Will you do a series on Ksp 2 when it comes out? Maybe you can do a series reviewing everything that is new. Maybe you can do a beginners guide. In the end it up to you but it would be interesting to see what you might do.
The Starliners we see at 11:51 and 14:48 seem like they have procedural radiators. I'm not sure if anything like this has been confirmed yet, but the radiators on those ships sure look that way.
I think that the on the “something more” part, the video on the computer could be a secret message where after the mission returns, we get the release, and the landing will be a release date.
No Man's Sky did eventually deliver on everything they promised and more. The launch was botched, and although there's plenty of blame to go around for that, the recovery is worth celebrating. Most games just get abandoned if they are poorly received at launch, or get some half-hearted patches to keep people from refunding the game.
The more I hear about KSP 2 the more Im worried its being over sold. I really hope they flesh out and polish all they are trying to do rather than just a bunch of unfinished clutter
I really hope that they have telescopes so the campaign can make us launch JWST-style missions to find the systems we can explore later on. That would be really cool if you actually unlocked new areas by discovering them with telescopes.
I imagine that it would work like this Most stars are visible from game start ( from ground telescopes ) Dim stars, stars hidden behind a nebula/dust cloud, and dead stars requires a space telescope to discover them. Space telescopes can also determine the number of planets (the surveying time is dependent on the planets orbital period) Details of each planet would have to be determined by a exploration mission to that system, or by a mega telescope back in the Kerbol system.
What i'm worried about is ships i'm not controlling, that are conducting burns. How can i make sure they do exactly the burn they're supposed to, without me controlling? I could accidentally time-warp over that.
Surely there will be something similar to the alarm clock feature we already have as stock in KSP1. Otherwise I agree with you, this could result in a lot of headaches.
Best case: you tell the engines to burn for x time and they stop after that. Middle case: you tell the engines to burn and set up an alarm clock that will warn you when it's time to stop the burn. Worst case: Alarm clock doesn't make it into the game from KSP 1 and we will need to wait for someone to mod it in.
What I Have gathered is that you might be able to create a mission plan depending on the route and have the ship automously preform a bunch of burns while you could do other things.
I think that in order for ships to burn while not focused, their burns won't be simulated at all, they'll be calculated from functions of time, like all orbital mechanics are in KSP 1. That would make it easy for KSP 2 to allow scheduled burns that are 100% accurate to the predicted result of the burn, because the trajectory lines and the motion of the craft are calculated by the exact same equation, just like a simple orbital path in KSP 1. In fact, if anything gets cut from the first version of KSP 2 because they're short on time, I think that thing will probably be manual control of interstellar engine burns. They're probably starting with automatic/scheduled interstellar burns and working "backwards" to allow us to view or control those burns as if they are a normal physics simulation, when really they're not. At least, that's how I would do it.
6:33 this system probably also works for the supply chain system, so that there will actually be several rockets delivering cargo and transporting people in the system that you can actually see instead of magically teleporting to their destination, I wonder if they can also land in atmospheres on there own too
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
Man I just can't wait. KSP2 is promising to be THE GAME. The game we all dreamed of when playing KSP 1. It's going to be the first game I preorder the second they allow us to.
@@RamenPoweredShitFactory no reason not to pre order it if you know that you'll be buying the game anyways. I wont be waiting for reviews for this one, i know ill be buying it regardless of what anyone says about it after launch
What I love in KSP 1 is the Career mode, where you start with a low-budget program, and work your way in making more manageable missions. I hope the technology behind interstellar travel in the sequel won't be so easy to unlock, for a knack of challenge.
KSP 1 career is all over the place conceptually, and offers an utterly incoherent experience. Because if you want to launch a grand tour mission in career, you gotta pay for it. And that means doing literally the same thing over and over and over (aka "grind out money"), and if I personally hear the word "grind" used to describe an aspect of gameplay for a certain game, that's a sure-fire way to get me to NEVER touch it. KSP 1 is a sandbox game at heart, the rest of the stuff feels very "tacked on". KSP 2 promises a much more integrated and synergistic (aka sane) approach to part unlocking progression mechanics, and that's something I'm very interested in. Plus they've said that they're entirely removing any concept of "money", instead you'll only be limited by the resources you have available (not sure if that's a thing on Kerbin or not, but it's FOR SURE a thing on a colony you set up). Basically, everyone should be able to do something they find rewarding in KSP 2 without having to "grind out some arbitrary resource that's only there to limit your options in the first few launches but doesn't ever get removed" (aka money), which is a much better way to do things.
I went searching for the new ShadowZone video as soon as I finished watching the KSP one. To my utter dismay, it did not exist yet. Now my dreams have been fulfilled!
Assuming you are referring to the panels on the interstellar ships, those aren't solar panels. From a recent show and tell they've shown us that there's new procedural radiator parts
Unity has ray tracing, so it's probably that (or a similar method). Hopefully, they will optimize the game once it's finished and add features like DLSS to help with performance. The clips they are showing are pretty laggy, but optimization is the final stage in the game production (often skipped or rushed these days due to time constraints). We can only hope.
lol imagine the final difficulty option after "very hard" was "irl" and like it's the solar system and near by star systems and everything is as realistic as possible
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
What would be really cool is if KSP had a story that you have to use your science progression to find. Such as an ancient alien civilization with hidden relics on some of the planets. Each solar system could have a different hidden story. For example, in one system, you would have to find X number of anomalies that are tied together which would point to coordinates to something amazing (almost like a puzzle to solve) with ways to interact with them (such as scanning an area with a rover arm to activate a hidden alien robot). This would give purpose to the "less interesting" planets (*ahem* Dres) as they would have some sort of anomaly that leads you deeper through the story.
The artifacts in KSP1 were supposed to be linked by a story, but the guy doing them quit. It'd be cool if they did it in KSP2. The mysteries feature in Surviving Mars do something a bit like this.
I really hope they include a "Surviving Mars" kind of simulation for colonising other planets, because Surviving Mars is a great concept but only as deep as a puddle from the gameplay perspective. They do have "mysteries" to solve ... which could be an easy inspiration for anyone trying to create a bunch of them for KSP 2.
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
I know for me, if KSP 2 doesn't have boats and submarines, I'll likely make a version of SunkWorks for KSP's successor. That, and kerbal flying saucers. :)
Maybe there’ll be a big start or black hole or something in between, or like the original where I kinda just static.( I can say that it’s static since there is nothing to compare bla bla bla, I Hope there a giant kracken creating the gravity well to hole star systems.)
@@Gekiko7167 you do, a galaxy is like a stellar system, just HUGE in comparison, so the place where the destination is matters, and the bigger the scale, the bigger the save/loss of DeltaV. A galaxy is somewhat comparable to a stellar system, with the stars being the planets and the planets being the moons. So yes, you have to wait for a transfer window if you want to be efficient, even on an interstellar perspective.
Your initial relative velocity will be such a tiny fraction of what you'll need to reach a star in a reasonable amount of time that it won't matter, except maybe a gravity assist from Kerbol or Jool but again it will add a tiny amount of what you'll need.
@@theturtle5591 I'm pretty sure you wont be caring about transfer windows because if you did you'd be dead lmao because the time it takes for our sun to go around the galaxy once is around 250 million years lmao so im pretty sure you dont wanna be efficient (that is if you're not a being that can live for billions of years) so you'd definitely point your craft towards the star and burn your engines till you get sufficient velocity (idk 50% or 75% the speed of light) then you coast, and then you decelerate
@@cheddar2648 The milky way is roughly 105k light years wide. Scaling that down to fit the Kerbol system, you still get 10.5k light years. And the distances between galaxies are entirely of a different kind than the distances between stars, simply because of their scale. Also, who knows if the game engine will even be able to handle that. Intergalactic travel requires a further, and much larger, jump in precision, compared to interstellar travel. It's like trying to hit a particular grain of sand on a planet that's orbiting a star that's 100 ly away. I don't think I'm exaggerating that much there. Heck, even detecting planets that far by optical means is something only possible by measuring the "wobble" or dimming of the parent star, you can't image the planet directly at those distances because of diffraction.
@@TheRojo387 But that was my entire point, the distances involved are too great to be able to be traversed in a reasonable amount of time at sub-light speeds. You'd have to travel faster than light to travel between galaxies within the life-span of a human being, and considering that Kerbals are only "technically" aliens but are more of a relatable stand-in for a (when you start KSP 2) planet-spanning culture of beings that to me represent the best side of human being's desire to explore the unknown, I'd say the life-span of a Kerbal is only unknown because it's not simulated in KSP 1, not because they're somehow biologically immortal. In other words, I'm saying that Kerbals probably wouldn't live long enough for a vessel to travel between galaxies at sub-light speeds (or even at exactly the speed of light), simply because the distances are so stupendously large. And that's not even bringing in the accuracy issue I mentioned in my earlier post, which is another nail in the coffin for intergalactic travel.
Imagine if you made your first interstellar ship that would take decades to reach another star, sent it out, then in the meantime advanced your technology to make a second interstellar ship so fast it passed the first one.
@@Penfold101 The problem with the wait calculation is that you have the equation but you don't have the data because the way technological development seems to work is that we have no real clue when we'll get something done that we've been working for, just look at fusion power (it's been "10 years away" for the past 50 years or more), or even something like good virtual reality (we're only starting to get that, and yet we've been saying it's "right around the corner" for something like 20 years). So what I've resigned myself to is that any prediction that says something's more than 5 years out has no real idea how long it's going to be. Because in that long of a time period, you can have major setbacks and disruptions (like oh I don't know, a new disease causing a global pandemic for GOING ON 3 YEARS NOW?), or major leaps forward (like the sudden rise of social media becoming a part of daily living over the past 10 years when literally nobody was thinking of using the internet that way before then). So what I'm saying is that even if you can prove that whatever equation for "the wait calculation" is the best thing it can possibly be, it still needs data input, and that means you still have to deal with the fact that humans can't accurately predict their own progress. Put in much shorter terms, "Garbage In, Garbage Out". Slightly longer explanation, "If you start with bad data, you're going to end up with bad conclusions".
Something that i want to point out, when the devs said that they want to simulate planets for the entire time that the game is running. They probably didn't mean that the planets will be rendered (i.e shown in game) the entire time (that would be a nightmare), they probably just meant that the planets wont freeze in place when you get far enough away from them. Which definitely sounds more feasible.
With the variety of planets they are adding it seems likely there will be a water, or at least liquid focused world, so it isn't much of a stretch to thing aquatic exploration vehicles could be a thing. I imagine it is something that devs would want to add, since it gives a whole new dynamic and challenge of creating and transporting vehicles suitable to transit space, atmospheric, and liquid environments.
So if this game is interstellar, that kind of gives the devs a perfect method of expanding the map whenever they want. It might not happen, but new star systems may be a great way to expand the game's content later on.
Over the course of these info releases, I think I've seen now that the back-end is finished, the graphics and visuals are being combined and the game is taking shape. The first rocket launch they showed looked horrendous and was "pre-alpha". Then in the latest dev video there is an amazing looking atmosphere scatter which is also labelled "pre-alpha" so I wouldn't think anything of the labelling for now. Do be worried if it is 2 months from release and the footage still says alpha lol.
I’m just excited to see how people are gonna break the game when it comes out. I’m sure they’ll be someone out there who finds a way to make interstellar travel quicker and broadcasts it onto RU-vid
one of features could be nice to see is: Auto deploy, basically you make an orbital launch of craft, and it will try to fly craft to same orbit with some bits of adapting, like you could do station on mun and send multiple ships to send supplies. however this feature have bigger questions about how interstellar flights would be done?
I hope they don’t just can multiplayer because it’s hard. I hope they at the very least include some kind of native version of a shitty multiplayer mod. The ones for the current game have problems, but still allow for such fun gameplay with friends!
I want them to can the multiplayer outright. Any online connectivity is a path for microtransactions to ruin the game. KSP does not need online connectivity in any way shape or form.
@@TestECull you don't need to play multiplayer. I think it is great fun to collaborate with friends, especially when the learning curve would otherwise prevent them from enjoying the game enough to learn it.
@@fiveoneecho Multiplayer does not add anything useful to KSP. All it does is make it excruciatingly easy for T2 to shove microtransactions and lootboxes down our throats, give them justification to fuck up modding which is why KSP is big enough to warrant the sequel in the first place. Multiplayer is bad news, full stop.
@@scottkermen4903 If the publisher of KSP 2 is trying to overhype the game like often happens then they must be really committed to doing it better than they ever have before. It's a lot harder to pull the wool over the eyes of a playerbase which constantly scrutinises and analyses things lol.
did you guys notice the ship at the end of the feature episode de-coupling by itself? what if they are implementing an autopilot system or something, that would fly the ship and do burns and do manuveurs for you whilst you work on other things? I'd assume it would be a late game part in the tech tree, but it would be pretty cool.
I don't even think you'd need it to be a late game technology; I could imagine a KOS style autopilot, whereby you need to plan out your mission in advance; so the limit of how automated the autopilot is isn't an arbitrary tech limit, but rather how skilled/bothered you are to use the system; in the early game you fly most of your missions manually; as you gain experience with the autopilot system, you can start automating routine missions (I.e, cargo flights), until you reach a point where you have enough experience to setup the autopilot for interstellar missions.
If you watch all the last clips of all the update videos they all have been a rocket launching from kerbin and it’s now about to go down and land at the moon
I've seen people saying this is essentially a "countdown" to launch date. Each ending of these dev vids has been a different stage of the min landing. With launch date being announced when it "lands"
6:08 I'm really excited for this, not just because it allows interstellar travel, but because Falcon 9 style reusable missions (and indeed all reusable missions where one stage is suborbital) become way easier to do than they are currently
To be honest, I am not a person who really like multiplayer games. That is one of the things I love about KSP. I am free to be creative and explore on my own. If they end up having that functionality, fine, but I won't use it. If they never have it I will be fine. If you can only play multiplayer I will move on to something new.
How would multiplayer even work? Trying to maneuver a delicate space station docking…. 100,000x time because the other player is shooting to another star system
Over-promise, sell, under-deliver Cyberpunk 2077 parody that will have paid DLC and maybe micro transactions. I guess a bunch of liars will have the game out in 2023 like they said and I am sure they will decline there paychecks for every month of extra time taken.
Over-promise, sell, under-deliver Cyberpunk 2077 parody that will have paid DLC and maybe micro transactions. I guess a bunch of liars will have the game out in 2023 like they said and I am sure they will decline there paychecks for every month of extra time taken.
okay, hear me out : if were going interstellar, we would likely have vessels that go to a significant portion of the speed of light right ? then they HAVE to include einstein's general relativity laws, like the one which mean that time flows slower the faster you travel in space! idk that would be so cool to have an interstellar trip last 8 years on kerbin but only like 6 years for the kerbals inside the ship or something idk im too lazy to do the maths but then i wonder how would it work in multiplayer ? idk seems complicated to implement but damn "time travel" is the coolest thing about traveling close to the speed of light so definitely worth it if you ask me
Always look forward to your recap videos on the ksp update videos. While I watch and process the videos, there's always a lot that I miss that you catch, so thank you for these!
You mentioned New Horizons space craft is the fastest humanity has built so far ? Unfortunately not correct, the fastest space craft is The Solar Probe which is going around our Sun now !
I just started the regular old KSP... I already modded it to hell and started playing science I have been dreaming to play this game for soo long that I can't even tell I am waiting for KSP 2 so much
I can't wait for this game but I still wonder about "pre-alpha footage" and stuff. Like do they consider Alpha where they get all the systems into the game and beta just the test + fix phase? Cause I'm slowly not believing this game will come out in 2022.
I think they said at some point that the game will "come out" as an alpha, much like the original KSP. The "finished" version, 1.0, might be as far as years away at this point. Doesn't necessarily mean that the game won't be fun to play when it initially releases, though.
If the usual AAA habits are any indication they'll release it as soon as alpha is done and let us pay them to beta test a broken buggy clusterfuck. THat's the usual MO for AAA publishers like T2.
@@tiedeman39 I think there's a difference between Squads tiny group of developers and massive companies. Especially when we're talking about unfinished games
For a game that could come out this year, there is still precious little footage that represents actual gameplay. Mostly just glamor renders that may or may not be effected by physics. At least one shot was of a burning vessel with a little wobble.
wat about geo engeniering? and colany building. kerbels risk there lives on a regular basisis and need some down time. the abikity to drink a beer or watch a movie
My theory is that KSP2 multiplayer will have microtransactions and that is why they are keeping it a secret. because take 2 hasnt released a game yet without microtransactions the past years
Yep. T2 is scummy as fuck. They said they wouldn't put them in KSP2, but they've also said they'll never publish a game without them and they're not above lying to the playerbase. Why I'm not pre-ordering, buying on launch day even. I'm waiting a few months post launch before I click the button, and if there's MTx...or indeed any online connectivity whatsoever...I'm not gonna buy it. Take my money elsewhere.
@@TestECull I'm not particularly interested in multiplayer myself, but I don't see why you'd be offended by the option of online play if it were offered, so long as it doesn't require an always-on connection to play a single-player campaign. I imagine KSP multiplayer could be a totally engaging shared experience if done well.
@@bartolomeothesatyr I've already told you people twice now why the idea makes my skin fucking crawl. How many times do I have to say it? Do I have to put it in neon fucking letters? Do I have to build a space station in KSP1 spelling it out and upload a flyby video?! The only thing it adds to the game is an easy way for Take Two to fuck us all over with microtransactions, loot boxes, and restrictions on modding. That's what multiplayer adds. KSP is not the sort of game where having other players on screen adds ANYTHING of value. It ain't like Fallout where there's an argument in favor of letting an actual human player...ideally a friend...take control of the NPC followers you usually have(And which Bethesda handily showed the folly of requesting when they shat out 76 to the chagrin of the playerbase...), or a game like ATS/ETS where other human players driving other trucks adds atmosphere to the game. No, KSP is a game about space exploration where there's really just not any sort of benefit to having other human players involved. You're not gonna be flying around in congested space interstates with other ships zipping along like you would in something like Elite: Dangerous. You're not gonna be spending all your time doing space donuts around your moonbase trying to practice your perfect extra-terrestrial tandem drift tapping. You're not gonna be having massive fucking shootouts on Laythe's beaches trying to defeat space nazis or trying to bring down demons on Duna. You're launching crude, rudimentary spacecraft, many of which aren't even equipped with seats, to do exploration. There just is not any room in the formula for multiplayer to add anything of value at all, much less enough value to warrant the risks it carries with a publisher like T2. The only value adds KSP can possibly have from a multiplayer component can be accomplished with a discord server. I swear to fucking god if I have to repeat myself a fourth fucking time...
@@TestECull You're coming off like an asshole with that "if I have to repeat myself" garbage. That being said I totally agree with you I don't think there is any need or value to the players in MP and I'm totally opposed to it. This is not really a game that lends itself well to MP. I think Take Two is lying through their teeth and there will absolutely be MT in this game then all the dupes who pre-ordered it will be crying foul when everyone with sense told them to never preorder. This kind of shit is why my steam library is full of indie titles that cost $15-30 and give way more value than AAA games these days
@@TestECull Dude ksp multiplayer would be soooo fun, it opens up sooo many new possibilities!! but yes i agree the idea of ksp 2 having microtransactions does worry me, but i hope nate wont let it have microtransactions
i tell you what. They fucked us over and lied to us about multiplayer in KSP1 they better not try any bullshit with multiplayer in KSP2. I am not buying the game UNLESS it has multiplayer FROM THE START. Also KSP2 isnt going to be released in 2022 im almost certain. Basic systems are still being worked on there is just not enough time for release in 2022
Im interested to see what modders can do with the new interstelllar travel system, as well if the game devs gonna make a DLC of sort (Or even an update) where they hint to some old classic sci fi tv series. Like wrap engine/core from Star Trek. Or using some "faster then light" theories that is already out there. Like the Alcubierre drive, or somehow have a drive that is able to open/make a wormhole. You know, what some people in the field do theorizing about, but are still way out of the human league. I arent saying that I a drive that can do FTL to make the interstellar travel easier. Im saying that it will be cool to see the game devs, or modders, to make that sort of easter eggs
They actually edited that presentation after the earnings call to say that it would come out in Fiscal year 2023 OR fiscal year 2024. It could have a release date of 31-March-2025 and still hit that.
The official video says that you could look at a single pixel size dot on screen, and you could go there. That seems to suggest the capabilities of visiting ALL the pixels on screen. I think we could be in for possible hundreds of planets to explore.
@@TestECull I think what they meant is that if it's like No Mans Sky. The launch could be shit, but they could improve it and not give up on it, just like the No Mans Sky dev team.
I get that some want multiplayer games for everything I am not one of these people. This is a game that should never be multiplayer it is going to be hard enough on your own PC, don't need to add others to make more problems.
Honestly, I'm not so keen on multiplayer either. But it was a promise at the beginning of KSP2's development and they never officially reneged on it, so I'm holding them accountable by reminding everyone about it :)
Oh my God PLEASE, PLEASE I BEG THE DEVS TO GIVE PLANES MORE PURPOSES AND LOVE. Even if it's a dlc for more parts I'd buy it immediately! Also I'm really hoping multiplayer isn't left 4 dead that'd suck alot.
More parts just lets you build more planes, with still nothing for them to do. It's a problem you need to solve directly, by adding game mechanics in a way that a plane is the best and fastest way to use those game mechanics.
@@44R0Ndin things like testing fly by wire systems, engines, and dropping off tourists point to point would be fun maybe even weapons. Storm works did it and that's a rescue game
Oh fuck no. If it's owned by Take 2 interactive the game Is fucked. We probably going to get a broken mess of a game on launch and they going to add pay-to-win mechanics somehow in multi-player. And we will go centuries before we get a sequel like with GTA6. Unless this is a different Take 2 and if so we should be fine
It's not Take 2 directly, but their subsidiary Private Division that's calling the shots. They have published "Outer Worlds" and "Hades" over the past years, both of which were received well. The idea is, that Private Division focuses more on niche games and has more freedom in doing so while T2 keeps their hands on the big AAA titles to use as cash cows.
I do enjoy these videos. :) I don't often say so because I'm always thinking of facts and possibilities rather than feelings, things rather than people, but I was delighted to see the thumbnail and immediately put it on my "Watch ASAP" list. I wasn't disappointed. On to the things... :) Perspective is tricky. Having a head for shapes and having been something of a 3D artist for many years, I'm looking at 2:54 and thinking the engine bell is more like 40 meters, but that's still huge. :) One thing I might do is take a screenshot and overlay lines onto the big girder to see how the perspective changes the scale over the length of the ship. I'm thinking this might work better if I wasn't so tired and if I still had a 4k screen. That bit about a star being visible the whole way is certainly possible. It's done by universe simulators - I had one of those on a 286! :) The trick is to change how the star is rendered at different distances. It helps a lot that it can be reduced to a simple point light source for most of the journey. Of course, the 286 rendered stars up close as simple circles, but even for a far more powerful computer, a simple circle is appropriate for a certain range of distances. It's also appropriate for the planets at certain distances. _BUT_ all this unquestionably creates some extra points of complexity in an already very complex game.
If multiplayer doesn't make the cut, it might delay my purchase of the game for a long time. As it was one of the biggest features that I am hoping for.
same that's one of the features im most excited about, but even if it doesnt have multiplayer I'll still be really excited to purchase and play ksp 2 lol
@@mastershooter64 I'd still buy it eventually, but without multiplayer there would be less incentive for me personally so I'd probably wait a while to get it.
this game is crazy because you realize that youre always in an orbit.. space travel isnt just travelling in some random line like you can just go anywhere.. youre always in an orbit. when you leave a planets soi you enter into the orbit of the planet around the sun.. visa vie.. if you leave the suns soi (which you probably wont) you will enter the suns orbit around the center of the galaxy.. to get to the next star you simply need to rendezvous with it the same way you do with docking by adjusting the normal value at the node to match the stars orbital plane and then proceed to adjust your orbit by either speeding up or slowing down and either extending or decreasing your orbit size around the center of the galaxy... i would liken it to the subtle adjustments that are made when doing a docking maneuver but on a larger scale.. docking maneuvers are basically micro adjustments to your orbit to match the orbit of the thing youre trying to dock with.. once you dock with it you are in perfect orbit with it.. the same is true for planets and even stars..