It really does look extremely exciting. The original game had essentially nothing to do on planets besides deploying a couple science experiments and then going home. It looks like KSP 2 is going to resolve this problem with its colonization mechanics.
Unfortunately I doubt I'll ever have a good enough PC to run it decently. Even with the original KSP my current PC struggles to run it with any sort of visual enhancements mods which I think are a necessity because clouds are extremely important for immersion and even situational awareness while flying. I really wished Squad would have added clouds themselves in a more optimized way. It blows my mind that they seemingly never even tried to add it as a graphics option.
I've reached a sort of happy medium by turning down literally all the graphics settings to minimum and only installing 2d clouds, but even then my game begins to run at half speed when I build a vessel with over 100 parts.
Modded KSP, especially with all of the visual enhancement and realism mods, is possibly the most mind-blowing video game I've ever seen. I remember watching NASA's animated visualization of the JWST launch and thinking it would have looked better in heavily modded KSP.
i got it to a point where i was seriously frozen in awe sometimes. you eventually hit a wall caused by the limitations of the engine, which i hope ksp 2 will solve. i hope they put plenty of stuff to check out on the planet's surfaces because i'm really in it for pushing for further and further exploration.
From what I understand the original KSP was hamstrung from the beginning because it started out as a passion project made by a guy who had never made a video game before. As a result the whole thing is built on spaghetti code and is an unoptimized mess.
Here's hoping the more experienced developers of KSP 2 can fix a lot of those issues. One confirmed feature that'll help a lot is the addition of procedural wings. No longer will players need to build wings out of dozens and dozens of smaller wing pieces.
Perhaps they could also lower part counts by introducing part welding as part of the stock game. Instead of launching a vessel with a bunch of parts, you could choose an option that allows you to group different parts together so that the game applies physics calculations as if they were a single, rigid part.
part welding might be the most critical thing they could implement. especially when you need to dock your huge interplanetary cruiser with an attached multi-stage lander with your duna fuel and habitat station and you are down to 1 fps. plus i loved making super detailed spacecraft with lots of little bits
It really does look extremely exciting. The original game had essentially nothing to do on planets besides deploying a couple science experiments and then going home. It looks like KSP 2 is going to resolve this problem with its colonization mechanics.
Unfortunately I doubt I'll ever have a good enough PC to run it decently. Even with the original KSP my current PC struggles to run it with any sort of visual enhancements mods which I think are a necessity because clouds are extremely important for immersion and even situational awareness while flying. I really wished Squad would have added clouds themselves in a more optimized way. It blows my mind that they seemingly never even tried to add it as a graphics option.
I've reached a sort of happy medium by turning down literally all the graphics settings to minimum and only installing 2d clouds, but even then my game begins to run at half speed when I build a vessel with over 100 parts.
i scraped together money to build a new PC for modded KSP. i had a problem. if KSP 2 is ever released i will build you one too
Thanks for the offer I'll keep that in mind!
Modded KSP, especially with all of the visual enhancement and realism mods, is possibly the most mind-blowing video game I've ever seen. I remember watching NASA's animated visualization of the JWST launch and thinking it would have looked better in heavily modded KSP.
i got it to a point where i was seriously frozen in awe sometimes. you eventually hit a wall caused by the limitations of the engine, which i hope ksp 2 will solve. i hope they put plenty of stuff to check out on the planet's surfaces because i'm really in it for pushing for further and further exploration.
From what I understand the original KSP was hamstrung from the beginning because it started out as a passion project made by a guy who had never made a video game before. As a result the whole thing is built on spaghetti code and is an unoptimized mess.
Here's hoping the more experienced developers of KSP 2 can fix a lot of those issues. One confirmed feature that'll help a lot is the addition of procedural wings. No longer will players need to build wings out of dozens and dozens of smaller wing pieces.
Perhaps they could also lower part counts by introducing part welding as part of the stock game. Instead of launching a vessel with a bunch of parts, you could choose an option that allows you to group different parts together so that the game applies physics calculations as if they were a single, rigid part.
part welding might be the most critical thing they could implement. especially when you need to dock your huge interplanetary cruiser with an attached multi-stage lander with your duna fuel and habitat station and you are down to 1 fps. plus i loved making super detailed spacecraft with lots of little bits