was at PAX West and posted some new info on twatter, pasting the interesting bits here so you do not need to go inside the twatter.

     
    • Informative Informative x 2
    ^ Top  
  19. Drax Arcane

    Drax
    Joined:
    Apr 6, 2013
    Messages:
    10,985
    Location:
    Silver City, Southern Lands
    N1 MOTHERFUCKEEEEEEER!

    :kfc:
     
    ^ Top  
  20. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    Q&A asked by some KSP forum guy at PAX, bolded the interesting bits.

    FYI supposedly there will be no weather and clouds which is the first piece of decline news so far (alien lightning storms and wind would be great to have, also alien rain for that ambience). But it seems we will get terrain hazards with lava mentioned specifically.

     
    • Informative Informative x 2
    ^ Top  
  21. Burning Bridges Enviado de meu SM-G3502T usando Tapatalk

    Burning Bridges
    Joined:
    Apr 21, 2006
    Messages:
    23,864
    Location:
    Tampon Bay
    laughable
     
    • Agree Agree x 2
    ^ Top  
  22. Riel Arbiter

    Riel
    Joined:
    Apr 29, 2012
    Messages:
    416
    Location:
    Itaca
    I don't know man, as beautiful as it might be to look at weather, failing a mission because you drop in the middle of a storm seams frustrating and outside the reasonable scope of the game.
     
    • Disagree Disagree x 2
    • Bad Spelling Bad Spelling x 1
    ^ Top  
  23. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    If the storms are visible from orbit it would be ok, you could always decide to land later or switch landing sites. Maybe even reconsider on the mission planning stage the timing since we will now have axial tilt and thus seasons which they could have tied into weather pattern odds. In any case probing a celestial body to know the weather conditions, so that you design future craft around them, wouldn't be that different from what we have in KSP1 already with atmo and gravity in general. Also I could imagine it could be optional in the difficulty setting just like plasma comms cutoff or line of sight loss probe control is.

    Wind as another grognard difficulty option would also be good since the damn thing is always a factor when launching rockets in real life with launches getting postponed all the time due to it.
     
    • Agree Agree x 2
    ^ Top  
  24. Prime Junta Arcane Patron Vatnik

    Prime Junta
    Joined:
    Apr 8, 2006
    Messages:
    13,252
    Clouds were visible in one of the "early pre-alpha gameplay" vidyas they released.

     
    • Brofist Brofist x 1
    ^ Top  
  25. Hellraiser Arcane

    Hellraiser
    Joined:
    Apr 22, 2007
    Messages:
    8,351
    Location:
    Danzig, Potato-Hitman Commonwealth
    None on seen planets though. Well, we will see. In any case weather was denied according to the community group that got flown to meet the devs (Scott Manley and some other streamers).
     
    ^ Top  

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.