they gave is that there will be more of it compared to the first game, but I think just looking at the farming dome parts already visible in some images one could have guessed as much. The answer given to the question on life support mechanics etc. They mentioned the colonies being simulated in the background, although I wouldn't expect anything more complex here than basic resource consumption for food, power, water. The only really new thing mentioned is that colonies will have "development phases", by which they meant that early on you will ship inflatable habitats or components from elsewhere via rocket, where as later on the colony will have industrial capacity and will need raw materials to build more advanced facilities. Mostly it is things they already mentioned, the automated supply routes (fly once to "prove" the route/craft to set it up) was already mentioned in PC gamer I think. I saw the forum post yesterday about the podcast, but wanted to first listen to the whole thing first before posting. Simulations within the simulation to help design craft and missions, other ways to help design craft Heat management is a big deal in mid/late game, lots of radiator options Solar sails, laser-driven interstellar craft, other spacecraft that are "not rockets" not in at release, but they'd like to do it as DLC Moddability is a major focus, one example they're discussing is Reality Overhaul they want to make it possible to do that more easily than in KSP1 also nods to a few prominent modders Top-tier, endgame"torchships" can accelerate at 1G for very long periods of time Interstellar transfers based on brachistochrone trajectories Automated supply routes are in, in connection with the above Campaign gameplay is about building interplanetary and the interstellar infrastructure 3-body physics are in for Rask and Rusk, but not elsewhere reason being that full N-body would complicate gameplay too much (I agree) They're clearly hardcore KSP fans and seem to be striking a good balance between playability/fun and realism. Listening to it RN, with a lot to go, but I like what they're saying so far. Massive podcast just dropped, with a ton of detail about KSP2. There's also some new dome type in there on one of the colonies and blinking lights on a station. ![]() Expected better for Laythe after all the others.Īlso got a brief scene from one of the tutorial animations showing how those look in motion. Some of the bodies we already seen and some not shown previously in their KSP 2 versions, such as I think Vall and Bop, Gilly or Pol, now with a nice impact crater on it adding character to the captured lump of space rock.ĭefinitely Laythe also in there but it seems very much a WIP, considering how much more polished all the other bodies look like. Saturn-like rocky rings are shown and while the planet was shown in CGI trailer and named as Ovin, I think, this is the first time it was shown running ingame (even if in a test scene). Mostly animation show off plus the new incarnations of celestial objects from KSP 1, some shader/lighting effect show off, and some previously shown but maybe not in-game new planets. ![]() The game (or in-engine) footage starts at around 25 seconds in: ![]() The devs (they're called Intercept Games now after the whole Take Two employee poaching shenanigans) released a video that is a bunch of highlights from in-development stuff they show off internally on Fridays.
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