Kerbal Space Program 2's NEWEST vs DAY ONE release! (I suffered)
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It is the one year anniversary of Kerbal Space Program 2's public release! And I think we all remember it being a slightly rocky ride! One year on, it's safe to say that the game has seen many improvements, so how does it feel to go back and play the release day version? There's only one way to find out!
My PC specs:
NVIDIA GeForce RTX 4090
AMD Ryzen 9 5950X 16-Core Processor
64 GB RAM
3840 x 2160, 144Hz
This video is intended for audiences 13+ years old.
The music that plays during the ad is "Take a Chance" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
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Cool vid
Sunken cost fallacy is a real mofo, huh Matt? You'd assume an optomitrist could read the writing on the wall... SMH
For me, waiting for the Science update was the right move.
I'm still waiting till its AT LEAST on par with KSP1
What are you a 7 year old child? have fun with your "science", I bet you wear a rubber helmet around the house too.
@@durbeshpatel3047 jeez what did they do to you
Not even. This game sucks
@@kodysmessedupperhaps because it’s in pre release
I think you caught 2 bugs at once in KSP2-now.
1. The trust-on-rails turns off if there is too big of a rounding error, as a safeguard. Except it's not telegraphed in any way and the fuel keeps draining.
2. When you put your warp back to 1 it didn't register you getting out of warp. In these cases you can warp down further (to full pause), wait a second, and go back to 1x warp - that fixes it. No reload was actually needed there.
time warp is still super buggy
@zabrothersGaming huh? I'm pretty sure 1. is a physics bug and 2. is more of a UI bug. Otherwise, the warp seems like one of the least broken things in KSP2...
P.S. Btw 1. is now fixed in my "SASed Warp" mod. Well, fixed is a strong word, I just turned off a sanity check that was not letting you thrust under warp in some cases.
Tim C Kerman: Artist and Pilot. Taken by the Kraken while doing what he loved. Rest in pieces. 2022-2023
its 24 ?????
don't worry he's a time traveler. from 2023 trying to see how the game has improved through the years.@@A.P.P.L.E7
????????
@@A.P.P.L.E7 Shhh. If we don't acknowledge the new year it can't make things worse.
@@RAFMnBgaming exactly
Nearly 10 years ago KSP inspired me to apply to university as a mechanical and aerospace engineer, RP-2 helped me put my nose to the grindstone in my senior year and when I finally felt like I had achieved what I set out to do KSP 2 came out and flopped..
Here we are a year later…
And it is still deep in the shadow of original KSP..
Please make this a yearly thing! Really loved this video!
KSP2 is now nearly as functional as KSP1. The creators must be very proud.
::laughs in KSP mods::
Pretty much. KSP2 is still (in my experiences) buggier than KSP1, but it's way better than it was at launch. Now missions are only derailed by bugs ~1/3 of the time.
@@thetruth45678 laughs in 15 minute load times
@@lightningsheep1:: laughs in still having mods when you never will :: 🤣🤣🤣
@@thetruth45678 laughs in are you stupid or something I was referencing the 15 minute load times of my ksp1 mod list while on an m.2 drive
The "bug" at 18:23 is probably caused by the pilot exiting, which disengages SAS, which allows the landing legs to rebalance to be flat over the surface instead of reaction wheels keeping it pointing straight up.
you should have put a big sign, always in screen, saying where the footage was coming from, either 1.0.0 or current ksp2. It's been dificult to follow. This is meant as constructive feedback!
yes agree on that
You can differ them easier when you look on upper left corner (The GUI/UI)
A workaround for the "No fuel" bug:
Move the engines to a different stage and back again.
I encounter this a lot with my interplanetary ferries undocking and redocking landers. For some reason, the dV sometimes gets stored and displayed in the stage that has the decouplers, so moving the engines to the stage that shows the dV, and then moving them back to their own stage fixes the bug.
Luckily we do have the option to expand the stage information to see to which stage our dV has moved 😅
I also get that no-DeltaV bug from time to time. Normally adding a new stage to the staging stack, then moving your engines onto it will fix it.
I love this comparison! Here's to even mroe development in the future.
That fixes it for you? I have to completely delete my assembly and start over
@@mr.mootoosky8525I had it happen when I have multiple assemblies at once (the bug only happens to one of them), deleting the *other* assemblies fixes it. Annoying, but
That happens to me in Ksp 1 sometimes.
Edit: I play on console.
@@mr.mootoosky8525I think he's talking about the mid-mission bug, when post-docking after landing on KSP2-Now, his stage showed 0 delta v and he couldn't make a maneuver node.
It's related to having things in the stage that the game doesn't want there for some reason (decouplers and spent fairing icons are two big culprits in my experience). I run into it a ton, nearly every time I dock two ships together. Moving things around in the staging so that the engine you're using is now the only thing listed in the current stage (so move the decoupler that was also in that stage into a new stage or a later stage), then deactivating and reactivating the engine fixes it 100% of the time for me.
I haven't been watching a lot of KSP2 or keeping up with the updates that much, so I figured this would be a neat watch to see how things have changed while I wasn't paying attention. 27:21 was my first time seeing re-entry heating effects in this game. I wasn't expecting it at all and it was kind of a mind-blowing sight. It looks SO much more powerful and energetic than KSP1 heating, really makes you feel the _power_ of an object hurtling through the atmosphere at orbital speeds.
If you have atleast an RTX 2060 (Like me), and you have the money, buy the game! I´m currently enjoying it more than KSP 1 since it is something new. The sounds are amazing, visuals are good and the music is much better than KSP 1 (Each planet has its own orbital, landing and ascent soundtrack). I even tried launching a full Starship replica and i had 20+ FPS. The only thing i really miss in KSP 2 is KSP 1´s maneuver tool but i´m confident that will be added soon, and the game gets better with each patch!
The game is trash. It has far too many gamebreaking bugs dont waste your money, ITS A SCAM. KSP1 is not only better but has far more content, you can use mods to make the audio and visuals better than ksp2.
@@durbeshpatel3047When was the last time you played the game?
Or what are your PC specs?
Because now the game is good.
@@KerbalOnDres2 the game is not good its trash, game breaking bugs, garbage content, no career.
@@durbeshpatel3047Again, when was the last time you played the game?
There are almost all the parts that were in KSP 1 (In KSP 2 there are even stock grid fins, some new deep space engines and even fission reactors).
Reentry heating is there already.
Exploration mode is a blend of science and career (Yes there is no money but i always played science mode in KSP 1 anyway)
The only bugs i usually encounter are that the game sometimes crashes (Not unexpected in an Early Access game) and Commnet sometimes stops working (Reloading quicksaves fixes the commnet issue). Not gamebreaking bugs.
So what´s your argument exactly?
i also encountered the bug where I couldnt make maneuvers because the game thinks I dont have fuel left. What worked for me is to create a "phantom stage" as the current active stage. Then when I stage this empty stage, it recalculated my actual leftover fuel.
Just wondering, is there a general wiki or forum somewhere where people can post these workarounds as a sort of community FAQ ? e.g. fandom? Or steam forums?
19:16 is a kerbal popping the GRIDDY?
he really hit the griddy though
if only marvel put the effort into their recent movies matt puts in his sponsor segments
🤣
Hi Matt, I had the same issue once with the no fuel manuever node when I actually had fuel. The way I fixed it was I took the coupler and put it in another stage slot and it fixed everything. Cheers!
I don't see why the game prevents you from created a maneuver node without fuel. You should still be allowed to use the flight planner even if it requires you to get more fuel to continue that plan.
It’s because the maneuvers in KSP2 are calculating the path taken across the entire burn which requires it to account for the amount of fuel in the vessel to get the mass right. An unfortunate consequence is that if the game thinks you have no fuel for some reason, you can’t make maneuver nodes
That makes sense, but if that's the case then I could see mid-flight refueling (like with KSP1's Convert-O-Tron) being a problem in the future.
The reviews on Steam have gotten quite a bit more positive in the last year, too. I suspect some of that is people leaving the review bomb and not re-submitting every 30 days to keep impacting the 'recent' reviews, but also it actually is playable now.
Weirdly, I am still not particularly interested in playing it. Without Career mode, I don't feel any motivation to play it. Maybe when the next big update lands and KSP2 does something KSP1 doesn't, I'll come back and try again.
This side by side comparison is great! The devs should be very proud of the progress they've made this year.
And the higher ups who made them release when they did should be ashamed for ruining the reputation of a good game. No matter how good ksp2 gets its never gonna completely recover, like how cyberpunk and no man's sky are
And ashamed of themselves for releasing garbage at first
@@therocinante3443as if the actual devs where in any position to actually decide a release date
@@Hoolahups Made them release when they did? My brother in Christ the game was delayed from a fully complete launch in 2020. The higher-ups where more then fair, they cant fund something with no returns forever.
Love your stuff man hope your doing well
Thanks for the video, definitely interesting to compare. KSP2 was the first game I ever refunded on steam, despite loving the original. I'm pleased to see progress is being made, but that's still too many mission breaking bugs for me. I'll swing by next year and check again.
Great Idea for a video! I genuinly enjoy your videos, Matt. Huge thanks!
14:53. I like to cruise around in ksp with infinite fuel. So I have actually run into this particular glitch quite a lot. Particularly when trying to time warp while thrusting out past the orbit of duna.
Hello, Matt. Always amazing to see your content. You always have ways to keep you content fresh. Keep it up.
For future comparison videos, making the ships different colors would help with the "Then" versus "Now".
In KSP2 Then, my main issue was that "not enough fuel" thing so I got several ships stuck on the Mun, despite having plenty of fuel and being able to land successfully.
They grow up so fast *wipes tear from eye*
Great vid, I am currently improving my ksp skills and your videos helped
Cool to see those huge improvements, tho i'd point out that using an Assembly from the old version keeps the wobliness, as part of the structural rigidity is determined from the file/Assembly :)
Honestly didn’t notice the change with the fuel gauges. I am also so glad they fixed the fuel glitch when fuel is pulled from the lander. Completely foiled my first KSP2 Mun landing.
I just played for the first time since the 30 Jan patch dropped and it seems to have reverted any good that came from the for science update. Adding stabilizers caused my rocket to roll horizontal after launch. I couldn't stage or return to VAB/Launchpad on one launch. Next launch it staged everything at once. Then my rocket started noodling between the command module and 2nd stage. The latter occurred when I reverted to VAB and added a decouple which I forgot - in general I find you need to build from scratch or everything goes bad.
I would love a dragon style escape system in ksp2 to be able to easily have a parachute on the top of the capsule
Man, can't wait for the next year's comparison!
I really look forward to the base building update
Man we need some Blunderbirds
This is the best sponsor transitions ever lmfao. Great video!
This video deserves way more views. Sharing it with all my friends!
sometimes the maneuver nodes still break and some other small bugs but the game has come along way
That sponsor segue was a master class Matt. Nice work!
Music version with side-by side for complete mission perhaps? And KSP1/2then/2now would also be nice to track
No idea why, but the thumbnail totally made me think this was an RCE video, and when you started speaking my brain got totally fraazzled lmao.
Fuh comparison! Lately I've been getting the same EVA bug although sometimes my lander begins to spin uncontrollably if I don't jump off right away!
I know the KSP 2 launch build was FAR from prefect, but people on the comments should stop worrying about the past and look at how far the game has (and will) come.
and now a new historic moment, intercept games shutting down.
keep up man 🔥🔥
I recently had the “no fuel” an can’t create maneuver node bug when I was leaving Duna with 1,500 dv, I found enabling unlimited fuel, saving, loading, and disabling ‘unlimited fuel” fixed it for me otherwise Jeb, poor Jeb would be somewhere out there waiting for rescue.
I think the Glitch that Matt mentioned was the De-Orbit bug in the early versions. (correct me if i am wrong)
No, it was the orbit lines dissapearing when intersecting a new soi
Oh lord have I news for you
i really hope they will chnage the fuel gage font to a unispaced one. i hate it that you cant read the numbers cause they jump around so much during launch.
0:42 Look at him goooo
LOVE YOUR VIDS
They should add programmable flight controls. Like mechjeb but with modular steps. It would be cool to be able to figure out how to program a landing without having to pulse the engines.
This shows you that these days, you dont need better hardware. Its the software issue. In ALL games
THE KRAKEN HATH TRAINED YOU WELL, ANTICIPATING BUGS... MASTERFUL!
The one bug that has been plaguing me was that the muns surface just disappears.
Very frustrating.
Its still super bugged.
Half the time i reload a save my orbits are set to crash course.
My issue going outside Kerbin SOI was it just wouldn't let me time warp to more than like 1,000x
So I've had time to play KSP 2 current patch and its a huge change from day one, but, there's still plenty of strange bugs. Mk1 pod with no heat shield (your first flight, before you unlock science) your helmet clips through the bottom of the lander, lol. I also ran into an issue where my mun lander return vehicle lost it's orbital lines and I had to go and 'hack' my .json file. Not a great experience that. All that said, the science update is very nice, and it's not spammed with repeatable missions like launch your 19th probe into LKO (KSP1 career mode...) the missions neatly drive you to say, Duna, which is where I'm going next. @MattLowne! I'd love to see a video from you getting to Duna with only Tier 1/Tier 1.5(2) parts, your duna missions use parts I don't have access to yet (don't even have nuclear drives. waaaahhhhh)
1 more year and we might have colonies and possibly resource extraction (I don't really know how they'll manage them separately tbh)
Excited! I might buy the game then :)
scanners in KSP2 yet? I always enjoyed making planetary surveys before landing. Also, is there any resource mining in KSP2 yet?
Love the content, thanks for helping nubs like my self understand KSP2.
ALSO not sure why but youtube did that un subscribed me from your channel.. could not figure out why I had not seen any new vids in a week or 2
I finally bought this game last week. I’ve got hundreds of hours in KSP1 but didn’t wanna deal with all the release problems. Happy to say, KSP2 is pretty great now! The graphics are just awesome. And I’ve only have a few minor glitches.
Great to see the progress since release ........ just waiting for it to get more stable so it doesn't blow up my PC
Am I the only having a problem with maneuver nodes?
I will plot a maneuver and I will only make prograde adjustments, so I’m only making a prograde acceleration node. But sometimes when I get to the node, my maneuver target is not aligned with my prograde, despite the node only being prograde. I really don’t know what’s happening.
can't believe this game is already a year old
do you need card of graphics for this games? Or can i plays with my onboard integrateful graphics from the processecor? thank you.
0:56 is that an Idubbbz reference lol
I hate that "Cannot make maneuver node: No Fuel" bug. I seem to get it almost every single flight.
Almost 6,000 likes! Let's get to 6K Likes!
25:40 you wanted Stable 1 you got stable 2
I think KSP2 is ALMOST ready for me to jump in. So exciting!
I am a very new player to KSP. I played KSP1 very little back in some alpha and was too dumbo to pay attention and follow tutorials. I was excited for KSP2 because oftentimes with games like these there always releases a more "user friendly" version some time in the future. Look at Spintires -> Snowrunner, NextCarGame -> Wreckfest and so on. Obviously I was let down by the steam reviews and especially the lack of research gathering since this is one of the most appealing things about space exploration and adds a nice progress to the game.
With this release, and after watching your video I decided to buy KSP2. I have nice impressions so far, obviously I never played modded KSP to know how much I'm missing but as a newbie KSP2 feels like a refreshing experience. I like the UI, I like the parts, I dislike the glitches and bugs but it's early access so I don't mind that. A few days ago I finally made orbit! It didn't take as much time as I thought it would thanks to the ingame tutorials showing me step by step how to do it. And my excitement was so big that I would jump straight into building more vehicles before I read missions to see what's next. My first orbiting probe did not have additional fuel, engines or even a parachute to allow me to land it back to kerbin and so I learned from my mistake. I have so far launched a manned vehicle into Kerbins orbit and then back on land (or should I saw water), I have launched a probe into Muns orbit and my next mission is to land on the Mun.
Overall a very friendly experience WITH some annoying bugs, some frustrating camera controls especially Map controls, which for some reason when trying to rotate your camera it has some stupid limit that won't allow it to rotate further unless you drag your mouse horizontally across your whole desk.
when you lost the ability to make maneuver nodes in KSP2-Now, I think it's a docking-related bug, one that I run into to all the time. If you drag the decoupler that was in the same stage as your engine into a new stage, then deactivate and reactive your engine, it should start showing that you have delta-v on the stage, and you'll be able to make nodes again. The game REALLY doesn't like having decouplers and spent fairing icons in your current stage, and it's frustrating. So after docking, just move things around to make sure the engine you want to use is the only thing in that stage, then deactivate and reactivate it. That fixes it 100% of the time for me.
I will never understand why they decided to prevent maneuver node creation when your ship doesn't have any delta-v, if only because bugs like this are bound to come up.
Two steps forward and one step back.
You should say KSP2 then and KSP2 now. I soooo can’t wait until KSP2 catches up to the original KSP 2 or 3 years ago!!! So excited !!!
The fix for the bug where you don’t have fuel and can’t make manoeuvre notes: create a new stage and activate it. Then the game knows you have fuel. Hope it helps ❤
I dare you to have a kerbal do a free fall from space
Fun Mission to watch, really interesting ^^
Nice, Kerbal Cashgrab 2!
I had the costume flag glitch only once
in hindsight what should have been done differently?
- They should have (again) delayed the release
- Give us a better insight on the state the game was in on EA release
- Not release a super cool trailer with all upcoming features before release
I get why a lot of ppl expected a more finished, less buggy first release. So maybe they should have polished it a bit more before EA. On the other hand; getting players in as early as possible isn't a bad thing. KSP has always been such a community game, even having KSP1 modder now being on the dev team for KSP2.
To me it kinda of feels like they're publisher was pushing for the EA release. I also think they should they pricing suggested a more playable game.
The game should have costed 20-30 at first
A combination of delaying until the game was in the state of the For Science! update and decreasing the entry price to around 20$ for early adopters.
It would have still been controversial, but the bulk of the toxicity would have been avoided.
Well, from my understanding, there was a combination of sabotage and the Big boys upstairs not really giving them the opportunity to delay the release.
_THAT BEING SAID_ I don't disagree with your comment, but in the end, they didn't exactly have the chance to change things.
I guess the issue with delaying the release any further is having a release greatly speeds up the rate of bug fixes. Not only do you have a bunch of free testers (in fact, people who paid to test the game), but you also have psychological pressure on the team to fix things, which undoubtedly speeds things up. A lower launch price probably would have been better though.
Also, in terms of delaying the game one year, if you have 10 developers making on average $100,000/yr (and no other expenses), then it costs $1,000,000 per year of game development. I can see the appeal of releasing early to try to offset that cost. So it's a difficult balance where you have to decide between burning $1mil/yr with no revenue, and maybe getting a better public image once you release, or cashing in your good will in the community to offset development costs so you can work on the game for a little while longer. Needless to say, I'm not optimistic about the long-term prospects of this game.
yes
Great segway to the ad ❤
I miss KSP1 now ☹️ can you do a video?
I'm predicting kraken or wobbly rocket for mystery glitch
should have done it in ksp1+visual mods too
I am very disappointed that Tim C Kerman doesn't actually have a linkedin profile
While I'm not able to play KSP I do have access to Juno new origins I've been playing that game for a long, which by the way it's free on mobile now. But anyways seeing this makes me want to go and try to design another Apollo style rocket and perform another mission
Let's do the time warp again.
i made the first ksp machinima only a few months after release with that initial version , i deserve a freaking medal
Wait, did you transfer the kerbals back from the lander before entering kerbin? 0_o
what we do here is go back back back back back
Could have been a triple with that old OG KSP. Oh well I take what I can get
You should have recorded the key inputs, and played them back in the old version to see what would happen if you did exactly the same. Still going to wait for multiplayer before playing. Was so disappointed on launch😂
The crazy wobbles bug
@Matt U didn't do a SSTO-Plane in KSP2 yet... Maybe to Duna?! Looking forward to something like that... 😊
The amazing thing is: Matt has Tom Clancy H.A.W.X installed.
It's funny how HAWX is such a banger and HAWX 2 was such a dumpster fire
I was super excited about Ksp 2 but rarely buy day one. Was sad how it released. Maybe in another year it will clear ksp 1 in playability.
Still so many fundamental bugs. It's just not good enough this far into development.
the no fuel bug is annoying for two reasons. not only do you have fuel, but why can't i make nodes if i don't have fuel?? i want to see my best escape path, in case of a rescue mission
The annual idea isn't terrible!