5:27 I agree! Simulating joints on crafts always seemed exceedingly pointless to me. It doesn't introduce any real engineering challenge, just an annoyance, source of lag, and impediment to making the designs that you want to. I used Kerbal Joint Reenforcement back in KSP1, and I want something similar here. Perhaps they could add a "structural integrity" system that simulates the stresses on your crafts instead - parts would break if too much force or torque is applied to them, so struts and stable design still matter. Anything is better than the wobble.
I like your structural integrity system and if you want to have a joint flex before breaking you could make it so that if the stress on a joint exceeds a certain level it will become a simulated flexible joint then being broken when it exceeds a greater value This would improve performance a lot and still keep the joint flex in extreme situations
I believe that joint simulation goes back to the original lego-block design system of the original game, which had a much simpler palette of parts. It mostly lends to fun and easy building, not particularly beneficial to simulation or engineering.The parametric approach of Juno or the Procedural Parts mod is probably better for designing rockets, but it does feel less kerbal to me. I would be happy with a system that welds together ship parts that are not attached by decouplers, to improve stability and performance.
The lack of joint simulation in Juno feels off to me. I mean, it's a great way to save on CPU so you can ship it on a mobile device, but it makes the scale of rockets feel all wrong and the launches feel unnatural. I maintain that joint simulation is a fundamental part of KSP, and that KSP 2's wobbly rocket problem wasn't about whether or not to it, but a side effect of them not doing the premature optimizations needed for a joint sim that is both more realistic and performant.
I agree with what @captainahab5522 said. Absolutely no flexing whatsoever, especially in a ksp game just feels wrong to me. Flexing and structural integrity is a real problem that engineers face particularly in aircraft, which flex a lot in real life. You'll even see the wings on fighter jets bend by a couple degrees during high G maneuvers. On the other hand, the noodly craft in ksp2 are at best silly and at worst game breaking. A solution to this would be to have the joints be stronger albeit more brittle so that at a certain point the joints would break instead of having your craft be a noodle. This still doesn't mitigate the performance hit that this would cause, hence the hybrid system.
I will never understand why the devs moved the nav ball, THE MOST IMPORTANT UI ELEMENT that you have to check in with constantly, to the BOTTOM LEFT CORNER!? WHY!? It just feels so uncomfortable, it was perfectly place in THE FIRST GAME! Anyway, everything else looks great, and I'm sure when the devs hear the famous, current, and relevant TAPE Gaming has a complaint they'll fix it immediately.
I assume it's so it doesn't obscure the rocket? I don't mind it myself but it should be moveable like in KSP1 Good to see you bud, I only just noticed what you set your @ to, you absolute troll :P
pfft... no thank you. I don't much care for this youtubers lies about what an EA game is. But I also don't buy EA games when I can avoid it specifically because of what an EA game can be, and most people who do probably shouldn't. Wait until the career update at the very least. A game in development is a game in development. Playing now is no different than setting yourself up for disappointment. If you do get it anyhow, hope you have fun O.o
@@MrMeow-iq7kq what do you mean wait for career update? there wont be a career update my dude. that was it. next update is colonies and then interstellar.
@@realmasterkush oh my. Wait for one of those then. So have they already included money and missions? (In the same capacity of what that meant for the KSP1 careers update)
@@MrMeow-iq7kq there are missions but they reward you with science points only. there is no money. eventually the economy will be in the form of resources you can mine and transport.
@@MrMeow-iq7kq There are missions already. There will be no money, but there will be resources. After colonies and interstellar travel, though, so don't hold your breath. I expect a couple of years before we get that.
Money. Remember how this isn't the company that started development on KSP2? There was a whole thing there with Take2 trying to buy out that studio and then scuttling that studio by pulling the license and then spinning up a brand new studio right at the start of the pandemic. They burned a bunch of dev time and experience and money on that and launching an alpha demo for $60 is the way they made up for the shortfall.
EA is just to let you see the direction they are taking the game. Your enjoyment comes second to that, if at all. KSP1 was no where near this games first release state, or the current one. If waiting and releasing in a better state is an option then you should take it. I agree with you on that. But that is also kind of meaningless for a game releasing into EA. A game in development, is in development. Thats not an excuse, its a literal state of the game. Don't buy into something you don't understand.
Unfortunately you should take your own recommendation to heart. People understand well what EA is. This is what spawned the bad reviews... the games direction wasn't well enough. Everybody knows that they are buying in potential and there was zero reason to prefer ksp2 over 1 until now... and even now modded ksp1 is way better. There was no faith in the game/devs for a good reason. Its about 2 years into EA for a justifyable reason to buy it over ksp1. Just read the negative reviews instead of flaming other people. There are plenty of EA titles that do overwhelmingly good and are bugged + in development.@@MrMeow-iq7kq
The biggest thing that always stood out to me when playing the original game was the lack of any real incentive. when traveling somewhere once the indicial high of exploring wore off it always felt kind of dull without anything to do once you were there.
I'm here to interrupt your day and some of the... other comments on this video to bring some good news! Owing to an update yesterday, BDArmoury now has functioning space AI! Orbital combat with BDA is now actually plausible!
The growing mindset of you cannot criticise an early access game or the fact that it isnt meant to be a scapegoat to be lazy is a issue in the gaming community
I am waiting for the kraken to be gone, or enough features beyond KSP, before buying, just in case they never reach those markers or try charging more for it.
6:11 this right here is a big part of why, even in otherwise stock playthroughs, i tend to use procedural tanks in ksp1. It doesnt remove that issue entirely, but it does mitigate it somewhat due to people able to make tanks longer than the existing ones
I got the game on day 1. I expected it to be bad, but it was so much worse than I'd hoped. That frame rate was brutal. I had very little hope that they'd be able to fix it. But WOW. for me on my rtx 2060 it went from 14fps to 30fps, and the game part of it is actually fun. These guys have done what I thought was impossible. Sure, there's still issues, but this gives me so much hope that it will be perfected. Much respect for the devs, i hope they get some good rest over the holidays, it's very well earned.
There's still fuel feed issues, random orbital decay, calculation errors in maneuvers, and fundamental UI features such as ascending/decending nodes and encounter markers missing. If your idea of KSP is "Hahahaha, space frogs go boom", its playable. If you want to do more than a Minmus mission, it hasn't yet justified its own existence over KSP1
maybe i just got lucky but ive only encountered 2 bugs after playing for like 20 hours on a science save (im not too good at ksp haha), one being orbital decay once on minmus, and the other being all orbit lines disappearing while driving a rover on duna, so the game is definitely playable as i was able to get a relay satellite around jool on my first try with no issues. the game isnt perfect by any means, orbital decay and orbit lines disappearing should not happen at all, but its a far cry from what you said. id say, if youre playing ksp stock, ksp 2 is good enough to play over ksp 1, but its just preference it could go either way. ksp 1 pulls ahead when you add mods, but thats to be expected. oh, and it shouldnt cost £45 for what we are getting, thats another reason to play ksp 1
Good to see that the game is back on track, but did I see correctly that the oh so beloved grind of KSP1 career mode is gone forever? I personally will probably play the game at some point just for colonies and interstellar, but I remain very disappointed with the artstyle decisions taken here, but that is an entirely subjective matter and one I think very few people agree with me. KSP1 will definitively keep a place very close to my heart!
The rocket is not simulated as a rigid body because it was (paradoxically) too complicated to do with the engine they had. That's the only reason. The rest is bullshit. And what is insanely frustrating is that IF they had developped a proper way to generate rockets as single or few rigid body, THEN the game would run much smoother. But they did not, because they lacked the skills or the will.
I called this out in the beginning. I told my gamedev teacher i was mad about them releasing #2 and that i likely wouldn't buy it even though I want the content they promised. Its been extremely heartbreaking to watch them do exactly the crap I thought they would and honestly i don't give a crap about the studio move bs. Thats the companies fault for making an executive action. They needed to put more money and planning into the title if they knew they were going to put themselves in that situation rather than pulling an uno reversal on the consumer like evey modern title.
Couple corrections: 1. The game is NOT currently full price. There is a 20% discount until Jan 4. IMO, still overpriced for an early access game, but if you have the money to spare, I'd say go for it. 2. I remember the exact opposite at launch. Pretty much all the youtubers I follow were saying it wasn't ready, and you should wait.
I don't really like how dull the colour for the targets orbit is, so for kerbin for example it's nearly impossible to tell whether or not it's targeted whereas in ksp1 targeted objects had a bright yellow orbit
I greatly appreciated your candidness about the early state of the game, I still feel that review echos my own thoughts more closely than any other I've seen. Hearing from you in particular that the game is good now(tm) is very uplifting!
the next roadmap update adds colonies and the like, so maybe by then (probably later this year to early next year) the game will have enough new content and all the stuff from ksp 1!
Your honesty, and the Dev's transparency, has been much appreciated! I've been holding off for this science update (and some good news since the rocky launch) so I am happy to hear that science based progression has been implemented smoothly!
I always thought that Kerbal's floppy joints were a way of introducing some difficulty. I also doubt the original would have become as popular if it didn't have the floppy rockets, it was part of what made the game funny for people playing it for the first time. The whole thing almost suggested that they tried to make a serious rocket simulation, but messed up one value and ended up with something that was way more entertaining than the intended game could ever have been
That was back when the only possible goal was to reach orbit, which you had to do by knowing the altitude the atmosphere stopped at, and what orbital velocity was, because there was no map view to check your orbit with. It doesn't fit at all in a game where you're flying out to gas giants to land on airless moons the size of your homeworld. I had fun trying to create a rocket large enough to do the job without it flying to pieces or jellyfishing itself beyond SAS control and smashing into the ground... but that wasn't a sustainable fun. It was a meme, and when the meme got stale, I would have moved on. Instead, KSP developed into a proper exploration game.
@@ReddwarfIV I agree to some extent, but I wonder if that's more a staple of the way the game was early on, or the way the game was for new players. Having only gotten into KSP significantly later, I feel like it still gave an extra dimension to my game experience. With what I knew from youtube at the time, getting the early milestones in the game could have been really easy, but I'm glad I still got to experience that difficulty. I still think that the players who keep returning to the game are a sign of what makes KSP great, but I don't think their fun is worth sacrificing some of the difficulty curve of new players
@@jlust6660 Eh. Reaching orbit is hard enough without the rockets themselves behaving badly. Random part failures could certainly create difficulty for players, but if there's no skill involved in whether parts fail or not, then it's just a hassle that forces you to make arocket more redundant than it might otherwise be. These things are fine as an option, but not for the standard experience. In any case, I'm happy to hear you had fun with it. I'm playing a heavily modded KSP1 save right now. Designing an MKS base for Ike.
Pretty much everyone hates wobbling rockets. 95% of people on the forums and most likely even more of the silent crowd (whose aprt of hardcore gamers is lower). Also the reason for floppy joints is and has always been purely technical. Side effect of historical technical deisgn choices. Even though it sounds counter intuitive it was actually much easier to do it that way than to have entirely rigid rockets.
It is a big step up, going from unplayable for many to very playable with a fun gameplay loop is objectively a bit step up. Comparing it to ksp is normal but considering ksp has had 12 years of updates, it's unfair to take it seriously. Just be happy that ksp 2 is now on track and proves the Devs might actually know what they're doing.
@@TheT0nedude oh for sure. but specifically in the context of 'should i pay full price for this game', the answer is not yet. it's definitely not "AWESOME" as the title says.
This is great news. I still plan on waiting until it is complete before buying a full priced game but I am glad to see that they are making good progress.
Was waiting on this or similar reviews of the update to see if I should get it again, now I can confirm I will be getting KSP2 this christmas. (I asked for steam gift cards)
Back to back videos where the RUclipsr mentions “Wacky Wailing Inflatable Arm Flailing Tube Men”…. What are the odds? And both are avatars of animated wild animals too. The first one was Sugar Tits, she is an animated Bear.
Honestly, I think the most important aspect of "For Science" is that is showed that this dev team CAN deliver a working product like they initially advertised. A lot of people lost faith in this dev team upon release criticizing certain game design decisions and performance decisions saying that even with ample time and money, the dev team just wasn't skilled enough to deliver the quality they set out for. "If they can't even make the Kerbolar System on par with KSP1 how could they possibly deliver an interstellar experience". However, "For Science" I think definitely showed that everything that was promised and still is on the roadmap, is very much possible and achievable by this team.
Cheers Beardy really appreciate your evenhanded coverage around this. I’m going to wait until the game can run better on my sad old machine but it’s great to see it’s moving in the right direction
The issue with simulating rockets as single rigid bodies is that it’s not how real rockets work. You’re the engineer here Beardy, so correct me if I’m wrong, but afaik the bending forces that cause a KSP rocket to wobble out of control (with the new reduced level of wobbliness) would be enough to snap a real rocket in half. There should be some sort of disincentive to pushing a vehicle through forces it physically should not be able to sustain. Obviously the original level was insane (nobody’s disputing that), but that disincentive is a valid reason for some level of wobbliness to exist.
But that's just it, real rockets don't wobble. If they're subject to high enough forces to make them flex they disintegrate. Parts under too much load should just break, with the rocket snapping in half like you say. Joint physics is almost completely unnecessary.
@@TheBeardyPenguin Then the question becomes a matter of gameplay. Does the average player really want their rocket to just explode if they hold A for a bit too long?
For Science restores some hope that the dev team does have the capability but there's still SOOOO much they promised that there's no evidence of existing yet, namely multiplayer. Some of the rocket reporting streamers were tripping over themselves saying "they put multiplayer components from the beginning because they know it's important to start with it!" but 4 launch pad models says nothing about networking... The community was really tripping over itself while being clueless to defend the project. I get it, new KSP is exciting. I still don't see anything that would draw me away from KSP 1 though. When it gets to having some new gameplay capability beyond what's possible with KSP 1, then they'll have my attention. The "fun" criteria doesn't do it for me because... KSP 1 is hella fun.
The game is definitely getting there, but I’ve been noticing a few bugs around science and collection. Namely, there’s no way to keep the science button from rerunning already completed experiments, and being completely unable to tell if EVA experiments are even completed.
Even if they don't ever implement career, I hope they implement career systems for mods to build off from. I don't want 8 different money systems from 17 different mods
Whilst I do consider this to be a step up from how it was before, I can't help but think the amount of content scaled with the time it took for us to get here makes this a "meeting that could have been an e-mail" in terms of the kind of stuff to make it onto the roadmap. Basically, does this update manage to be equal in content to adding space colonies and orbital assembly, or a new star system?
See. I would really like to play KSP2, but I neither have the specs or money to do so. I feel that £49.99 is a bit much for this game, but in the future, I would expect that price, but not right when it released.If it was 24.99 on release I certainly would of gotten it. Amazing Video BTW!
This ships should be rigid and calculate stress on the weakest joint - and simply snap or plastic bend them when over the threshold, and then look at the next weakest joint. probably uses 1000x less CPU.
I still think that it needs a career mode(thats tbh the only mode I was/am really invested in the ksp1) and also the progression tree loks really weird? I know mods will probably v easily change the latter(hopefully the devs will add career tho) im just baffled why would you need orbital rocketry to unlock better airplane parts?
I've been waiting for this update, when they released it originally I decided to just go back to KSP 1 and let the devs actually bake the game so I didn't ruin my experience with the raw mess they put out.
Great to see the update being so amazing and so many people happy, it really is a lot of fun and I am really looking forward to thr future of this. Imo the best solution to wobble would be to simulate stress between parts and make them shake and brake with too high stress, just like in the first few seconds of the early access cinematic
The entire point of KSP is to have an accurate simulation of Aerospace engineering. Every strut and bit working correctly is the entire point. Changing it into a solid chunk would ruin that.
i mean ksp 1 made around 300million dollars in sales since its early days untill now... and i think 20 million dolars should be enough for 10/20 devs to make a ksp 2 with all ksp1 features but better...
I'm not going to trust this dev to deliver until they do. A lot of big promises were made years ago. Game was supposed to release in 2020, but didn't release until 2023 and in a terrible state. Now it's taken 9 months for the first roadmap step to release? At this rate it will be another 3 years before they get to multiplayer. I hope they pull it off and we end up with a great game, but I'm not going to hold my breath. Hope Intercept proves me wrong.
I completely don't get switching main character from Jeb to Val. I think Jeb has just barely reached role as established character from the KSP1, while Val was always like an easter egg type of character for me.
I may buy it while it's on sale, though I will probably wait for colonies to see how the game will handle big things performance wise. I'd like to play this game at an acceptable FPS (like 40) while having colonies and big ships (though my graphics card needs an update)
hay bro i know you get asked over and over mate but im really hanging out for some for all kerbull kind what im really waiting for is to see N9's sea dragon
Tylo landing with first node parts? Completed it mate.
How?!?!?
I haven't even been to tylo and you landed on it with first node parts!?
@@Viggumsyes A lot of pain is how
Scott Manley jumpscare felt like a gunshot to the back of the head
Um, spoilers dude?
HO (that’s what I heard)
@@MrBmnmtfkStop being low IQ by reading comments before watching video then?
@MrBmnmtfk I hate to be that guy, but you started scrolling through the comments before you finished the video. Viewer discretion is advised.
Scott Munley
made me bust a gut there
5:27 I agree! Simulating joints on crafts always seemed exceedingly pointless to me. It doesn't introduce any real engineering challenge, just an annoyance, source of lag, and impediment to making the designs that you want to. I used Kerbal Joint Reenforcement back in KSP1, and I want something similar here. Perhaps they could add a "structural integrity" system that simulates the stresses on your crafts instead - parts would break if too much force or torque is applied to them, so struts and stable design still matter. Anything is better than the wobble.
I like your structural integrity system and if you want to have a joint flex before breaking you could make it so that if the stress on a joint exceeds a certain level it will become a simulated flexible joint then being broken when it exceeds a greater value
This would improve performance a lot and still keep the joint flex in extreme situations
I believe that joint simulation goes back to the original lego-block design system of the original game, which had a much simpler palette of parts. It mostly lends to fun and easy building, not particularly beneficial to simulation or engineering.The parametric approach of Juno or the Procedural Parts mod is probably better for designing rockets, but it does feel less kerbal to me. I would be happy with a system that welds together ship parts that are not attached by decouplers, to improve stability and performance.
The lack of joint simulation in Juno feels off to me. I mean, it's a great way to save on CPU so you can ship it on a mobile device, but it makes the scale of rockets feel all wrong and the launches feel unnatural. I maintain that joint simulation is a fundamental part of KSP, and that KSP 2's wobbly rocket problem wasn't about whether or not to it, but a side effect of them not doing the premature optimizations needed for a joint sim that is both more realistic and performant.
I mostly agree. I think a good solution is to not simulate joints on same sized parts but simulate joints between different sized parts
I agree with what @captainahab5522 said. Absolutely no flexing whatsoever, especially in a ksp game just feels wrong to me. Flexing and structural integrity is a real problem that engineers face particularly in aircraft, which flex a lot in real life. You'll even see the wings on fighter jets bend by a couple degrees during high G maneuvers.
On the other hand, the noodly craft in ksp2 are at best silly and at worst game breaking. A solution to this would be to have the joints be stronger albeit more brittle so that at a certain point the joints would break instead of having your craft be a noodle. This still doesn't mitigate the performance hit that this would cause, hence the hybrid system.
after playing the update for 3 hours, the only major issue i had was the oceans on kerbin drying up somehow... i'm still confused
Global Warming!
@@JerDog1984its not a bug, its actually a clever take on climate change!!!!!
Wait, that's it! If we make the planet HOTTER then the water will evaporate and we wont get flooding from the melted ice caps!@@JerDog1984
Holy Kerra is a thirsty world.
@@man-from-2058 very clever especially because warming causes water levels to rise. (...and does happen anyways)
I will never understand why the devs moved the nav ball, THE MOST IMPORTANT UI ELEMENT that you have to check in with constantly, to the BOTTOM LEFT CORNER!? WHY!? It just feels so uncomfortable, it was perfectly place in THE FIRST GAME! Anyway, everything else looks great, and I'm sure when the devs hear the famous, current, and relevant TAPE Gaming has a complaint they'll fix it immediately.
I assume it's so it doesn't obscure the rocket? I don't mind it myself but it should be moveable like in KSP1
Good to see you bud, I only just noticed what you set your @ to, you absolute troll :P
@@TheBeardyPenguin Oh yeah I forgot I did that, I guess they made that the display name at some point
Having most of your important flight info in a singular cluster makes it easier to read without darting your eyes around like in KSP 1.
I just want them to revert to the old colors/texture of the navball. I have a hard time reading/seeing the vectors on the new one
Actually, it's 20% off through January 4 on steam, so not quite full price. I think this might be the update where I finally get myself a copy.
pfft... no thank you.
I don't much care for this youtubers lies about what an EA game is.
But I also don't buy EA games when I can avoid it specifically because of what an EA game can be, and most people who do probably shouldn't. Wait until the career update at the very least. A game in development is a game in development. Playing now is no different than setting yourself up for disappointment.
If you do get it anyhow, hope you have fun O.o
@@MrMeow-iq7kq what do you mean wait for career update? there wont be a career update my dude. that was it. next update is colonies and then interstellar.
@@realmasterkush oh my. Wait for one of those then.
So have they already included money and missions? (In the same capacity of what that meant for the KSP1 careers update)
@@MrMeow-iq7kq there are missions but they reward you with science points only. there is no money. eventually the economy will be in the form of resources you can mine and transport.
@@MrMeow-iq7kq There are missions already. There will be no money, but there will be resources. After colonies and interstellar travel, though, so don't hold your breath. I expect a couple of years before we get that.
I honestly don't know why they didn't wait for it to at least launch like this, it's far from good, but at least it's playable
Money, probably. Maybe they were running out of funds
Money.
Remember how this isn't the company that started development on KSP2? There was a whole thing there with Take2 trying to buy out that studio and then scuttling that studio by pulling the license and then spinning up a brand new studio right at the start of the pandemic. They burned a bunch of dev time and experience and money on that and launching an alpha demo for $60 is the way they made up for the shortfall.
EA is just to let you see the direction they are taking the game. Your enjoyment comes second to that, if at all.
KSP1 was no where near this games first release state, or the current one.
If waiting and releasing in a better state is an option then you should take it. I agree with you on that.
But that is also kind of meaningless for a game releasing into EA.
A game in development, is in development. Thats not an excuse, its a literal state of the game. Don't buy into something you don't understand.
@@MrMeow-iq7kq Early Acces is supposed to be for small companies, who need finding to finish it
This is Take Two
Unfortunately you should take your own recommendation to heart. People understand well what EA is. This is what spawned the bad reviews... the games direction wasn't well enough. Everybody knows that they are buying in potential and there was zero reason to prefer ksp2 over 1 until now... and even now modded ksp1 is way better. There was no faith in the game/devs for a good reason. Its about 2 years into EA for a justifyable reason to buy it over ksp1. Just read the negative reviews instead of flaming other people. There are plenty of EA titles that do overwhelmingly good and are bugged + in development.@@MrMeow-iq7kq
Happy to see the game finally get cleaned up. Still gonna' wait a bit though and see how things pan out. KSP1 is serving me just fine for now.
The biggest thing that always stood out to me when playing the original game was the lack of any real incentive. when traveling somewhere once the indicial high of exploring wore off it always felt kind of dull without anything to do once you were there.
They got quite a bit more to go before they "No Man Sky" redeem it. Then I'll buy it probably on sale.
I'm here to interrupt your day and some of the... other comments on this video to bring some good news! Owing to an update yesterday, BDArmoury now has functioning space AI! Orbital combat with BDA is now actually plausible!
The growing mindset of you cannot criticise an early access game or the fact that it isnt meant to be a scapegoat to be lazy is a issue in the gaming community
fixed my ass, saw a guy with a 4090 getting 23fps at 1440p. Unplayable !== Fixed
I am waiting for the kraken to be gone, or enough features beyond KSP, before buying, just in case they never reach those markers or try charging more for it.
6:11 this right here is a big part of why, even in otherwise stock playthroughs, i tend to use procedural tanks in ksp1. It doesnt remove that issue entirely, but it does mitigate it somewhat due to people able to make tanks longer than the existing ones
I got the game on day 1. I expected it to be bad, but it was so much worse than I'd hoped. That frame rate was brutal. I had very little hope that they'd be able to fix it.
But WOW. for me on my rtx 2060 it went from 14fps to 30fps, and the game part of it is actually fun. These guys have done what I thought was impossible. Sure, there's still issues, but this gives me so much hope that it will be perfected.
Much respect for the devs, i hope they get some good rest over the holidays, it's very well earned.
I like some joint flex because it allows for round crafts, bending wings and so on
...that one didn't age quite so well
There's still fuel feed issues, random orbital decay, calculation errors in maneuvers, and fundamental UI features such as ascending/decending nodes and encounter markers missing. If your idea of KSP is "Hahahaha, space frogs go boom", its playable. If you want to do more than a Minmus mission, it hasn't yet justified its own existence over KSP1
maybe i just got lucky but ive only encountered 2 bugs after playing for like 20 hours on a science save (im not too good at ksp haha), one being orbital decay once on minmus, and the other being all orbit lines disappearing while driving a rover on duna, so the game is definitely playable as i was able to get a relay satellite around jool on my first try with no issues.
the game isnt perfect by any means, orbital decay and orbit lines disappearing should not happen at all, but its a far cry from what you said.
id say, if youre playing ksp stock, ksp 2 is good enough to play over ksp 1, but its just preference it could go either way. ksp 1 pulls ahead when you add mods, but thats to be expected.
oh, and it shouldnt cost £45 for what we are getting, thats another reason to play ksp 1
6:08 I think the spinning SpaceX Starship stack was an eye opener to the devs. We have Elon to thank for no more wobbly rockets!
Good to see that the game is back on track, but did I see correctly that the oh so beloved grind of KSP1 career mode is gone forever? I personally will probably play the game at some point just for colonies and interstellar, but I remain very disappointed with the artstyle decisions taken here, but that is an entirely subjective matter and one I think very few people agree with me. KSP1 will definitively keep a place very close to my heart!
Well...
The rocket is not simulated as a rigid body because it was (paradoxically) too complicated to do with the engine they had. That's the only reason. The rest is bullshit. And what is insanely frustrating is that IF they had developped a proper way to generate rockets as single or few rigid body, THEN the game would run much smoother. But they did not, because they lacked the skills or the will.
I went from seconds per frame to frames per second. Great update, much more playable
my biggest issue is the lack of new parts. i played and then quit after half an hour
its not full price yet.
costs gonna be increased with 1.0
I called this out in the beginning. I told my gamedev teacher i was mad about them releasing #2 and that i likely wouldn't buy it even though I want the content they promised. Its been extremely heartbreaking to watch them do exactly the crap I thought they would and honestly i don't give a crap about the studio move bs. Thats the companies fault for making an executive action. They needed to put more money and planning into the title if they knew they were going to put themselves in that situation rather than pulling an uno reversal on the consumer like evey modern title.
Couple corrections:
1. The game is NOT currently full price. There is a 20% discount until Jan 4. IMO, still overpriced for an early access game, but if you have the money to spare, I'd say go for it.
2. I remember the exact opposite at launch. Pretty much all the youtubers I follow were saying it wasn't ready, and you should wait.
One problem with the map screen is that everything is the same. I can't easily tell at a glance if I have an encounter with something or not.
I don't really like how dull the colour for the targets orbit is, so for kerbin for example it's nearly impossible to tell whether or not it's targeted whereas in ksp1 targeted objects had a bright yellow orbit
KSP 2 was my biggest gaming letdown in a while. It sounds like I should reinstall and give it another look
I greatly appreciated your candidness about the early state of the game, I still feel that review echos my own thoughts more closely than any other I've seen. Hearing from you in particular that the game is good now(tm) is very uplifting!
thank you Beardy have a great Christmas
I plan on buying it, but not till it runs good, all the bugs are smoothed out, and has all the features KSP1 has >_
the next roadmap update adds colonies and the like, so maybe by then (probably later this year to early next year) the game will have enough new content and all the stuff from ksp 1!
@@aetheriox463 righhtttt...........
@@aetheriox463 It turns out you were spreading misinformation all along :O
@@dalechristopher3917 its not misinformation if the information changes 3 months later
Your honesty, and the Dev's transparency, has been much appreciated! I've been holding off for this science update (and some good news since the rocky launch) so I am happy to hear that science based progression has been implemented smoothly!
I always thought that Kerbal's floppy joints were a way of introducing some difficulty. I also doubt the original would have become as popular if it didn't have the floppy rockets, it was part of what made the game funny for people playing it for the first time. The whole thing almost suggested that they tried to make a serious rocket simulation, but messed up one value and ended up with something that was way more entertaining than the intended game could ever have been
That was back when the only possible goal was to reach orbit, which you had to do by knowing the altitude the atmosphere stopped at, and what orbital velocity was, because there was no map view to check your orbit with. It doesn't fit at all in a game where you're flying out to gas giants to land on airless moons the size of your homeworld.
I had fun trying to create a rocket large enough to do the job without it flying to pieces or jellyfishing itself beyond SAS control and smashing into the ground... but that wasn't a sustainable fun. It was a meme, and when the meme got stale, I would have moved on. Instead, KSP developed into a proper exploration game.
@@ReddwarfIV I agree to some extent, but I wonder if that's more a staple of the way the game was early on, or the way the game was for new players. Having only gotten into KSP significantly later, I feel like it still gave an extra dimension to my game experience. With what I knew from youtube at the time, getting the early milestones in the game could have been really easy, but I'm glad I still got to experience that difficulty.
I still think that the players who keep returning to the game are a sign of what makes KSP great, but I don't think their fun is worth sacrificing some of the difficulty curve of new players
@@jlust6660 Eh. Reaching orbit is hard enough without the rockets themselves behaving badly. Random part failures could certainly create difficulty for players, but if there's no skill involved in whether parts fail or not, then it's just a hassle that forces you to make arocket more redundant than it might otherwise be.
These things are fine as an option, but not for the standard experience.
In any case, I'm happy to hear you had fun with it. I'm playing a heavily modded KSP1 save right now. Designing an MKS base for Ike.
Pretty much everyone hates wobbling rockets. 95% of people on the forums and most likely even more of the silent crowd (whose aprt of hardcore gamers is lower). Also the reason for floppy joints is and has always been purely technical. Side effect of historical technical deisgn choices. Even though it sounds counter intuitive it was actually much easier to do it that way than to have entirely rigid rockets.
Tbh i enjoyed scrambling to find that one thermometer that i buried inside the science bay. Much engaging
Alright, well let's not go THAT far.... it's a step up. it's not a big step up. KSP1 still has a ton of features that KSP2 just doesn't do right.
It is a big step up, going from unplayable for many to very playable with a fun gameplay loop is objectively a bit step up. Comparing it to ksp is normal but considering ksp has had 12 years of updates, it's unfair to take it seriously. Just be happy that ksp 2 is now on track and proves the Devs might actually know what they're doing.
@@TheT0nedude oh for sure. but specifically in the context of 'should i pay full price for this game', the answer is not yet. it's definitely not "AWESOME" as the title says.
whoa now, tabbing out to watch Scott Manley is very much a part of the ksp experience
I think everyone has experienced the craziest stress possible while landing on the Mun for the first time ever.
Great video and thank you. Will still wait for the full release though.
I love all the different undertale music being used, other than the same 3 songs everyone else uses
Excited to hear this is getting closer. I got it upon release but shelved it. Might just have to jump in and have a look.
This is great news. I still plan on waiting until it is complete before buying a full priced game but I am glad to see that they are making good progress.
So glad you called out the sound design - probably one of the things they nailed the best...
this did not age well
Was waiting on this or similar reviews of the update to see if I should get it again, now I can confirm I will be getting KSP2 this christmas. (I asked for steam gift cards)
Don't you will still be massively disappointed wait until the next major update at least ksp1 is still infinitely better at this point.
Back to back videos where the RUclipsr mentions “Wacky Wailing Inflatable Arm Flailing Tube Men”…. What are the odds? And both are avatars of animated wild animals too. The first one was Sugar Tits, she is an animated Bear.
that scott munley freakin jumpscared me dude!
This aged like Milk
Yeah no shit captain obvious
@@TheBeardyPenguin 💀
Unfortunately im terminally addicted to mechjeb.
5:06 I HAD THE PEEKABOO BUG TOO XD
Cool finally i can now look into it :D
Thanks for the Update on the Game.
Very much appreciate your honesty, thank you.
Honestly, I think the most important aspect of "For Science" is that is showed that this dev team CAN deliver a working product like they initially advertised. A lot of people lost faith in this dev team upon release criticizing certain game design decisions and performance decisions saying that even with ample time and money, the dev team just wasn't skilled enough to deliver the quality they set out for. "If they can't even make the Kerbolar System on par with KSP1 how could they possibly deliver an interstellar experience". However, "For Science" I think definitely showed that everything that was promised and still is on the roadmap, is very much possible and achievable by this team.
Cheers Beardy really appreciate your evenhanded coverage around this. I’m going to wait until the game can run better on my sad old machine but it’s great to see it’s moving in the right direction
I'm glad it works now, but I will only consider it again once it gets mod support and RSS/RO.
Finally a date for all kerbalkind❤❤❤
I'm am shooting happy with this update its playable now the only bug I encountered was a decopler not working right other than that it's wonderful
The issue with simulating rockets as single rigid bodies is that it’s not how real rockets work. You’re the engineer here Beardy, so correct me if I’m wrong, but afaik the bending forces that cause a KSP rocket to wobble out of control (with the new reduced level of wobbliness) would be enough to snap a real rocket in half. There should be some sort of disincentive to pushing a vehicle through forces it physically should not be able to sustain. Obviously the original level was insane (nobody’s disputing that), but that disincentive is a valid reason for some level of wobbliness to exist.
But that's just it, real rockets don't wobble. If they're subject to high enough forces to make them flex they disintegrate. Parts under too much load should just break, with the rocket snapping in half like you say.
Joint physics is almost completely unnecessary.
@@TheBeardyPenguin
Then the question becomes a matter of gameplay. Does the average player really want their rocket to just explode if they hold A for a bit too long?
@@the18thdoctor3 does the average player even care if they can't get 30 fps on normal hardware??
have you not seen the starship do a supersonic tumble? it does not bend
and neither did proton on its flip until disintegration
@@linecraftman3907 this
I will buy it when colonies release but I am pleased to see it recovering
I have encountered bugs where it shows 0 delta v but I don't need maneuver nodes anyways (also it's probably because I'm running it on linux)
i needed to watch this video. Thank you.
For Science restores some hope that the dev team does have the capability but there's still SOOOO much they promised that there's no evidence of existing yet, namely multiplayer. Some of the rocket reporting streamers were tripping over themselves saying "they put multiplayer components from the beginning because they know it's important to start with it!" but 4 launch pad models says nothing about networking... The community was really tripping over itself while being clueless to defend the project. I get it, new KSP is exciting. I still don't see anything that would draw me away from KSP 1 though. When it gets to having some new gameplay capability beyond what's possible with KSP 1, then they'll have my attention. The "fun" criteria doesn't do it for me because... KSP 1 is hella fun.
The game is definitely getting there, but I’ve been noticing a few bugs around science and collection. Namely, there’s no way to keep the science button from rerunning already completed experiments, and being completely unable to tell if EVA experiments are even completed.
It's actually 20% off until January.
Even if they don't ever implement career, I hope they implement career systems for mods to build off from. I don't want 8 different money systems from 17 different mods
Whilst I do consider this to be a step up from how it was before, I can't help but think the amount of content scaled with the time it took for us to get here makes this a "meeting that could have been an e-mail" in terms of the kind of stuff to make it onto the roadmap.
Basically, does this update manage to be equal in content to adding space colonies and orbital assembly, or a new star system?
See. I would really like to play KSP2, but I neither have the specs or money to do so. I feel that £49.99 is a bit much for this game, but in the future, I would expect that price, but not right when it released.If it was 24.99 on release I certainly would of gotten it.
Amazing Video BTW!
I agree the price is still steep, I'd be much less critical if it was £24.99
Yooo Juno: New Origins mentioned!
imma wait until i have a computer that can handle it (and extrasolar stuff gets added)
been really enjoying for science, finally made my purchase worth it
The experience of Duna reentry is amazing, the visuals together with the sountrack is perfect
KSP player patiently waiting multiplayer update for interstellar colonization after watching Avatar movies
we shall see
It would be awesome if it would open without crashing
That malicious flag plant tho
I haven't played KSP2 yet. I'm gonna wait until its perfected before I give it a go. Also, I'm cheap & busy with my promotion at the moment...
Sounds like I may have to give this another go.
This ships should be rigid and calculate stress on the weakest joint - and simply snap or plastic bend them when over the threshold, and then look at the next weakest joint. probably uses 1000x less CPU.
Plot twist: It's 20% off now on Steam until Jan 4th. 😉
I wonder if there will be a KSP2 Kollaborative Warfare series in the future when the necessary mods have been developed?
Only took nearly an ENTIRE YEAR
I still think that it needs a career mode(thats tbh the only mode I was/am really invested in the ksp1) and also the progression tree loks really weird? I know mods will probably v easily change the latter(hopefully the devs will add career tho) im just baffled why would you need orbital rocketry to unlock better airplane parts?
I've been waiting for this update, when they released it originally I decided to just go back to KSP 1 and let the devs actually bake the game so I didn't ruin my experience with the raw mess they put out.
So.. Lacking funds and science points is.. no constraint on creativity... BROTHER THATS SANDBOX MODE LMAO
#1 way to fuck up science mode found
It has science points ? What are you talking about
It is 20 more dollars in Canada (inflation sucks)
My only realy question is, did they change the pc requirements, or are those still insane
May 31st 2017 is the day KSP burned. And the community looked away
Great to see the update being so amazing and so many people happy, it really is a lot of fun and I am really looking forward to thr future of this.
Imo the best solution to wobble would be to simulate stress between parts and make them shake and brake with too high stress, just like in the first few seconds of the early access cinematic
The entire point of KSP is to have an accurate simulation of Aerospace engineering.
Every strut and bit working correctly is the entire point. Changing it into a solid chunk would ruin that.
...you seriously think rockets made out of wobbly Lego blocks is an accurate simulation?
i mean ksp 1 made around 300million dollars in sales since its early days untill now... and i think 20 million dolars should be enough for 10/20 devs to make a ksp 2 with all ksp1 features but better...
I'm not going to trust this dev to deliver until they do. A lot of big promises were made years ago. Game was supposed to release in 2020, but didn't release until 2023 and in a terrible state. Now it's taken 9 months for the first roadmap step to release? At this rate it will be another 3 years before they get to multiplayer. I hope they pull it off and we end up with a great game, but I'm not going to hold my breath. Hope Intercept proves me wrong.
Fixed ? No. Still too many bugs
I completely don't get switching main character from Jeb to Val. I think Jeb has just barely reached role as established character from the KSP1, while Val was always like an easter egg type of character for me.
I may buy it while it's on sale, though I will probably wait for colonies to see how the game will handle big things performance wise. I'd like to play this game at an acceptable FPS (like 40) while having colonies and big ships (though my graphics card needs an update)
Im glad i waited till now to get the game i held off getting it on the intial release.
FYI its 22 Pounds on epic games with their 33% festive discount
The fuel management still seems screwy?
hay bro i know you get asked over and over mate
but im really hanging out for some for all kerbull kind
what im really waiting for is to see N9's sea dragon
NO MORE WOBBLY ROCKETS