KSP 2's Creative Director talks Colonies - Interview with Nate Simpson

Ойындар

I got the chance to talk to KSP 2's Creative Director Nate Simpson approximately 2 months after the "FOR SCIENCE !" update, to discuss its reception, but more importantly upcoming features including the Colonies update.
#kerbalspaceprogram2
#interceptgames
#ksp2
Chapters:
00:00 Intro
00:22 How does KSP2 team feel after "For Science!" update ?
04:58 How did transition to feature teams affect KSP2 Team ?
08:46 Will there be long duration experiments in the future ?
12:08 Adding purpose to space stations ?
16:07 Will KSP's Science Archive make a return ?
17:05 Will CommNet get an upgrade ?
22:39 How will KSP 2's performance evolve ?
25:05 Will there be more KSP2 updates before Colonies ?
25:35 Will we get Precision Maneuver and When ?
27:53 Will we get Alarm Clock ?
30:19 Colonies - Can we place them anywhere ?
31:40 Will Colonies be requiring resources to build ?
32:47 How many new parts are we getting with KSP2 Colonies Update ?
33:35 Are delivery routes coming with Colonies update ?
35:55 1 year anniversary Duna Colony image - Comments ?
37:54 VAB - What is difference between Craft and Workspace ?
41:06 Asparagus Staging like KSP1 - When ?
43:41 Goodbye and closing thoughts
My Video on how Colonies will Change Everything - • How the Colonies in KS...
Going to Kappy bara Rock - • Launching Plane to orb...
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Пікірлер: 119

  • @GrunfWorks
    @GrunfWorks3 ай бұрын

    My Video on how Colonies will Change Everything - kzread.info/dash/bejne/eqqiqrN7gcXAebw.html Going to Kappy bara Rock - kzread.info/dash/bejne/aoKGmLBtgKvPn6g.html Also minor correction. In the CommNet section of the Interview, Nate mentioned KSP1 but was actually referring to KSP2.

  • @ShadowZone
    @ShadowZone3 ай бұрын

    Great interview, lots of interesting information you were able to get out of Nate. Let's see how if fits in with everything we have heard previously. Time to put our detective hats on 😁

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    Hi @ShadowZone, can’t wait to see your deep dive on this 😎

  • @splith
    @splith3 ай бұрын

    I love the interview. I understand where Nate is coming from, he wants to build out the new features that will define KSP2, and we are still looking for some improvements to flights and missions. When I go back to KSP1 I feel like the system's are so nimble and responsive. Still trying to get there with KSP2.

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    His priorities are 100% right, and I agree with him that colonies will fundamentally change KSP2 and make it a new game, but you can't blame a guy for asking 😉

  • @sterlinganon

    @sterlinganon

    3 ай бұрын

    His BS sounds good, but talking about MVPs and excuses about team structure after 7 years of dev.. especially after pretending they were going to release it as a full product and just kept delaying for 3 years....proof is in the pudding, they f'd up royally, and he was a lead through all of it.

  • @Will-uf7jt

    @Will-uf7jt

    3 ай бұрын

    @@sterlinganon you do realise they were most likely forced to release it

  • @sterlinganon

    @sterlinganon

    3 ай бұрын

    @@Will-uf7jt you do realize noone is forced to lie about release dates, the progress of a project or take 7 years to build a shitty copy of a game developed by just one guy initially? The fact they were forced to release this shit pile after running way over schedule and budget is meaningless.

  • @Will-uf7jt

    @Will-uf7jt

    3 ай бұрын

    You do realize that the they are owned by a huge corporation that most likely got annoyed by the delays@@sterlinganon

  • @Prestomatic
    @Prestomatic3 ай бұрын

    I honestly would rather have delivery routes and resource gathering come into the game before interstellar travel, It would fully round out the colonies after 2 major updates rather than jump from colonies to interstellar and back to colony functionality. Love the interview and always happy to hear more from Nate and the KSP2 team!

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    I thought about it and to a degree it does make sense, but if you think from tech perspective, before you could have Interstellar delivery routes, you first have to have figured out how interstellar travel works to be able to abstract it in a proper way.

  • @Prestomatic

    @Prestomatic

    3 ай бұрын

    @@GrunfWorks I would normally agree with this point; However, the developers have said that the delivery routes will come to KSP first as just timers after doing the set up mission. Perhaps there are other reasons that have not been reveled to us as to why they are going for interstellar first. At least for now, I still think that adding the resource management side of colonies before interstellar would be better.

  • @sunRay04

    @sunRay04

    2 ай бұрын

    yes

  • @bashkillszombies

    @bashkillszombies

    2 ай бұрын

    But they want you to wait and pay more beta bux. They've made a career out of urinating in their fans mouths while their fans applaud and soy face in response. Now you're surprised they don't take you seriously?

  • @drjekl521
    @drjekl5213 ай бұрын

    Nice work on this interview! I can't wait to see what else they can do. I'm excited for telescopes, long duration science, and delivery routes!

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    Thx, me too.

  • @danielmoelders7290
    @danielmoelders72903 ай бұрын

    When they add resource processing and synthesis, I hope we get some really different processes. Like one that produces a ton of waste heat, another that requires a huge amount of power, and another that requires really cool temperatures. This would encourage specialised colonies/space stations and maybe even some sort of location bonuses. Like building a space station in a low solar orbit to get maximum power, or sticking a colony on the perpetually dark side of a Kuiper belt asteroid (prob overkill....) to stay as cool as possible.

  • @EstrellaViajeViajero

    @EstrellaViajeViajero

    3 ай бұрын

    I suppose they could artificially implement Lagrange points as mini spheres of influence with no gravity so perpetually dark / light space stations would be possible.

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    I think that is a great idea. Having VASTLY different requirements for some processes makes you go to places that are not your first choice. I think even Nate said that some resources will only be able to find in remote locations that arent necessarily easy. What you are suggesting adds to it and builds upon it, so it sounds great. TBH, i am terrified of an idea Principia mod comes for KSP2 and some1 decides to send a copy of James Webb to Kerbin L2.

  • @Unzenexplorer
    @Unzenexplorer3 ай бұрын

    I'd love to name the craft directly in the VAB like ksp 1. Then save the file in whatever format works with my file organization.

  • @ModelBuilders

    @ModelBuilders

    3 ай бұрын

    Very annoying in ksp2.

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    I have been struggling with understanding this, that is why I asked. Also IMHO if the name of the vessel was just above and listed as " Craft NAME" should be clear while workspace would be called: Save File name or something. Workspace part is confusing for me, despite it being technically accurate

  • @MattNeufy

    @MattNeufy

    3 ай бұрын

    @@GrunfWorksI still haven’t tried 2 yet despite falling in love with KSP in like 2012? Idk it was early. KSP just makes sense. It’s the orbital mechanics which are hard. Why is KSP2 making the easy parts hard? Orbital mechanics is LITERALLY ROCKET SCIENCE! They should be like KSP and make the basic things not be a chore to learn.

  • @EricJW

    @EricJW

    2 ай бұрын

    @@MattNeufy You have to remember devs are usually very technically-minded people, so their standards for "simple" and "obvious" differ from most of the playerbase. The far end of that spectrum would be fully comfortable if you interacted with the game with just an Excel spreadsheet. It's why UX is its own full discipline and why getting user feedback is so important. "Name" and "Workspace" on the same panel is a relatively minor annoyance in comparison. I can definitely see how that would have been designed without anyone registering a problem with it.

  • @jhbk5
    @jhbk53 ай бұрын

    The naming convensions part of the talk was insightful. It would be nice to have a "program" workspace to develop within the VAB and then produce vehicle iterations that I can launch. It would be even nicer if I could save those iterations as the individual vehicles with descriptions and then I could select them for launching independely from the VAB.

  • @_lepvs_
    @_lepvs_3 ай бұрын

    I really really really hope, although I really doubt it, that we get to the point where we can unlock parts similar to the engines in The Expanse, where we can make small crafts with crazy powerful and efficient engines. I'm already at 130 years in game, would make sense that at some point Kerbals unlock fusion engines

  • @IvanRodriguez-tl2zr

    @IvanRodriguez-tl2zr

    3 ай бұрын

    Metallic hydrogen engines have a "small" size variant as shown in old developer footage, which have high thrust and efficiency.

  • @anoniemw.222

    @anoniemw.222

    3 ай бұрын

    He talked about torch ship engines in early video's. So probably will be between the other future tech engines

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    I remember hearing devs at some point in history talking about something like that

  • @EstrellaViajeViajero
    @EstrellaViajeViajero3 ай бұрын

    I hope we get some of the space station / orbital construction parts earlier on in the tech trees, so we don't have to wait to Tier 4 / 5 to play around with it. Once I get docking unlocked, I'd like to be able to automate refueling of large interplanetary craft to use as motherships so my poor Kerbal isn't sitting in a chair in a command pod for years on end during transit. Plus, right now all my spaceships are aerodynamic because they need to be launch-able, which hurts realism a bit.

  • @LEXX790
    @LEXX7903 ай бұрын

    The Duna colony at 36:14 looks neat.

  • @GIRGHGH
    @GIRGHGH3 ай бұрын

    These interviews have been pretty important I think to really push out there some real reassurance for things. If it was possible I wish all the questions could be asked, because I'm quite curious about a few things. One question I'd be interested in asking is what's the extent of what CAN be talked about? Because I wonder if there's info that would be new that just wasn't thought of to be asked about.

  • @SALTrobot
    @SALTrobot3 ай бұрын

    We outsourcing the leeks now I see. Thanks for getting this interview for us

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    There are no leeks. All footage was from the previous dev diaries, but admittedly it took a lot of digging 😉

  • @PumpkinPieFaceLick

    @PumpkinPieFaceLick

    3 ай бұрын

    homer simpson

  • @philip9485
    @philip94853 ай бұрын

    Thank you team Kerbal Space Program for making sure Colonies is an interesting thing not because of resources but other factors. Resources I constraining opportunity and then with resources you can unlock these opportunities. I rather have them give a new meaning full part of the vision.

  • @TheTrueMorningStar
    @TheTrueMorningStar3 ай бұрын

    What I would like to see with the craft file saving is to have the workspace be everything in the VAB and to have the ability to have multiple crafts each with it's own craft name/save i.e the workspace would be named Minmus Lander Mission and in that workspace you have crafts called Lander, Launcher, and Second stage which could be build detached from the greater workspace and even loaded on their own into a different workspace if you say just wanted to reuse the lander but didn't need anything else because you were going to a different celestial body you could load just craft or you could load the workspace as a whole to continue working on a mission. Say I have built a rocket to take X mass to Y place I would then be able to load the payload from a prior mission and that launcher from another prior mission into the new workspace and strap the lander on the launcher for a new mission. Think about the real world we don't design a new Falcon 9 for every satellite it launches, it would be nice to design a set of launch vehicles and payloads and just be able to load payload X and launcher Y and launch.

  • @MattNeufy
    @MattNeufy3 ай бұрын

    Have a Munar resource ship. Named sucker. Need to get it to Munar orbit, but no engines. Make surface to low Munar orbit shuttle. Call it Greg. Load up Greg. Load up Sucker. Make sure Greg can hold Sucker. Reload original Greg. Add Sucker subassembly. Assembly. Name Greg_Sucker. Load and fly Greg on ship up to Mun. Greg_Sucker used purely for troubleshooting purposes later. That desk full of scattered loose papers IS my workshop. I’d just end up putting all of it into the main folder anyway with a MissionName_VehicleName_SubassemblyName_ComponentName sort of style anyway.

  • @FishyAltFishy
    @FishyAltFishy3 ай бұрын

    i still haven't bought the game, colonies is the number 1 feature I'm interested in in KSP 2. a less micromanegy and more important and automated version of KSP 1's colonies would probably get me to finally buy. after thinking about it I've realized KSP 1's colony "system" is 100% just the ISRU and drill.

  • @Brycevtr250
    @Brycevtr2502 ай бұрын

    Working in an engineering environment That has been incrementally implementing the Agile framework I am very encouraged to see that this company has invested in their team and given them a chance to learn and grow and explore better ways of working instead of Just canning them and dropping the project. They have learned some hard lessons and it looks like this team has a bright future! I guess it's time to plunk down some cash.

  • @gary.oneill
    @gary.oneill2 ай бұрын

    How I would want saving to work: Name of craft is just that, the name, top of the screen job done. Then upon save, I create/choose a folder, i.e. landers, rovers, mun launcher etc. Then I also get to choose the workspace as Nate described, where my Appolo craft has multiple itterations/differences.

  • @LyrikTech
    @LyrikTech3 ай бұрын

    I played KSP 1 since 2013, back when you could play the demo for an hour, snd only stay in the kerbin system. I remember trying so hard to complete a moon mission in that short amount of time! Obviously I was disappointed with the release, but for science has dramatically increased my excitement! If the next several updates are just as iterative, while also working on getting all ksp1 features into the new game I'll stay along for the ride! I dont think simply making a ksp1 clone w better graphics is the way to go, I'm all for worning on new and exciting ideas, while also improving the base game

  • @adamfundytus5202
    @adamfundytus52023 ай бұрын

    This is a great interview. I love the vision of the team. Slowly and steadily coming along

  • @slickdiggler1197

    @slickdiggler1197

    2 ай бұрын

    Are they still blaming covid for their lack of progress?

  • @adamfundytus5202

    @adamfundytus5202

    2 ай бұрын

    @@slickdiggler1197 what lack of progress? The game is coming along nicely

  • @slickdiggler1197

    @slickdiggler1197

    2 ай бұрын

    @@adamfundytus5202 Releasing a game that’s worse than the first one isn’t progress in my opinion.

  • @kearseymorton2078
    @kearseymorton20783 ай бұрын

    it is gonna be a lot of fun when we get this feature in late 2026...

  • @paulkerman8906
    @paulkerman89063 ай бұрын

    Nate, please please please change the rotation/translation widget, asap. It is nearly unusable. Love you guys and glad to see your passion in every interview! Cheers

  • @calebcoburn2785
    @calebcoburn27853 ай бұрын

    Thanks for the info, excited for colonies

  • @holycheeseburger2981
    @holycheeseburger29813 ай бұрын

    It feels like a mistake to have colonies without at least partial implementation of delivery routes. Building from colonies kind of requires us to deliver building materials from the KSC, which would involve some fairly lengthy missions.

  • @w3xyz
    @w3xyz3 ай бұрын

    got me hyped on the colonies

  • @jayquanfears3383
    @jayquanfears33833 ай бұрын

    Just a note for the commnet bit interstellar wouldn't go wonky if your interstellar vehicle that can serve as a space center of sorts or better yet a colony piece that can house a team of scientists that serve as your new ksp comm network infrastructure.

  • @seawolf2830
    @seawolf28303 ай бұрын

    I think name of craft should be as in Input in the VAB when you click on the launch icon of a subassembly, the workspace name should be the entire space (and the only "item"/name that gets saved when you save a workspace)

  • @jonnyblaze2006
    @jonnyblaze20063 ай бұрын

    You can use custom action groups for you asparagus staging. Set action group 1 to decouple the specific booster(s) you want to stage first. And set action group 2 to decouple the next booster(s) you want staged, etc.

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    Good idea, i just might try it

  • @woodenchaosbunny914
    @woodenchaosbunny9142 ай бұрын

    I’m playing on 0.2.1 and using Science Arkive mod for KSP 2 0.2.0, great mod 👍🏻

  • @GrunfWorks

    @GrunfWorks

    2 ай бұрын

    Might check it out. Thx

  • @alan-daniel
    @alan-daniel3 ай бұрын

    A lot of good stuff in here. I'm becoming more and more confident that they can do it, but with way the current game buckles when part count gets >100 (both in performance and with the ship's build stability), the giant builds that are going to be necessary for colonies scare me. For Nate, re: symmetries The game is really inconsistent with action groups and symmetry. I've run into so many situations where, for example, you need to add the Toggle Gimble from each engine to an action group, but if you add Toggle Engine from each engine to another action group, it doesn't work and one needs to be removed (could be the other way around, as I'm typing this from memory, but the concept is the same)

  • @anoniemw.222

    @anoniemw.222

    3 ай бұрын

    Don't forget that the parts itself will also get larger, which will make the part count not as crazy for big vehicles. They talked in a video that there is a part with a 80 meter diameter, just insane

  • @GiulioVonKerman
    @GiulioVonKerman3 ай бұрын

    I personally do NOT like the workspace/craft distinction. KSP1's system was just fine

  • @_thresh_

    @_thresh_

    Ай бұрын

    Me neither. It mostly just means I need to type the crafts name twice to save it

  • @krkprd
    @krkprd3 ай бұрын

    My left ear enjoyed this.

  • @heretic391
    @heretic3913 ай бұрын

    Thanks for sharing! Very informative interview :) I really want to know when asteroids are coming. I assume in Colonies update maybe?

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    Good question, but I honestly have no idea. Did not even know they will be a thing.

  • @JohnKerrashVirgo
    @JohnKerrashVirgo3 ай бұрын

    I will be keen to try colonies once I am confident my vehicles don't spontaneously explode on quick load...

  • @PlanetJeroen
    @PlanetJeroen3 ай бұрын

    great stuff, thanks, both!

  • @daniel_tv_ger8773
    @daniel_tv_ger87733 ай бұрын

    I don't Name my workspaces and want them to be named like my rocket

  • @MattNeufy

    @MattNeufy

    3 ай бұрын

    Have a Munar resource ship. Named sucker. Need to get it to Munar orbit, but no engines. Make surface to low Munar orbit shuttle. Call it Greg. Load up Greg. Load up Sucker. Make sure Greg can hold Sucker. Reload original Greg. Add Sucker subassembly. Assembly. Name Greg_Sucker. Load and fly Greg on ship up to Mun. Greg_Sucker used purely for troubleshooting purposes later. That desk full of scattered loose papers IS my workshop. I’d just end up putting all of it into the main folder anyway with a MissionName_VehicleName_SubassemblyName_ComponentName sort of style anyway.

  • @JoeFrogz
    @JoeFrogz2 ай бұрын

    How are delivery routes going to work in relation to transfer windows?

  • @GeneraluStelaru
    @GeneraluStelaru3 ай бұрын

    I'll check to see if my modules don't dissappear from orbit with the next update...

  • @anoniemw.222
    @anoniemw.2223 ай бұрын

    Nice interview. Would have hoped you would ask a bit more about the procedural parts they showed in the past. When will they come and will we get procedural (at keast in lengt) feul tanks

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    Were they thinking of using procedural tanks ? Do you have a link to this ?

  • @inub1579
    @inub15792 ай бұрын

    i literally just flew a plane from ksc to kappy rock and use parachutes to land close and then used the throttle to move while parachuting. took 40 irl mins but it worked xd

  • @GrunfWorks

    @GrunfWorks

    2 ай бұрын

    I am thinking of doin something.....similar.....with a twist 🤔

  • @jayquanfears3383
    @jayquanfears33833 ай бұрын

    Specifically the signal delay problem

  • @yukagan8895
    @yukagan8895Ай бұрын

    Oh my god! they've caught nate simpson, put him in a cell (look at those bars) and are interrogating him. free nate!

  • @threesixtydegreeorbits2047

    @threesixtydegreeorbits2047

    Ай бұрын

    nah, he can stay there

  • @scpguy1381
    @scpguy13813 ай бұрын

    So when’s the update?

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    I dont think we will get a when till they are confident redarding update

  • @scpguy1381

    @scpguy1381

    3 ай бұрын

    @@GrunfWorks any rough ideas of when? Like what season

  • @johansten7976

    @johansten7976

    3 ай бұрын

    ​@@scpguy1381What Nate have said previously is "less time from Science to Colonies than it was from launch to Science". He indicated hope that it would be significantly shorter, but given the risk of summer getting in the way I'd not expect too much.

  • @youtubevanced4900
    @youtubevanced49003 ай бұрын

    Fix the bloody manoeuvre nodes. How can I not create a node in a different SOI? Where is the alarm clock? Honestly the best thing this developer could do is focus on advanced mod support. Basically open the game up and let modders fix the mess they have created.

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    They already confirmed that precision maneuver node is very high on their priority list.

  • @danzstuff
    @danzstuff3 ай бұрын

    its the colonies

  • @Festivejelly
    @Festivejelly3 ай бұрын

    I remember them talking about this back in before 2020... its staggering how little progress has been made on the game in that time.

  • @SaviorTheBurn

    @SaviorTheBurn

    3 ай бұрын

    Yeah because they had like 15 people working on it at first. They had to hire everyone.

  • @CasperSocio

    @CasperSocio

    3 ай бұрын

    It really isn't. Physics simulations on this scale with the newly added re-entry heating and fixes related to the wobbly rockets are hard enough to design, implement, and test without there being a game wrapped around it. Imagine the amount of time they must spend designing a **fun** game that low-key requires the players to obtain a fundamental understanding of orbital mechanics. KSP2 aims to make the game accessible to a broader audience, which most likely requires them to design and develop a lot of concepts that are ultimately scrapped once they start play testing it. Every new item/asset/feature has to work- and fit well with everything that already exists in the game. Colonies and interstellar are both very ambitious updates that is being worked on alongside fixing issues brought forth by the community. It goes without saying that the backlog for KSP2 must be massive at this point and I applaud the studio for not taking shortcuts and focusing on delivering one complete feature after the other 👏

  • @sterlinganon

    @sterlinganon

    3 ай бұрын

    Because they fucked up development for the first 3 years they had it and lost a whole studio over it - and this idiot Nate was there for the whole ride

  • @augustagajoshestep
    @augustagajoshestep3 ай бұрын

    This video makes it look like Nate Simpson is in police custody and is talking to a judge remotely.

  • @DaGhost141
    @DaGhost1413 ай бұрын

    I personally would've asked why some seemingly minor features like a precision maneuver node controller take so long? We are talking over a year now. I feel like they suffer from a bit of perfectionism, just a bunch of buttons are better than having to wait for months just so the buttons are a bit more beuatiful

  • @razorback8300

    @razorback8300

    3 ай бұрын

    The devs are probably prioritising other features like the milestones as well as optimisation improvements and bug fixing

  • @CasperSocio

    @CasperSocio

    3 ай бұрын

    ​@@razorback8300I agree. I also suspect that every feature introduced at this point will have to account for the upcoming updates. They talk about doing it right the first time around so they don't have to go back and change it later on. So imagine using the scroll wheel on the maneuver node for a transfer between a planet and its moon. How much should a slight movement of the scroll wheel affect the trajectory? Then imagine doing the same for a node where the target celestial body is in another solar system. The same change would make your spacecraft miss the solar system entirely 😅 Now it doesn't seem like a quick fix anymore to "simply" add precision controls

  • @sterlinganon

    @sterlinganon

    3 ай бұрын

    Because they're slow and because they were constantly pretending to be further along than they were, so tons of tech debt to address

  • @Mohenjo_Daro_

    @Mohenjo_Daro_

    3 ай бұрын

    They did touch on it: Features take time, and have to work with other systems. It's better to put that time and effort into bigger systems so the smaller ones can be added such that they play well with the other systems so that the devs don't need to go back later and completely redo it.

  • @dirtgrub2841
    @dirtgrub28413 ай бұрын

    Sounds to me like ksp will forever be the superior game experience

  • @ukraine_supporter_777
    @ukraine_supporter_7772 ай бұрын

    Ill stick to ksp1 till this becomes more complete

  • @phoxpharms
    @phoxpharms3 ай бұрын

    Maybe if they started by releasing a fully functioning game, we would be over a year after release waiting for KSP2 to reach playable Demo level, let alont KSP1 level, let alone flesh out into KSP2. I had a couple friends buy KSP2 just to turn around and buy KSP1 so they could actually play the game. Every other dev team can manage to port their origonal game into a sequel without having to rewrite the game from scratch, but for some reason KSP2 dev team couldn't take the already functioning code from KSP1 and port it over with new graphics laid over? Maybe by 2025 KSP2 will be a game worth paying for.

  • @Brycevtr250
    @Brycevtr2502 ай бұрын

    Sounds like they had to learn how to really do Scrum.

  • @bashkillszombies
    @bashkillszombies2 ай бұрын

    When they were exposed for stealing code from the modding community without compensation never forget that their response was "Let them try and sue us we're in Mexico lol" - KSP simps will always simp though no matter how immoral Squad exposes itself to be.

  • @NoxiousButtSpray

    @NoxiousButtSpray

    Ай бұрын

    Yeah, Squad are the immoral ones; not Nate and his accomplices 🙄

  • @johnhodgkiss9882
    @johnhodgkiss98823 ай бұрын

    Still got saved game problems.... Reload a saved game and any ship or rover in orbit or on the mum spontaneously explodes into loads of parts. Still not playable.

  • @GrunfWorks

    @GrunfWorks

    3 ай бұрын

    I dont have those problems. I had issue only 1 that ship clipped under minmus but reload fixed it

  • @xpyder22
    @xpyder223 ай бұрын

    Sate Nimpson

  • @byaafacehead

    @byaafacehead

    3 ай бұрын

    Simp Nateson

  • @yantokki92
    @yantokki922 ай бұрын

    Tragedy of a great game's legacy given to an already failing development company.

  • @howdj
    @howdj27 күн бұрын

    This game is a complete scam.

  • @michelians1148
    @michelians1148Ай бұрын

    Dead scam game.

  • @ethancampbell2422
    @ethancampbell24223 ай бұрын

    So... still no plans to do proper physics and actually solve the underlying problems that won't allow KSP2 to do any better than KSP1... technical debt, schmecknical debt I guess.

  • @TheLmiksche
    @TheLmiksche3 ай бұрын

    O.K. let us know 300 years later when something is actually finished. Still didnt made up for the release disapointment.

  • @Vindicator66
    @Vindicator663 ай бұрын

    Two hours of talking and only 72 likes? This is dead. Go sell used cars, that's what you're experienced in.

  • @jarofrice4529

    @jarofrice4529

    3 ай бұрын

    Lmao it was up for one day old when you commented quit projecting

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