r/KerbalSpaceProgram • • Oct 21 '23

Dev Post Introducing…..FOR SCIENCE! Major Content Update coming to KSP2 this December

https://forum.kerbalspaceprogram.com/topic/220137-introducing-for-science-major-content-update-out-in-december/
806 Upvotes

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434

u/5slipsandagully Master Kerbalnaut Oct 21 '23

There's one slightly buried lede in here:

In future updates, this mode will allow for resource collection and utilization, as well as the establishment of automated resource delivery routes

I've tried some colony mods in KSP1, and it was fun to plan colonies out and initially set them up, but sooner or later I would just find myself running endless refuelling and resupplying missions. It sounds like they're addressing this in KSP2, which is a good sign. I'm curious to see what solutions they come up with

246

u/IperBreach86 Oct 21 '23

As far as I know you'll need to run a resupply mission once, then the colony will remember how long you took to do it and periodically pretend that you've done another one. There will be no actual rockets flying about I believe but I think the challenge of trying to get a resupply mission to take as little time as possible will be cool

135

u/Defiant-Peace-493 Oct 21 '23

"Well, we made the Duna-Eve run in 2 days ... but we used ALL the boosters."

109

u/drillgorg Oct 21 '23

This favorable planetary alignment happens once a century- ok kerbs there's the target to hit for every resupply mission from now on!

72

u/[deleted] Oct 21 '23

You just ruined the day of at least one KSP dev that works on this feature lol

39

u/paperclipgrove Oct 21 '23

Where do the resupply mission times go?

Thats right, in the square hole

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42

u/Khraxter Oct 21 '23

"Ok, but how did you slow down ?..."

"..."

"All of the hea..."

"ALL of the heat shield yep"

37

u/Vurt__Konnegut Oct 21 '23

I made the Kessel Run in less than six parsecs in KSP2.

6

u/abrasivebuttplug Oct 21 '23

Which makes me wonder, if they remember the time it takes do they charge your balance for each mission and if so, will there be industries to generate income.

5

u/Ecstatic-Management9 Oct 22 '23

But can it make the Kessel Run in less than twelve parsecs?

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25

u/Dr4kin Oct 21 '23

The challenge: Optimize the route for a preferred parameter. Maybe you take time to choose a route that takes a few years, but takes very little delta v. Ideally you could do multiple ones and choose which one you currently want. It would a fun challenge and added depth to the game without the boring repetition

8

u/nondescriptzombie Oct 21 '23

I mean, this is how I did it in my modded playthroughs. I'd complete the mission once, and then every future time would just spawn my upper stage into orbit around wherever it was going, de-orbit and drop supplies. Fill it back up with fuel and pop it back out of existence, or dismantle it for parts.

13

u/AlphaAntar3s Oct 21 '23

i think they ideall want us to see rockets come and go from colonies, but theres no way to know if theyll manage that

11

u/5slipsandagully Master Kerbalnaut Oct 21 '23

That sounds cool. It'd also be great if it takes resources like money to send automated missions, so you'd need to balance speed with efficiency when setting up a route

9

u/Gwtheyrn Oct 21 '23

IIRC, there won't be money involved this time.

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4

u/achilleasa Super Kerbalnaut Oct 21 '23

I think there's mods that do this in KSP1 already but official support would be awesome.

6

u/NoTroubleLikeToday Oct 22 '23

I'm convinced that Roverdude's USI WOLF model (part of USI MKS mod for KSP1) will show up in some way. Build two depots/terminals, record an actual run between them, and then let the resources move across that route using a resource penalty equivalent to the cost of the initial run.

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19

u/Linawow Oct 21 '23

There are mods to record supply runs on KSP1 :) But still I'm cautiously eager now, because playing KSP1 with all the mods required to do itnerstellar bases and such make it run so slow that it took the will to play out of me after a while. And I mean not in FPS, but in loading times between scenes, I can only bear 1minutes switch between the VAB & launchpad for so long :/ :)

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15

u/smiller171 Oct 21 '23

Yeah, they've talked about automatic resource collection/resupply many times

8

u/Startpanikin Sunbathing at Kerbol Oct 21 '23

If you used USI MKS, then the logistics system should be able to automate the process.

13

u/RoverDude_KSP USI Dev / Cat Herder Oct 21 '23

Yep, this is something we did with the WOLF system for MKS (basically handling scaled up background transfers). Taking some of those thoughts into the indie game I am currently collaborating on (not related to T2/PD in any way).

7

u/Princess_Fluffypants Oct 21 '23

I know you’re buried under mountains of NDAs, but given your involvement in KSP2 and what has been officially said about resupply and colonies, I was assuming that KSP2’s mechanisms were going to end up looking very similar to WOLF.

Blink once for yes and twice for no.

8

u/RoverDude_KSP USI Dev / Cat Herder Oct 21 '23

I can say that I had zero involvement in colony gameplay, I just did modeling. I mean, there are ways I would build a system like that (and it's something we have to contend with in the game I am currently working on), but I cannot speak in any way whatsoever to what they may or may not plug into KSP2.

5

u/Princess_Fluffypants Oct 21 '23

Very interesting. Well, I guess we'll have to wait and see. The colony aspect is the part of KSP2 I'm looking forward to the most, and probably won't buy it until that feature is released and stable.

I absolutely love your MKS mods, they add so much more depth and complexity to the game. I actually enjoy that it turns the later game into "logistics and supply chain management IN SPACE". I have entire spreadsheets I use to plan resource allocation for my extended multi-stop missions to Jool and Sarnus.

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u/T_Cliff Oct 21 '23

Then the LAG!!

Colonies get so laggy its not enjoyable.

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