Kerbal Space Program 2

The mission options open up as you progress. There’s a good variety, IMO.

I’m down to just a handful of remaining missions. One is very, very difficult: land 10 Kerbals on Eve and return them. Eve is difficult to return from at the best of times, and I need to return about 5 tons of mass. No idea yet how I’m going to go about that. It helps if I can land on a mountain… but how am I supposed to pull that off? Need to check on if there are some broad highlands that would be almost as good.

I did at least complete the “Big 'n Husky” mission, which is to land a 300 ton craft on Duna. Lots and lots of parachutes plus some last-second braking did the trick, though it took a few tries.

Haven’t used any teleportation so far, whether for testing or not. Gotta live with what I build (though I do save scum a lot).

Yeah as soon as I finished brats mission there appeared a lot more different missions . I guess you also have to do your own side missions to go gather more scanned from biomes etc to stack up more science points.

I will take back some of what I said on the rovers, my crappy design skills were likely a cause of many of the ground collision issues.

This cruised along pretty well with only two random ground glitchs that may have been caused by excessive speed . Anyway made it to Duna monument after landing much much closer this time , still was an hour of rovering which was quite pleasant.

I guess I need a series of sample recovery missions to Mun Min and Duna to scarf up some science points, along with planetary scans and start a deep space comms network to get a probe out to Jool or maybe just Bill in a can for a long trip.

Uuuuuugggggghhhhh. Just spent a couple of hours tweaking things and fighting random bugs to land on Laythe near enough to the monster. Finally succeeded (aerodynamics, landing gear, parachutes, engines, and other things all glitched at various times). And now, having landed… I can’t even walk properly. If I take a step or two, Valentina goes into “airborne” mode (with her arms spread) and I can’t move. See:

If I switch to the rocket and back, I can get her to unglitch, but as soon as I move it happens again. If I’m lucky, I can jump once. It’s just a short jog to grab the samples, and I can’t get there! Maybe I have enough delta V to just move the rocket…

I found that I could walk down the beach more or less properly, and then swim to the skeleton. Kinda dumb, but effective. Rest of the trip was uneventful. The same return rocket worked fine, from land this time. Though a new mission says I need to fly a spaceplane around Laythe… bleh, I don’t care for spaceplanes. Though in retrospect, it might have made the precision landing easier.

Nice going,

am a bit unsure of the difference between the main mission and the secondary missions ,

Some of the bugs get really frustrating, it would be nice if the fixed the decouplers, and why the focused desks becomes the stack separator is weird, and for some reason when I get to orbital my vessels suddenly just accelerate off into nowhere Fixed with a quick save and reload, not sure if it is me and one of the mods or something else. On the plus side it gives me some free altitude !

I am not even close to thinking about landing on Tylo on my tech tree. I set up my Duna and Jool comsats and using the orbital survey mod. I undersized the batteries on the jool sats so they are forever running out of power making the survey take a very long time . I’ll do the Eve SOI mission then I think I’ll do some Mum and Duna manned explorations getting samples back for the science and practice.

Oh and don’t fly to Kappy rock at night! It took forever to find it with quite a few save restores and my aircraft , I suck at flying so the landing method is to deploy chutes . The flying was quite peaceful and scenic though.

Had to replace my PSU as the PSU fan was crapping out, I installed a Corsair 850w unit and it had a nice set of cables so the interior is way tidier now all the random molex and crossover cables are gone. I think the only thing left of the original 2006 build now is one hard drive that is barely used… But it’s got me thinking the i7 3770 I installed when it was the height of new chips is a little long in the tooth, so I’ll need a new processor, mobo and ram. “Because I want KSP2 to look even prettier” may not be the justification that will get the spend approval past the Mollusc household finance committee.

Try “need hardware that supports Windows 11 because support for older versions will be going away when 12 comes out.”

I have sent out a bunch of satellites to map all the planets in the systems ( planetary survey mod) with the radiation and sci it on board as well to get some more science.
Designed a generic satellite with a crap ton of radioisotope generators and many many solar panels , with a few minor variations for delta v for each target. Efficiency is something I am sure I will lean when money and budgets become a thing .
Quite a palava off planning all the launch windows and transfer windows and keeping track. I tried some of the alarm clock mods but I am too dense to work out how they work so a pen and paper and many notes reminding me a Kerbal year has 426 days as nodes and SOI changes are all relative to current date not absolute date. The Alexmoon.github window planner is still an awesome tool. The Flight Plan mod , again I can’t seem to figure it out. Latest rev of maneuver node controller is very nice.
Anyway got everything launched into Kerbin orbit all ready to go at their respective launch windows .

One thing, ok one of the many many things I don’t seem to have down is getting the escape from kerbin right. I get my maneuver node sorted, correct phase and ejection angle and I get intercept or at least the right place for the mid course correction on the maneuver node, but my burns are taking 2-3 minutes . That ends up with my end of burn trajectory being off of what I wanted and a big extra correction burn needed( let’s ignore that I ended up with intercepts not at the AP so relative velocities were quite large at intercept, more of that later) . So with the long burn I am using a lot of dev not going the right way.

Now I guess I need to get some more ommf on my transfer stage and ditch it after the burn ( my designs use the same stage for transfer , correction then injection deceleration, which may not be ideal) . Or I could obviously put myself into a large eccentric orbit with the PE at 100km and positioned at the ejection angle relative to prograde , which would cut down the burn time and get a bit of Oberth boost.

Now if get into that very eccentric orbit and time it so I am back at PE on the right transfer date at the right phase angle. If I set the PE at an ejection angle of say 90deg to prograde on the day I burn to create the elliptical orbit , and get back to the PE 40 days later, is the PE still at 90 degrees to prograde or 35degrees shifted or something?
So do I need to also plan for my ejection angle to rotate? ( obviously I need to account for phase angle change)
If that makes sense ?

Other learnings, other than just because you have an intercept it doesn’t make it a good one, have to pay attention to the relative velocities , also check what ones orbit looks like when coming into Jool. I put two of my sats into what would be retrograde orbits around jool , I then tried for a Laythe orbit direct from entering Jool SOI ( not aero braking designs either) going at it 180 degrees from an already spicy relative velocity. Discovered I needed 9000 dv to break and orbit….

So back to the save for that one. Apparently details matter in orbital mechanics and apparently I did a degree in computational physics with some Astro and stellar physics courses and should know all of this according to an old bit of paper on my wall.

Anyways got almost everything being mapped now, and had Jeb and Val go on an Mun expedition in the interim. I left Val on a rover for a long while and she has gone to the Kraken at some point , alas poor Val.

This isn’t great:

Then again, this studio has been incredibly slow in making improvements. So it might be a coinflip whether the pace actually gets worse after moving elsewhere.

All very confusing
Private Division , the publisher ( rights owner? ) and as far as I know owners of the take 2 studio that is developing the game has shut down take 2 , but is saying it will continue to develop the game itself. Not sure if the Squad studio will be back in the picture , I guess we will find out over the next few weeks.

I’d guess that private division is not happy with progress and is going to move development to another team. Well more hope than guess.

Take-Two is the publisher. Private Division is really just a label, not an independent publisher–they’re sorta the indie division of Take-Two. Intercept Games was the developer.

I don’t know how much of the current delays can be blamed on Take-Two vs. Intercept. It’s always easy to blame things on the publisher, and Take-Two doesn’t have a great history. But developers can be crappy too. So it’s possible that things will improve under a different developer. We’ll just have to wait and see.

Yeah , when I said “it is confusing “ I guess I meant “ I am confused “

But yeah we will need to wait and see.

So… is the game dead or not? The communities for the game seem convinced it is dead, but is that just doom and gloom or real?

I don’t think anybody knows yet. I did just see an interview with the original KSP1 dev that pitched the idea to Squad (which wasn’t a game developer at all). He mentioned that no one has contacted him for advice or any other reason at any time during KSP2’s development. Which seems like a bad sign–you’d think they’d want to hear from him. Maybe a legal thing.

Anyway, they’ve already been going all this time working independently. Intercept had no connection and neither will whoever it gets moved to. So it’s not exactly a downgrade in that respect.

Some non-answers from their X account:

Looks like they told ChatGPT to write a post in corpo-speak about how they fired the team without actually saying they fired the team.

I watched that too Quite interesting. KSP had a lot of hands involved I am sure, but it really was Harvester’s baby.

I missed what went on that Harvester’s game was passed on to a completely different team; but it seems to be a victim of not only the recent downsizing push in the industry but also general incompetence.

A proven product, ready for a technology update with a dedicated audience. Just thrown away.

The interview:

There does seem to be a lot of incompetence involved. I’m not sure I agree with Harvester’s idea that the new dev team should have focused on the new elements first (colonies, etc.) and then moved down into the space that KSP1 already occupies… but it’s an interesting idea. It just seems weird that with a large, well-funded team, that they couldn’t easily clone what KSP1 already had. I’m a software dev and understand that things aren’t always as easy as they seem, but KSP1 just isn’t that sophisticated a game, and many of the bugs in KSP2 are just brain-dead obvious.