Check under the action assignments in the hangers, it's been a while since I have played so I don't know if that's where it is at, but I do know for a fact there is some exclusive options in there on some parts.
I only see "friction control" (in addition to extend/retract) which doesn't seem to do anything.
Worldbuilding is fun, writing is a choreHavn't played in a long time but I have to say I'm ready to sink another few thousand hours over the next few years.
KSP2 coming early next year; new dev team but I have to say they nailled the tone on the trailer.
The perfect mixture of wonder and complete chaos xD
Awesome trailer. I haven't played KSP 1 in a long time, but I'm definitely going to be keeping tabs on the sequel.
Developer Story Trailer
Apparently there will be multiple star systems you can explore and the technology is meant to evolve beyond modern day.
I wonder if there will be an FTL engine available. Probably an Alcubierre drive since those are the most plausible with our current understanding of physics.note .
After a period of radio silence, we now have a new official KSP 2 preview. This one mostly focusing on new engine types with a lot of discussion of metallic hydrogen engines in particular.
Complex explosion physics im stoked
Edited by ch00beh on Feb 21st 2020 at 8:01:31 AM
"Never let the truth get in the way of a good story." TwitterI hope they added some soft body physics so that my rockets can crunch when they hit things too.
I kind of wonder if the 4th catagory of engines they mentioned are actually antimatter drives. That's definitely pushing the limits of the sort of plausible science KSP 2 seems to mostly run on, but it's still not one the level of a warp drive.
My guess is that your first forays into other systems will typically be done with the fusion drives we saw in the trailer, with the "torch" drives coming later to make such travel easier.
...though given this is a Kerbal Space Program game, I expect someone is going to figure out how to traverse the interstellar void with nothing but solid fuel boosters.
Orion would be the first foray into interstellar I suspect since that's one of the drive types, and that was the reason it was ever proposed.
By the reason it was never developed I assume you mean because it's the most Kerbal Propulsion system ever conceived?
ESA announced that they're partnering up with SQUAD for the upcoming 1.10 update.
1.10 will add Ariane 5 parts, ESA spacesuits and two missions based on Rosetta and the ongoing joint ESA/JAXA Mercury mission.
A fairly wacky new trailer for KSP2 to prove it’s not dead
And thus, things have come to full circle.
On June 24, 2011, Squad released KSP version 0.7.3 to the public.
On June 24, 2021, Squad is saying goodbye to KSP with version 1.12 as the game's final major update. Bugfixes may still be released after this version, but the team is officially joining KSP 2's development.
Well, time to resurrect this thread, I suppose.
The early access release was... eventful, to put it mildly. This is clearly a work in progress that they were forced to release on short notice. I understand the state it's in, and I understand the decision to release after all the delays. The price tag is inexcusable for what's effectively an open beta, though. I intended to wait until the colonies update to buy the game, and this has not changed my mind.
The devs have done a good job fixing bugs and improving performances since the release, so I'm cautiously optimistic. However, the kraken and wobbly rockets are back, and that's concerning. I assumed that they would take the opportunity to rebuild the physics engine from the ground up to address KSP's problems, and that doesn't seem to have be the case. I'll have to wait and see.
Worldbuilding is fun, writing is a choreI'm sticking with KSP1 for the foreseeable future. Not because of 2's state, I haven't even seen any gameplay videos of it, I just don't have the hardware to run it.
The studio behind Kerbal Space Program 2, Intercept Games, is likely shutting down soon. It's not 100% confirmed yet but the rumor mill doesn't paint an optimistic picture.
Small question: the wiki says landing struts have a "lock suspension" option, but I can't find it? I only see "deploy shielded" and "extend/retract". I have the latest version.
Worldbuilding is fun, writing is a chore