Caves are not possible in ksp unless as a prop on top of surface as surface features are defined as distance from the planet core. Ksp 2 uses pqs+ so same limitations apply.
I obviously don't know what method they are using for the planets, but it is very likely that this would be impossible without an overhaul of the entire planet system. I wish we could have it to, but it seems borderline impossible.
I think they are bringing back the original storyline that the devs had, and the image made in the last part of the video shows the planet being shot away from the kerbol system. From the wiki: In a forum post from late 2013,[1] Squad member Jeff C.(NovaSilisko) described an idea he had for connecting many easter eggs into a story concerning a civilization which predated the Kerbals. Experiments with interstellar travel resulted in the homeworld of this "precursor civilization" being flung out into an extremely distant orbit. Before they froze to death, they launched monoliths and other messages onto many planets and moons in hopes of seeding intelligent life. Instead, they created Kerbals, not-so-intelligent life. The planet would not show up in any map and would be too distant to be observed with a telescope, making locating it by chance nearly impossible. However, players would be able to find transmitters beaming out SSTV signals on various bodies, each one of which would provide part of the orbital parameters necessary to locate it. The planet would be a bit smaller than Kerbin, covered in ruined cities and frozen oceans, and perpetually in twilight due to being so far from Kerbol. The only element of this narrative which made it into the game is the SSTV transmitter on Duna, which transmits an image originally intended to depict 4 members of the precursor civilization standing on their homeworld, with the logo of their government. Had the narrative story been completed, it would also have contained part of the orbital parameters. Because the story was never implemented into the game, this explanation for the SSTV signal's imagery is arguably non-canon.[2]
I think this was also hinted at in one of the early animations where they show the kerbals having to add more and more paper to plot a trajectory to somewhere far away from kerbol.
I am really hoping that there will be a story and definitive goals. It would be cool if they could also hire a sci-fi writer for additional stories, and create a story or progression system of some sort. KSP1 sort of supports it with missions that are sequential to each other but I don't think a story was ever modded into the game by anyone. Easter eggs that have actual story snippets that would give us a reason to discover them would also be fantastic.
@@ThaJay that's what I thought at first but looking at it again after reading about the original story intentions, the orbit line of that stellar body seems to orbit the kerbol star, another solar system would be much further than depicted, a small planet on the edge of what we'de still declare a kerbol orbit is seeming more likely
The kerbals are clearly inteligente, I mean it’s not like they are constantly doing rocket science or something, it’s just the main engineer/pilot is really dumb most of the time.
For anyone not aware, in KSP 1 you can phys warp up to 4x during those longer burns, 1/4 the time is still quite a time saver! To use it's Right Alt key plus the period key to increase and Right Alt plus comma to decrease and Right Alt plus slash to stop. NOTE: your vessel will need to be designed fairly rigid to withstand the force and the better your CPU the more stable it will be. ShadowZone, great video as always! o7
I would hope that KSP 2's life support is more gamelike where you can produce the supplies in situ and have to send out big lifesupport modules rather than having to continuously resupply (leave that for the mods). I think the fact that kerbals are immortal is an important part of the game since actions do not have consequences in KSP, it is just fun.
I think a while ago they said that when life support runs out kerbals will just be less productive and have less energy and won't die, I don't remember where it was from but I think Nate said that, might've been that one time they were at PAX
It would be really fun if kerbals became some sort of "goo" after they died. There could be missions to collect the goo of dead kerbals and bring them back to life in a specialized part
I feel like spacing the road map is less about giving development time, and more about compartmentalizing feedback, so that the dev team aren’t overwhelmed by a bunch of feedback on a bunch of different areas of the game at once. Quite smart
Not something that should happen at first, but VR would be a great way to experience this game once more features are added like multiplayer. Flying a mission from the cockpit beginning to end flipping switches and using the controls as if you were actually inside the craft would be amazing. EDIT:Also, imagine EVA's in VR. Exploration, repairing the ship, building, flying around in your RCS pack... EDIT2:Grammar
I hope parachutes will be a bit more realistic, especially while cutting the parachute it will not just disappear, and a cut option in your stages would be nice (maybe it is their, but just did not find it). Also some kind of balloons would be nice. More options with heatshield would be great too. Like more different options that are adjustable for spacecraft. Like cutouts for landing gear or maybe even option to put heat tiles on specific area.
I feel like they will give us a few procedural parts and then the ability to share the parts you design. Also I feel like with the focus on mods they will allow for some deep modification of the game mechanics so mods will probably be very plentiful and important when it comes to adding specific or themed content to the game. I bet they will add a custom system generator eventually, that might even be modded into the game or a standalone mod. T2 understands how mods can boost the longevity of a game. Crossing my fingers they have a launcher based modding system
My big dark secret when it comes to KSP is I get bored of space exploration, I have fun exploring Mun and Minmus but beyond that just doesn't capture me. I've been playing KSP for over six years and I still haven't visited all the planets! Instead I spend most of my time designing and making aircraft, it's the most fun for me flying around Kerbin rather than deep space, so the thing in KSP2 that I'm most excited about is the procedural wings! I hope they add more things to do closer to home and they're not just focusing on filling the universe with more things deeper and deeper into space. Anyway, I have high hopes for KSP2 and I can't wait till I get to give it a spin.
People find different aspects of KSP1 fun, entirely valid, the KSP2 procedural wings looks like the KSP1 B9 procedural wings mod brought into the game.
IMO it would be cool if the progression started with planes. In the original game, you go to space first and unlock wings and aircraft parts way later.
@@barmetler Yeah its really weird logically, but I think I can guess exactly why it is done this way - for new players. The game advertises shooting a rocket into space, so it has to start with shooting a rocket into space, and getting into other parts later.
The video message at the end, I originally thought it is trying to showcase an autopilot? system, because 13:30 mark in the original developer video shows the ship move. So Mechjeb integration of sorts? That's my best guess.
Thank you for always doing these types of videos. You always add another interesting point that I didn't realize before, or a concept I didn't think about.
*It's almost content time!!!!* This channel is going to explode in subscribers once the early access releases. A whooole bunch of newbies to KSP are going to be googling how to do things in KSP2.
I have banned myself from watching any videos for at least 3 months after release of early access. If i load up the game i want to experience it umm like a virgin? Sorry Shadowzone
When they release multiplayer, depending on the capacity of players allowed per world maybe you could do a Livestream with your top patreons to try things together it would be a really fun Livestream to watch
If it's consistent at all with the previous something more images, this seems to be pointing out that the images location is deep space surrounding a solar system with 10 planets (which in pretty sure is not the default Kerbol system). as for the image below the locator, it looks like the kraken is kicking something, and above it i think it may be referencing interstellar travel perhaps.
I'm hoping the new terrain system allows for more sophisticated 3D terrain with caves and tunnels instead of just displacing 2D terrain along its normal like in KSP 1.
Caves and tunnels would be wild. Setup a base in one? Or hide some Easter eggs in one. Finally, just the thrill of exploring a feature like that would be fun.
@@linecraftman3907 -- Not quite the same, it looks like they're using quaternions now, so poles will be just as detailed as equators. Also, I can't find any references to PQS+ outside of KPS2 interviews. Do you know what it is? EDIT: I looked into it a bit more, PQS stands for Procedural Quad Sphere, which doesn't have much to do with quaternions, but it does mean that poles will be fully detailed, and planets might be easier on the memory.
i think having everything procedural kinda makes the game too easy and not very challenging, it just makes everything boil down to tuning the engine right, and its not very realistic either, making a new engine design for every single launch is extremely impractical
Honestly, procedural engines don't make sense. Engines are usually designed for a specific vehicle, but once put into production new vehicles are often designed around existing engines. Procedural tanks, cockpits/habitation modules, even wheels make sense, but engines feel a bit too far.
Would indeed be very nice to be able to test aerodynamics before launching. Like testing if your spacecraft will tip over while entering an atmosphere.
@@PiezPiedPy That's because KSP used to use that as well in the early versions. I agree mods are a complete mess in ksp. Getting a save to work after an update is about as hard as updating modules in a software development project. Not something the average user is ready for.
I'm super pleased to hear that they're actually playing multiplayer internally, that gives me hope that they're not going to abandon multiplayer after looking at the difficulty of integrating the other features and figuring out it's going to be too hard. As for colonies and life support, I'd be surprised if they aren't basically Sherlocking USI MKS. If so I hope the method to change the recipe in use by a particular component is a bit more intuitive (like, say, a drop down list to select and then a button to actually spend the resources on the change?)
It needs to be considered from day 1 and taken into account at every step, just like mod support. It's not that hard to do in and of itself, but it's an insane amount of work to rewrite all the incompatible systems after the fact. That's why I have faith in those features actually working properly this time.
wasn't life support lite confirmed as an early planned feature with the colonies? it was part of the mechanic that they were describing that would motivate the automated resource shipments between colonies. IIRC they even said that their version of 'life support' wouldn't kill kerbals, but just reduce their productivity in mining colonies. Two things I'm looking for in the early access release is being able to park on slopes without sliding, and some sort of volume exclusion. The latter being something that would allow kerbals to walk around in cargo bays during flight and would also serve as a buoyancy mechanic, I figure it's pretty unlikely but it's a feature I want and I think would be a quality of life benefit for the game.
Volume exclusion would also neatly solve clipping as a cheese tactic. Two clipped tanks would only have the total volume of one, and an engine clipped into a tack would reduce the total volume too. Aero clipping might still work though.
Victoria 3 and KSP2 two releases i waited for for years, not to say decades, and now they are relased less than 5 months appart from each other. Something is afoot, this is too good to be true
Thank you for bringing the imminent release of Victoria 2 to my attention. I haven't played the first one but I do like crusader kings and total war. Can't wait to start on my socialist world domination alternate history project.
Time warp most likely is the reason why multiplayer can be so funny. Even within the limits of the KSP 1 mp mod, experiencing limited time travel allows for a lot of goofy things.
@ShadowZone - I'm wondering why you haven't talked about the fact that there is a scrambled box at the end of the KSP 2 Road map. After multiplayer there is another box which seems scrambled and to me it hints that something more might be planned after multiplayer?!?!
I'm betting multiplayer works like this. Player one warps, second player doesn't but does see the other person zip off into the void. Second player can look at the map and see Player 1's projected direction, and can then also warp independently. There might even be a "Quantum Portal" part that must be installed that let's players warp independently of each other. With the new physics while warping, it makes sense that it would support that.
Yeah will be interesting to see how timewarp works in multiplayer. Considering timewarping effects the time in ksp1 it would be very odd to have player 1 warp and the time randomly changes 3 years for player 2.
Very interesting and I can't wait to give it a go. However the one thing that no one talks about, not even modders is the possibility of the Kerbals finding life out there in the cosmos. I am not talking about alien civilisations but just some form of life, even bacterial life that is completely different to Kerbal kind that can be discovered during exploration. This after all is one of the main reasons why Nasa sends out probes to places like Enceladus and Europa. I would love to have that driving force other than pure exploration.
What I'm hoping for is a built in auto-pilot that follows the maneuvers we pre-planned on the navmap by changing the direction the spaceship is pointing to and controlling the throttle by itself even during time warp.
I think this would be cool too, but along with all of the extra info shown in the new UI, I really want this stuff to need to be unlocked via tech tree. I think it's fun to introduce automation and flight metrics step by step by advancing in Career. Hopefully that's taken into account!
Is anyone else extremally excited for the color stuff? Maybe there are mods that do this (I mostly play vanilla so I don't know) but damn some of those ships looked cool. It'd also work well for Multiplayer as a way to tell whose ship from whose. More customization is always a great thing.
Whatever i want to improved over the ksp 1 they are improving. That is very good, but there are still two things i would love to see in ksp 2. Better IVAs, and researching planets. It would be cool, if in carreer mode you wouldn't know all the celestial bodies from the beginning. You would only know about the mun, and a few planets. To see more, you would have to upgrade surface telescopes or send better and better space telescopes to space. And with other systems, you only know the stars at first, and have to fly there to know about planets. I think it was kinda boring in ksp1 that you knew all the bodies from the start and knew exactly hiw they looked, so it could be interesting.
YES!! Drifting past Eve and finally seeing the beautiful atmosphere and oceans would be amazing! Discovering Gilly, spotting Dres, finding the Mohole... There's kinda that with the Asteroid missions, and the resource scanner, but neither really need satellites, just a single craft with an extra part I guess.
I gotta be fair, feel like the KSP community is being too cautious, I understand it, especially with the Delays, and the corporate stuff, but really feel excited and think Nate Simpson is doing well from what I've seen, the team working on it all know their sh**. I'm no programmer, but have a degree in Astrophysics, so I appreciate the enormous challenge the guys have taken on, (In terms of scale). And what we've seen so far it's stunning. Gonna have to invest in a new PC system, ready for Early Access.
the translated secret image reminds me of the golden disk's on the voyager probes. with the bottom left shape most likely being some lifeform, and the top trying to show their systems/planets position in the galaxy
Nice job drilling in on the announcement. On that one sound segment, mod support vs life support. Sounded like life to me. I think if it wasn't too complicated it would be a nice feature. The balance needs to be there where it poses interesting problems to solve and not something that makes it real difficult. Lastly, surprised that the robotics of KSP may not be in KSP 2. I wonder if that will be DLC later? Seems like a miss to me. I'd want my first wave of ships to another system to be probes and robotic craft to check it out before I send the team. We'll see...
There will be on-orbit construction, so maybe on-mission reconstruction will deal with lashing six vessels into an interstellar space train better than titanic hinges?
Time warp will undoubtedly do a "check" by both or all players. If one wants to time warp, the other players would have to confirm, the 2 systems would sync and then voila.
Kind of pissed that Early access won’t be available for macs since that’s all I have. Still, I know that Macs are not made for gaming so I really hope that they will be able to make a good version of KSP2 that runs well on Mac.
I started this game in 2016 and oh boy was i hooked?! I dont do much i go in, make planes and just leave but damn will i buy the game when it comes out! The one request i would have is a change about the HUD. I mean most of us here is prett used to the old hud, i think you guys should add a Setting that puts a Texture on top of the existing hud to make it look and feel like the hud that KSP1 has. Then i wouldnt feel like im playing another game tbh.
Excellent video with lots of interesting news. But the audio was weird jumping between ears, that is something is weird with my setup. And it sounded like life support to me. Also he talked about future features, mod support is an core part.
@@griminc6548 even without that, level 1 pilots are easy to dock with, even without rcs thrusters as long as the station has enough sas modules, rendezvous and docking are both way easier than landing on any large airless body, i have built stations in orbit of all the inner planets and one around laythe but i can not for the life of me get anything to land on the mun without crashing.
@@TheCanterlonian mun is easy you just have to turn engine thrust down to like 10% using the tiny motor. Then just feather it on and off or very slowly adjust up and down and keep speed under 5 with pilot set to retro from the surface. Pilot keeps it upright you just control the decent. That's of course just for mun landers bigger the ship the harder it is.
the picture may tell us the following: 10 dots - we use base 10 for calculations 5 dots - 5 solar systems + 4 dots - there may be a 4star system way in the distance - the middle one of the 5 is the kerbolar system the weird 0 may just be a counting graph: going from left to right top to bottom telling us or aliens that they live on the 3rd planet "Kerbal" the skull - may be a kerbal saying hello do you agree or have different thoughts?
I know we don't have any information on multiplayer time warping yet. But could multiplayer time warping also be used to add in time dilation for interstellar ships? The whole point is for time to flow differently for different players, it might not be that big of a jump
I’m also curious to see how time zoom would work with multiplayer. The most feasible way I can see it working is everyone readying up similar to starting a mission in Barotrauma, of course they could just do indivual player time zoom but I feel like that would be very broken and weird. I also think a life support system would be really cool since there’s so many survival aspects in KSP2, like the resource harvesting and making sure you’re bases have fuel and stuff.
That's exactly what I'm anticipating too, a ready-up / agreement system. Like at any point in time, any player stopping warp will stop it for everyone (in the server / whatever), and you can request time warps which will prompt the other players as well. I don't really see how well this will get implemented in large environments with 10+ players (as it sounds like Nate suggested will exist?), but in groups of me and my buddies playing, it will definitely be effective.
thanks for the Video. By the way, I like your "Again!" Sound, and would prefer a KSP 2 Mod which plays the Sound on every exploding Rocket or ruined gravity turn 😉😇
I want to be able to order my pilots to do a maneuver and have them do it themselves, that way you can manage several missions at once. The level of precision for the maneuver could be determined by the pilot's experience level. Same for scientists automating experiments.
I am pretty sure that if WE ALL hear life support in the interview with Mr Martin, then there WILL be life support in KSP2! We just need to be really really happy enough about it and tell everybody, write it in the comments and spam the forums.. 😉😃👍
I can see a time warp being priority slowest speed and all players must select the faster speed for it to go faster with a timer obviously to indicate the timewarp being activated most likely a 5 sec.
I can't see that working, would be a lot neater to have each player have their own relative time and to join up and play together the players "in the past" need to timewarp to be in sync with the other player(s) they've grouped up with.
@@KriLL325783 Would not be able to do that due to collision if someone is going say 4x and they smash into you going normal speed it would most likely crash the game due to the destruction and parts going all over the place. This is because the game engine would need to calculate two different speeds and volatility of objects from the collision.
I hope there will be basic propellers atleast, ones without robotics like the old Firespitter mod that gave us many propellers. A few other mods added others, but they all required that Firespitter mod. It's mostly visual tho as it is very easy to mod your own using a jet engine (use air and electricity, or air and fuel, lower thrust obviously, with an altitude limit or curve reducing power at higher altitude). But I'd like basic ones in there. It's not critical, but it makes exploring planets with a no Oxygen atmosphere far more fun !
@@ThaJay I agree, just brings down part count if you can enlarge something you want to be big and have extra parameters like fuel in the engine cowling
great video as usual ! for the "something More" my guess is some kind of wormhole to another alien system. this easter eggs should be between the 8th and the 9th planet... Is wormhole a possible thing in KSP2 ? maybe juste an alien base comming from another system...
Best way to solve time warp would be to allow host to choose between few options: A - Everyone has their own time warp B - Host controls time warp C - Time warp is only turned on once all players have it on, with power always limited to the player who set to lowest time warp strength. etc
The game needs a shortcut to aim the camera at parts with just one click. I like to play with the camera aimed at the cabin or the engine, and I often have to click on the part and click on the option. Also interesting would be a module where you can plant food, food modules, and modules for hibernating Kerbals. The fact that kerbals have eternal life takes away some of the temporal immersion.
Looks like not only did they become aware that they weren't going to hit their Q1 2023 goal they gave us last, but that there are still years of development before a full game is released. I'm very disappointed rn. It won't even have science collection at release?
i wish they will also add some water science, like kerbals don't know what is in the deep water of Eve, neither they do for kerbin, would be nice to have submarine science :]
Top of the encoded image is definitely a sun and 10 planets. Bottom left is obviously a Kerbal. No clue with the rest... Stuff above the Kerbal might indicate the Kerbal system in relation to the other interstellar systems in the game (middle of 5 systems?)
Simultanius launches will shorten the time to build a huge vehicle. Hope to find some people to play with. How does it work? Dedicated servers, or does the host create the instance? Will their be a player finder, or some kind of server browser? Or is MP just with my friends in the friends list?
I can already see ksp wars destroying each others colonies and having massive interstellar and kerbolar wars in a server of your choosing, what a wonderful concept, who needs weapons in kerbal anyways? Kinetic impacts are way more satisfying!
I see a lot of people complaining that they won't be able to run KSP2. I mean, yeah obviously. KSP1 is over a decade old. Of course the sequel will take more oompf to run. Another one I see is people complaining about the wait. Like, just set a reminder and go about your days as normal.
I hope that when we crash, parts won't just disappear, but instead bends and don't just disappear at a specific speed. Alsoo vfx when parts have friction with the ground would be quite effective
Well yeah, they probably don't know yet how many players the final game will be able to support. Depends heavily on performance, stability and bandwidth I'd guess. This is something you only learn during MP testing in early access. Procedural wings are indeed huge. You now can also tweak center of lift and center of mass much better than in KSP1... tbh. that kind of always was a PITA when building planes. Life support? You mean in KSP2 you will not be able to park Kerbals on the Mun for years. ;)
All i want from the new game is better colonization mechanics. I want the characters to move around doing their thing.. colonies you can visit and feel a little bit alive and like they are progressing. Some kind of system that allows you to lay the blueprints of what you want and then it is buiilt overtime based in the resources and kerbalpower....
14:30 I think you're off by two pixels. Delete the first 2 pixels and there's 11 pixels representing planets on the top row. Aliens from planet 11 are saying hello to Kerbals on planet 3.
my best guess for the graphic you got is, from the bottom: a kerbal giving a thumbs up; no idea what that on the right could be if not an Among Us easter egg; above the kerbal we can maybe see a planet (possibly Kerban) and the lines and dots to the right maybe show a path to the stars and beyond from there, off the graphic; the dots on the top don't mean anything to me as of yet ^^
I'm glad they ultimately decided to add effing clouds. I wasn't going to even get KSP2 if they couldn't bother adding clouds. Having to rely on mods for clouds in the first KSP got old after a while.
It would make more sense for alexander martin to talk about life support over mod support since he was talking about game loops, like exploration and colonization. So I think it was actually ment to be life support
One thing I’m really hoping for is caves, arches, and cliffs on the surface, that will make for some really awesome shots and gameplay!
It's the caves and cliffs update 2.0
Caves are not possible in ksp unless as a prop on top of surface as surface features are defined as distance from the planet core. Ksp 2 uses pqs+ so same limitations apply.
@@linecraftman3907 yeah I was thinking that if they use props and blend it into the terrain
I obviously don't know what method they are using for the planets, but it is very likely that this would be impossible without an overhaul of the entire planet system. I wish we could have it to, but it seems borderline impossible.
@@williamriisager8994 i love how you admitted to not having a clue but also saying it seems impossible
I think they are bringing back the original storyline that the devs had, and the image made in the last part of the video shows the planet being shot away from the kerbol system.
From the wiki:
In a forum post from late 2013,[1] Squad member Jeff C.(NovaSilisko) described an idea he had for connecting many easter eggs into a story concerning a civilization which predated the Kerbals. Experiments with interstellar travel resulted in the homeworld of this "precursor civilization" being flung out into an extremely distant orbit. Before they froze to death, they launched monoliths and other messages onto many planets and moons in hopes of seeding intelligent life. Instead, they created Kerbals, not-so-intelligent life.
The planet would not show up in any map and would be too distant to be observed with a telescope, making locating it by chance nearly impossible. However, players would be able to find transmitters beaming out SSTV signals on various bodies, each one of which would provide part of the orbital parameters necessary to locate it. The planet would be a bit smaller than Kerbin, covered in ruined cities and frozen oceans, and perpetually in twilight due to being so far from Kerbol.
The only element of this narrative which made it into the game is the SSTV transmitter on Duna, which transmits an image originally intended to depict 4 members of the precursor civilization standing on their homeworld, with the logo of their government. Had the narrative story been completed, it would also have contained part of the orbital parameters. Because the story was never implemented into the game, this explanation for the SSTV signal's imagery is arguably non-canon.[2]
I think this was also hinted at in one of the early animations where they show the kerbals having to add more and more paper to plot a trajectory to somewhere far away from kerbol.
I am really hoping that there will be a story and definitive goals. It would be cool if they could also hire a sci-fi writer for additional stories, and create a story or progression system of some sort. KSP1 sort of supports it with missions that are sequential to each other but I don't think a story was ever modded into the game by anyone. Easter eggs that have actual story snippets that would give us a reason to discover them would also be fantastic.
@@ati4cpasuccess I believe that imagery is widely accepted as being about interstellar travel
@@ThaJay that's what I thought at first but looking at it again after reading about the original story intentions, the orbit line of that stellar body seems to orbit the kerbol star, another solar system would be much further than depicted, a small planet on the edge of what we'de still declare a kerbol orbit is seeming more likely
The kerbals are clearly inteligente, I mean it’s not like they are constantly doing rocket science or something, it’s just the main engineer/pilot is really dumb most of the time.
Thanks for making all this content to keep us in the community updated and informed about KSP 2.
For anyone not aware, in KSP 1 you can phys warp up to 4x during those longer burns, 1/4 the time is still quite a time saver! To use it's Right Alt key plus the period key to increase and Right Alt plus comma to decrease and Right Alt plus slash to stop.
NOTE: your vessel will need to be designed fairly rigid to withstand the force and the better your CPU the more stable it will be.
ShadowZone, great video as always! o7
I always use it, but it's still grueling even after turning an 8hour burn into a 2 hour Burn x3
Also, there is mod "BetterTimeWarpContinued". With it you can do x8 physics time warps.
PersistentThrust allows you to do full time warp under burns.
Persistent thrust also has recently been updated to KSP 1.12.3, so that's an option as well once more.
Why do they keep saying you can't, it has been a thing for a long time. Is it just something people don't know about or was it never "official"?
I would hope that KSP 2's life support is more gamelike where you can produce the supplies in situ and have to send out big lifesupport modules rather than having to continuously resupply (leave that for the mods). I think the fact that kerbals are immortal is an important part of the game since actions do not have consequences in KSP, it is just fun.
I think a while ago they said that when life support runs out kerbals will just be less productive and have less energy and won't die, I don't remember where it was from but I think Nate said that, might've been that one time they were at PAX
I've killed plenty of Kerbals.
“Immortal, until mach two collision with the VAB”
It would be really fun if kerbals became some sort of "goo" after they died. There could be missions to collect the goo of dead kerbals and bring them back to life in a specialized part
As long as life support is optional
I feel like spacing the road map is less about giving development time, and more about compartmentalizing feedback, so that the dev team aren’t overwhelmed by a bunch of feedback on a bunch of different areas of the game at once. Quite smart
Not something that should happen at first, but VR would be a great way to experience this game once more features are added like multiplayer. Flying a mission from the cockpit beginning to end flipping switches and using the controls as if you were actually inside the craft would be amazing.
EDIT:Also, imagine EVA's in VR. Exploration, repairing the ship, building, flying around in your RCS pack...
EDIT2:Grammar
This sounds like an awesome mod concept
Like DCS
Would really be awesome, also assembling your spacecraft in vr would be very nice
Vr would be awesome for a game like this or maybe a title specifically for vr that is a space sim
Oof. They have been suffering from feature creep for years now. Don't give them any more ideas.
I hope parachutes will be a bit more realistic, especially while cutting the parachute it will not just disappear, and a cut option in your stages would be nice (maybe it is their, but just did not find it). Also some kind of balloons would be nice.
More options with heatshield would be great too. Like more different options that are adjustable for spacecraft. Like cutouts for landing gear or maybe even option to put heat tiles on specific area.
Airbags for landings
@@oliverdawes917 yeah, forgot those in my comment. Should definitely be in KSP 2
I feel like they will give us a few procedural parts and then the ability to share the parts you design. Also I feel like with the focus on mods they will allow for some deep modification of the game mechanics so mods will probably be very plentiful and important when it comes to adding specific or themed content to the game. I bet they will add a custom system generator eventually, that might even be modded into the game or a standalone mod. T2 understands how mods can boost the longevity of a game. Crossing my fingers they have a launcher based modding system
@@kodysmessedup they are working together with modders to make the game easy to mod. So sounds promising
I would like to see career mode missions get some love. I think career mode can be improved from the first game and become a whole lot more fun.
My big dark secret when it comes to KSP is I get bored of space exploration, I have fun exploring Mun and Minmus but beyond that just doesn't capture me. I've been playing KSP for over six years and I still haven't visited all the planets! Instead I spend most of my time designing and making aircraft, it's the most fun for me flying around Kerbin rather than deep space, so the thing in KSP2 that I'm most excited about is the procedural wings!
I hope they add more things to do closer to home and they're not just focusing on filling the universe with more things deeper and deeper into space. Anyway, I have high hopes for KSP2 and I can't wait till I get to give it a spin.
People find different aspects of KSP1 fun, entirely valid, the KSP2 procedural wings looks like the KSP1 B9 procedural wings mod brought into the game.
IMO it would be cool if the progression started with planes. In the original game, you go to space first and unlock wings and aircraft parts way later.
Same
@@barmetler Yeah its really weird logically, but I think I can guess exactly why it is done this way - for new players. The game advertises shooting a rocket into space, so it has to start with shooting a rocket into space, and getting into other parts later.
@@barmetler There are mods that fix that, but yeah it's weird.
The video message at the end, I originally thought it is trying to showcase an autopilot? system, because 13:30 mark in the original developer video shows the ship move. So Mechjeb integration of sorts? That's my best guess.
Lots of questions, life support (it gets cold at far off planets), time delay on communication to unmanned ships, KOS support for us super geeks, etc
It's been so long since the announcement, I still can't believe we'll finally get to play in February.
Thank you for always doing these types of videos. You always add another interesting point that I didn't realize before, or a concept I didn't think about.
*It's almost content time!!!!*
This channel is going to explode in subscribers once the early access releases. A whooole bunch of newbies to KSP are going to be googling how to do things in KSP2.
I have banned myself from watching any videos for at least 3 months after release of early access. If i load up the game i want to experience it umm like a virgin? Sorry Shadowzone
When they release multiplayer, depending on the capacity of players allowed per world maybe you could do a Livestream with your top patreons to try things together it would be a really fun Livestream to watch
If it's consistent at all with the previous something more images, this seems to be pointing out that the images location is deep space surrounding a solar system with 10 planets (which in pretty sure is not the default Kerbol system). as for the image below the locator, it looks like the kraken is kicking something, and above it i think it may be referencing interstellar travel perhaps.
I'm hoping the new terrain system allows for more sophisticated 3D terrain with caves and tunnels instead of just displacing 2D terrain along its normal like in KSP 1.
Ksp 2 uses same system with pqs+
Caves and tunnels would be wild. Setup a base in one? Or hide some Easter eggs in one. Finally, just the thrill of exploring a feature like that would be fun.
@@linecraftman3907 -- Not quite the same, it looks like they're using quaternions now, so poles will be just as detailed as equators.
Also, I can't find any references to PQS+ outside of KPS2 interviews. Do you know what it is?
EDIT: I looked into it a bit more, PQS stands for Procedural Quad Sphere, which doesn't have much to do with quaternions, but it does mean that poles will be fully detailed, and planets might be easier on the memory.
Fully agreed, I really would love to have some massive caves to drive/fly around, there's a lot you could do with that.
SimpleRockets2 implements procedural parts very nicely, even engines. I think that's the right path and KSP2 dev team should try to reach that too
I personally played sp2 I didn’t like it for engines and cockpits but for every thing else it’s amazing
i think having everything procedural kinda makes the game too easy and not very challenging, it just makes everything boil down to tuning the engine right, and its not very realistic either, making a new engine design for every single launch is extremely impractical
Honestly, procedural engines don't make sense. Engines are usually designed for a specific vehicle, but once put into production new vehicles are often designed around existing engines.
Procedural tanks, cockpits/habitation modules, even wheels make sense, but engines feel a bit too far.
@@TlalocTemporal Exactly. Engines and maybe complete bottom stages are standardised but everything else is bespoke in the real world.
KSP facility needs a functioning wind tunnel.
Would indeed be very nice to be able to test aerodynamics before launching. Like testing if your spacecraft will tip over while entering an atmosphere.
Honestly, I think it looks like the KSP 1 Kraken, maybe something to do with ships being unbalanced and breaking which would result in the kraken?
Oooh so now they add in part failures and the potential for things to blow up?
I really hope the UI is good and open to modders to use, KSP1 + mods is a UI mishmash of epic proportions.
That's because a lot of mods use the game engine's debugging Gui meant for dev's
@@PiezPiedPy That's because KSP used to use that as well in the early versions.
I agree mods are a complete mess in ksp. Getting a save to work after an update is about as hard as updating modules in a software development project. Not something the average user is ready for.
LETS GOOO NEW UPDATE VIDEOOOOOOOOOO
I'm super pleased to hear that they're actually playing multiplayer internally, that gives me hope that they're not going to abandon multiplayer after looking at the difficulty of integrating the other features and figuring out it's going to be too hard.
As for colonies and life support, I'd be surprised if they aren't basically Sherlocking USI MKS. If so I hope the method to change the recipe in use by a particular component is a bit more intuitive (like, say, a drop down list to select and then a button to actually spend the resources on the change?)
It needs to be considered from day 1 and taken into account at every step, just like mod support. It's not that hard to do in and of itself, but it's an insane amount of work to rewrite all the incompatible systems after the fact. That's why I have faith in those features actually working properly this time.
wasn't life support lite confirmed as an early planned feature with the colonies? it was part of the mechanic that they were describing that would motivate the automated resource shipments between colonies. IIRC they even said that their version of 'life support' wouldn't kill kerbals, but just reduce their productivity in mining colonies.
Two things I'm looking for in the early access release is being able to park on slopes without sliding, and some sort of volume exclusion. The latter being something that would allow kerbals to walk around in cargo bays during flight and would also serve as a buoyancy mechanic, I figure it's pretty unlikely but it's a feature I want and I think would be a quality of life benefit for the game.
Volume exclusion would also neatly solve clipping as a cheese tactic. Two clipped tanks would only have the total volume of one, and an engine clipped into a tack would reduce the total volume too. Aero clipping might still work though.
Life support is a big win for me. I always use TAC in every single playthrough
Victoria 3 and KSP2 two releases i waited for for years, not to say decades, and now they are relased less than 5 months appart from each other.
Something is afoot, this is too good to be true
Thank you for bringing the imminent release of Victoria 2 to my attention. I haven't played the first one but I do like crusader kings and total war. Can't wait to start on my socialist world domination alternate history project.
Time warp most likely is the reason why multiplayer can be so funny. Even within the limits of the KSP 1 mp mod, experiencing limited time travel allows for a lot of goofy things.
@ShadowZone - I'm wondering why you haven't talked about the fact that there is a scrambled box at the end of the KSP 2 Road map. After multiplayer there is another box which seems scrambled and to me it hints that something more might be planned after multiplayer?!?!
I'm betting multiplayer works like this. Player one warps, second player doesn't but does see the other person zip off into the void. Second player can look at the map and see Player 1's projected direction, and can then also warp independently. There might even be a "Quantum Portal" part that must be installed that let's players warp independently of each other. With the new physics while warping, it makes sense that it would support that.
Yeah will be interesting to see how timewarp works in multiplayer. Considering timewarping effects the time in ksp1 it would be very odd to have player 1 warp and the time randomly changes 3 years for player 2.
Very interesting and I can't wait to give it a go. However the one thing that no one talks about, not even modders is the possibility of the Kerbals finding life out there in the cosmos. I am not talking about alien civilisations but just some form of life, even bacterial life that is completely different to Kerbal kind that can be discovered during exploration. This after all is one of the main reasons why Nasa sends out probes to places like Enceladus and Europa. I would love to have that driving force other than pure exploration.
What I'm hoping for is a built in auto-pilot that follows the maneuvers we pre-planned on the navmap by changing the direction the spaceship is pointing to and controlling the throttle by itself even during time warp.
I think this would be cool too, but along with all of the extra info shown in the new UI, I really want this stuff to need to be unlocked via tech tree. I think it's fun to introduce automation and flight metrics step by step by advancing in Career. Hopefully that's taken into account!
im not the most sure about KSP2, but i will say that the early access announcement has me somewhat more confident
Is anyone else extremally excited for the color stuff? Maybe there are mods that do this (I mostly play vanilla so I don't know) but damn some of those ships looked cool. It'd also work well for Multiplayer as a way to tell whose ship from whose. More customization is always a great thing.
Me, definitely! The old game looks a little dull and more than a little ugly at times.
Hyped, the news have never get that fast and numerous
Playing KSP2 in VR would be something amazing.
Share this idea with the dev team please 🙏
Fr!!
@@j6moon15 Oh a protogen ! Hi ! ^^
I agree imagine doing a Mission in first person VR
Whatever i want to improved over the ksp 1 they are improving. That is very good, but there are still two things i would love to see in ksp 2. Better IVAs, and researching planets. It would be cool, if in carreer mode you wouldn't know all the celestial bodies from the beginning. You would only know about the mun, and a few planets. To see more, you would have to upgrade surface telescopes or send better and better space telescopes to space. And with other systems, you only know the stars at first, and have to fly there to know about planets. I think it was kinda boring in ksp1 that you knew all the bodies from the start and knew exactly hiw they looked, so it could be interesting.
YES!! Drifting past Eve and finally seeing the beautiful atmosphere and oceans would be amazing! Discovering Gilly, spotting Dres, finding the Mohole...
There's kinda that with the Asteroid missions, and the resource scanner, but neither really need satellites, just a single craft with an extra part I guess.
I have to agree with this
I gotta be fair, feel like the KSP community is being too cautious, I understand it, especially with the Delays, and the corporate stuff, but really feel excited and think Nate Simpson is doing well from what I've seen, the team working on it all know their sh**. I'm no programmer, but have a degree in Astrophysics, so I appreciate the enormous challenge the guys have taken on, (In terms of scale). And what we've seen so far it's stunning. Gonna have to invest in a new PC system, ready for Early Access.
the translated secret image reminds me of the golden disk's on the voyager probes.
with the bottom left shape most likely being some lifeform, and the top trying to show their systems/planets position in the galaxy
Nice job drilling in on the announcement. On that one sound segment, mod support vs life support. Sounded like life to me. I think if it wasn't too complicated it would be a nice feature. The balance needs to be there where it poses interesting problems to solve and not something that makes it real difficult.
Lastly, surprised that the robotics of KSP may not be in KSP 2. I wonder if that will be DLC later? Seems like a miss to me. I'd want my first wave of ships to another system to be probes and robotic craft to check it out before I send the team. We'll see...
@Syntex366 I believe the developers stated that they don't want any paid DLC in KSP 2. citation needed
There will be on-orbit construction, so maybe on-mission reconstruction will deal with lashing six vessels into an interstellar space train better than titanic hinges?
@Syntex366 oh, yeah, I totally agree, but I doubt it would be a paid DLC.
Time warp will undoubtedly
do a "check" by both or all players. If one wants to time warp, the other players would have to confirm, the 2 systems would sync and then voila.
Kind of pissed that Early access won’t be available for macs since that’s all I have. Still, I know that Macs are not made for gaming so I really hope that they will be able to make a good version of KSP2 that runs well on Mac.
I would love airbags! Airbags are such a famous part of spaceflight. They've been used to land several landmark missions on the moon and Mars
I started this game in 2016 and oh boy was i hooked?! I dont do much i go in, make planes and just leave but damn will i buy the game when it comes out! The one request i would have is a change about the HUD. I mean most of us here is prett used to the old hud, i think you guys should add a Setting that puts a Texture on top of the existing hud to make it look and feel like the hud that KSP1 has. Then i wouldnt feel like im playing another game tbh.
Excellent video with lots of interesting news.
But the audio was weird jumping between ears, that is something is weird with my setup.
And it sounded like life support to me. Also he talked about future features, mod support is an core part.
KSP 2 is really going to get me practicing docking, because I don't think I want to be stuck to just surface colonys.
if you have your pilot kerbals level 3+ you can just target the docking ports on both ships and it pretty much does it automatically for you.
@@griminc6548 even without that, level 1 pilots are easy to dock with, even without rcs thrusters as long as the station has enough sas modules, rendezvous and docking are both way easier than landing on any large airless body, i have built stations in orbit of all the inner planets and one around laythe but i can not for the life of me get anything to land on the mun without crashing.
@@TheCanterlonian mun is easy you just have to turn engine thrust down to like 10% using the tiny motor. Then just feather it on and off or very slowly adjust up and down and keep speed under 5 with pilot set to retro from the surface. Pilot keeps it upright you just control the decent. That's of course just for mun landers bigger the ship the harder it is.
the picture may tell us the following:
10 dots - we use base 10 for calculations
5 dots - 5 solar systems + 4 dots - there may be a 4star system way in the distance - the middle one of the 5 is the kerbolar system
the weird 0 may just be a counting graph: going from left to right top to bottom telling us or aliens that they live on the 3rd planet "Kerbal"
the skull - may be a kerbal saying hello
do you agree or have different thoughts?
I know we don't have any information on multiplayer time warping yet. But could multiplayer time warping also be used to add in time dilation for interstellar ships? The whole point is for time to flow differently for different players, it might not be that big of a jump
That picture looks like a Kerbal standing in front of some kind of Base.
I’m also curious to see how time zoom would work with multiplayer. The most feasible way I can see it working is everyone readying up similar to starting a mission in Barotrauma, of course they could just do indivual player time zoom but I feel like that would be very broken and weird.
I also think a life support system would be really cool since there’s so many survival aspects in KSP2, like the resource harvesting and making sure you’re bases have fuel and stuff.
That's exactly what I'm anticipating too, a ready-up / agreement system. Like at any point in time, any player stopping warp will stop it for everyone (in the server / whatever), and you can request time warps which will prompt the other players as well. I don't really see how well this will get implemented in large environments with 10+ players (as it sounds like Nate suggested will exist?), but in groups of me and my buddies playing, it will definitely be effective.
just imagine having someone as kerbal and another as mission control. proubly wont happen but would be cool
thanks for the Video. By the way, I like your "Again!" Sound, and would prefer a KSP 2 Mod which plays the Sound on every exploding Rocket or ruined gravity turn 😉😇
"burn during time warp" they already mentioned that in the interstellar episode
I want to be able to order my pilots to do a maneuver and have them do it themselves, that way you can manage several missions at once. The level of precision for the maneuver could be determined by the pilot's experience level. Same for scientists automating experiments.
I am pretty sure that if WE ALL hear life support in the interview with Mr Martin, then there WILL be life support in KSP2! We just need to be really really happy enough about it and tell everybody, write it in the comments and spam the forums.. 😉😃👍
I can see a time warp being priority slowest speed and all players must select the faster speed for it to go faster with a timer obviously to indicate the timewarp being activated most likely a 5 sec.
I can't see that working, would be a lot neater to have each player have their own relative time and to join up and play together the players "in the past" need to timewarp to be in sync with the other player(s) they've grouped up with.
@@KriLL325783 Would not be able to do that due to collision if someone is going say 4x and they smash into you going normal speed it would most likely crash the game due to the destruction and parts going all over the place.
This is because the game engine would need to calculate two different speeds and volatility of objects from the collision.
@@KriLL325783 that just removes all the fun from multiplayer
"Modder's gonna mod" ... The "Again!" mod should have all (many) recorded variations, because there will be a lot of reverting to launch :D
I'd love to see full simmer controller support; as in joysticks, yokes, throttles, switches, rudder pedals, etc...
I would love to have the "AGAIN!" sound everytime I reverted back to launch! It would be played like 40 times per hour haha
i think that cross looking thing may be a maneuver node, its coming in at an angle then it turns and there is some symbol at the end of it
I hope there will be basic propellers atleast, ones without robotics like the old Firespitter mod that gave us many propellers. A few other mods added others, but they all required that Firespitter mod. It's mostly visual tho as it is very easy to mod your own using a jet engine (use air and electricity, or air and fuel, lower thrust obviously, with an altitude limit or curve reducing power at higher altitude). But I'd like basic ones in there. It's not critical, but it makes exploring planets with a no Oxygen atmosphere far more fun !
I hope the prop engines are like jet engine parts but procedural so to keep the part count low and also allow for high customablity
For jets and props it would make sense to me if the cowling was procedural but the engine itself not.
@@ThaJay I agree, just brings down part count if you can enlarge something you want to be big and have extra parameters like fuel in the engine cowling
great video as usual ! for the "something More" my guess is some kind of wormhole to another alien system. this easter eggs should be between the 8th and the 9th planet... Is wormhole a possible thing in KSP2 ? maybe juste an alien base comming from another system...
Best way to solve time warp would be to allow host to choose between few options:
A - Everyone has their own time warp
B - Host controls time warp
C - Time warp is only turned on once all players have it on, with power always limited to the player who set to lowest time warp strength.
etc
I could watch KSP2 videos for days and not get bored. Thank you for trying to sate our ksp2 news bloodlust
The game needs a shortcut to aim the camera at parts with just one click. I like to play with the camera aimed at the cabin or the engine, and I often have to click on the part and click on the option.
Also interesting would be a module where you can plant food, food modules, and modules for hibernating Kerbals. The fact that kerbals have eternal life takes away some of the temporal immersion.
Looks like not only did they become aware that they weren't going to hit their Q1 2023 goal they gave us last, but that there are still years of development before a full game is released. I'm very disappointed rn. It won't even have science collection at release?
Have you ever developed a game?
i wish they will also add some water science, like kerbals don't know what is in the deep water of Eve, neither they do for kerbin, would be nice to have submarine science :]
Thanks Shadowzone, I've actually just asked about console on their videos comments but you already got it. Thank you.
Top of the encoded image is definitely a sun and 10 planets. Bottom left is obviously a Kerbal. No clue with the rest... Stuff above the Kerbal might indicate the Kerbal system in relation to the other interstellar systems in the game (middle of 5 systems?)
is there any word on if the Tree structure is going to continue to be a constraint or if looped parts will be possible without a strut-hack?
Simultanius launches will shorten the time to build a huge vehicle. Hope to find some people to play with. How does it work? Dedicated servers, or does the host create the instance? Will their be a player finder, or some kind of server browser? Or is MP just with my friends in the friends list?
You can still physical warp while accelerating in KSP 1, just noting.
I can already see ksp wars destroying each others colonies and having massive interstellar and kerbolar wars in a server of your choosing, what a wonderful concept, who needs weapons in kerbal anyways? Kinetic impacts are way more satisfying!
I absolutely LOVE how they tell us about early access a THIRD of a YEAR ahead of time.
I see a lot of people complaining that they won't be able to run KSP2. I mean, yeah obviously. KSP1 is over a decade old. Of course the sequel will take more oompf to run.
Another one I see is people complaining about the wait. Like, just set a reminder and go about your days as normal.
Nice Space Agency profile picture
14:28 to me, the top part looks like a slingshot maneuver.
I hope that when we crash, parts won't just disappear, but instead bends and don't just disappear at a specific speed.
Alsoo vfx when parts have friction with the ground would be quite effective
That would be hella hard
Fired up KSP1 last night for one last campaign before 02/24!
That's what it sounds like, as they said they'll send updates to 1,1
I don't listen to the developers.. I listen to Shadow Zone.. Why? because he get to the point past the BS. Thanks!!
Well yeah, they probably don't know yet how many players the final game will be able to support. Depends heavily on performance, stability and bandwidth I'd guess. This is something you only learn during MP testing in early access.
Procedural wings are indeed huge. You now can also tweak center of lift and center of mass much better than in KSP1... tbh. that kind of always was a PITA when building planes.
Life support? You mean in KSP2 you will not be able to park Kerbals on the Mun for years. ;)
14:28 its definitely showing a kraken but is that a sword killing it?
All i want from the new game is better colonization mechanics. I want the characters to move around doing their thing.. colonies you can visit and feel a little bit alive and like they are progressing. Some kind of system that allows you to lay the blueprints of what you want and then it is buiilt overtime based in the resources and kerbalpower....
What about the console ports? How will they be updated, optimized and so forth?
14:29 what about try and put the other images together with it
Thanks for putting this together but please use a de-esser on your vocal track from about 5kHz-12kHz.
"Again" mod? I never realized I needed such a thing in my life so badly.
14:30 I think you're off by two pixels. Delete the first 2 pixels and there's 11 pixels representing planets on the top row. Aliens from planet 11 are saying hello to Kerbals on planet 3.
Life support in KSP2 would be a really cool feature imo
Pretty the picture shown, is a kerbal saying hi to another lifeform.
my best guess for the graphic you got is, from the bottom: a kerbal giving a thumbs up; no idea what that on the right could be if not an Among Us easter egg; above the kerbal we can maybe see a planet (possibly Kerban) and the lines and dots to the right maybe show a path to the stars and beyond from there, off the graphic; the dots on the top don't mean anything to me as of yet ^^
I think the dots on top are just size and alignment indicators. Other than that, your ideas are as good as mine or better. :)
For Wings with configuration look for "Simple Plane" 😎
If they don’t have robotic parts I will be seriously disappointed. That is easily my favorite part of ksp1. It would be so empty without them.
Ksp 2 won't get dlc parts in early access, it's confirmed. Ksp 2 won't feel the same without them. We will just have to endure until they are added.
The image says it all - ET phone home!
Objective: Get Alien back home.
"How many `Speaking of...` do you want to have?"
ShadowZone: "All of them?"
there were suspensions on rover wheels
I'm glad they ultimately decided to add effing clouds. I wasn't going to even get KSP2 if they couldn't bother adding clouds. Having to rely on mods for clouds in the first KSP got old after a while.
Was waiting for this to start my sunday! Thank you.
It would make more sense for alexander martin to talk about life support over mod support since he was talking about game loops, like exploration and colonization. So I think it was actually ment to be life support
I hope they add Cave systems to planets, would be very cool to explore caves with rovers!!!!