I really hope that they have telescopes so the campaign can make us launch JWST-style missions to find the systems we can explore later on. That would be really cool if you actually unlocked new areas by discovering them with telescopes.
I imagine that it would work like this Most stars are visible from game start ( from ground telescopes ) Dim stars, stars hidden behind a nebula/dust cloud, and dead stars requires a space telescope to discover them. Space telescopes can also determine the number of planets (the surveying time is dependent on the planets orbital period) Details of each planet would have to be determined by a exploration mission to that system, or by a mega telescope back in the Kerbol system.
Man I just can't wait. KSP2 is promising to be THE GAME. The game we all dreamed of when playing KSP 1. It's going to be the first game I preorder the second they allow us to.
@@RamenPoweredShitFactory no reason not to pre order it if you know that you'll be buying the game anyways. I wont be waiting for reviews for this one, i know ill be buying it regardless of what anyone says about it after launch
What I love in KSP 1 is the Career mode, where you start with a low-budget program, and work your way in making more manageable missions. I hope the technology behind interstellar travel in the sequel won't be so easy to unlock, for a knack of challenge.
KSP 1 career is all over the place conceptually, and offers an utterly incoherent experience. Because if you want to launch a grand tour mission in career, you gotta pay for it. And that means doing literally the same thing over and over and over (aka "grind out money"), and if I personally hear the word "grind" used to describe an aspect of gameplay for a certain game, that's a sure-fire way to get me to NEVER touch it. KSP 1 is a sandbox game at heart, the rest of the stuff feels very "tacked on". KSP 2 promises a much more integrated and synergistic (aka sane) approach to part unlocking progression mechanics, and that's something I'm very interested in. Plus they've said that they're entirely removing any concept of "money", instead you'll only be limited by the resources you have available (not sure if that's a thing on Kerbin or not, but it's FOR SURE a thing on a colony you set up). Basically, everyone should be able to do something they find rewarding in KSP 2 without having to "grind out some arbitrary resource that's only there to limit your options in the first few launches but doesn't ever get removed" (aka money), which is a much better way to do things.
What i'm worried about is ships i'm not controlling, that are conducting burns. How can i make sure they do exactly the burn they're supposed to, without me controlling? I could accidentally time-warp over that.
Surely there will be something similar to the alarm clock feature we already have as stock in KSP1. Otherwise I agree with you, this could result in a lot of headaches.
Best case: you tell the engines to burn for x time and they stop after that. Middle case: you tell the engines to burn and set up an alarm clock that will warn you when it's time to stop the burn. Worst case: Alarm clock doesn't make it into the game from KSP 1 and we will need to wait for someone to mod it in.
What I Have gathered is that you might be able to create a mission plan depending on the route and have the ship automously preform a bunch of burns while you could do other things.
I think that in order for ships to burn while not focused, their burns won't be simulated at all, they'll be calculated from functions of time, like all orbital mechanics are in KSP 1. That would make it easy for KSP 2 to allow scheduled burns that are 100% accurate to the predicted result of the burn, because the trajectory lines and the motion of the craft are calculated by the exact same equation, just like a simple orbital path in KSP 1. In fact, if anything gets cut from the first version of KSP 2 because they're short on time, I think that thing will probably be manual control of interstellar engine burns. They're probably starting with automatic/scheduled interstellar burns and working "backwards" to allow us to view or control those burns as if they are a normal physics simulation, when really they're not. At least, that's how I would do it.
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
6:33 this system probably also works for the supply chain system, so that there will actually be several rockets delivering cargo and transporting people in the system that you can actually see instead of magically teleporting to their destination, I wonder if they can also land in atmospheres on there own too
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
Will you do a series on Ksp 2 when it comes out? Maybe you can do a series reviewing everything that is new. Maybe you can do a beginners guide. In the end it up to you but it would be interesting to see what you might do.
I went searching for the new ShadowZone video as soon as I finished watching the KSP one. To my utter dismay, it did not exist yet. Now my dreams have been fulfilled!
Assuming you are referring to the panels on the interstellar ships, those aren't solar panels. From a recent show and tell they've shown us that there's new procedural radiator parts
Unity has ray tracing, so it's probably that (or a similar method). Hopefully, they will optimize the game once it's finished and add features like DLSS to help with performance. The clips they are showing are pretty laggy, but optimization is the final stage in the game production (often skipped or rushed these days due to time constraints). We can only hope.
What would be really cool is if KSP had a story that you have to use your science progression to find. Such as an ancient alien civilization with hidden relics on some of the planets. Each solar system could have a different hidden story. For example, in one system, you would have to find X number of anomalies that are tied together which would point to coordinates to something amazing (almost like a puzzle to solve) with ways to interact with them (such as scanning an area with a rover arm to activate a hidden alien robot). This would give purpose to the "less interesting" planets (*ahem* Dres) as they would have some sort of anomaly that leads you deeper through the story.
The artifacts in KSP1 were supposed to be linked by a story, but the guy doing them quit. It'd be cool if they did it in KSP2. The mysteries feature in Surviving Mars do something a bit like this.
I really hope they include a "Surviving Mars" kind of simulation for colonising other planets, because Surviving Mars is a great concept but only as deep as a puddle from the gameplay perspective. They do have "mysteries" to solve ... which could be an easy inspiration for anyone trying to create a bunch of them for KSP 2.
With the variety of planets they are adding it seems likely there will be a water, or at least liquid focused world, so it isn't much of a stretch to thing aquatic exploration vehicles could be a thing. I imagine it is something that devs would want to add, since it gives a whole new dynamic and challenge of creating and transporting vehicles suitable to transit space, atmospheric, and liquid environments.
lol imagine the final difficulty option after "very hard" was "irl" and like it's the solar system and near by star systems and everything is as realistic as possible
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
Something that i want to point out, when the devs said that they want to simulate planets for the entire time that the game is running. They probably didn't mean that the planets will be rendered (i.e shown in game) the entire time (that would be a nightmare), they probably just meant that the planets wont freeze in place when you get far enough away from them. Which definitely sounds more feasible.
The Starliners we see at 11:51 and 14:48 seem like they have procedural radiators. I'm not sure if anything like this has been confirmed yet, but the radiators on those ships sure look that way.
@@cheddar2648 The milky way is roughly 105k light years wide. Scaling that down to fit the Kerbol system, you still get 10.5k light years. And the distances between galaxies are entirely of a different kind than the distances between stars, simply because of their scale. Also, who knows if the game engine will even be able to handle that. Intergalactic travel requires a further, and much larger, jump in precision, compared to interstellar travel. It's like trying to hit a particular grain of sand on a planet that's orbiting a star that's 100 ly away. I don't think I'm exaggerating that much there. Heck, even detecting planets that far by optical means is something only possible by measuring the "wobble" or dimming of the parent star, you can't image the planet directly at those distances because of diffraction.
@@TheRojo387 But that was my entire point, the distances involved are too great to be able to be traversed in a reasonable amount of time at sub-light speeds. You'd have to travel faster than light to travel between galaxies within the life-span of a human being, and considering that Kerbals are only "technically" aliens but are more of a relatable stand-in for a (when you start KSP 2) planet-spanning culture of beings that to me represent the best side of human being's desire to explore the unknown, I'd say the life-span of a Kerbal is only unknown because it's not simulated in KSP 1, not because they're somehow biologically immortal. In other words, I'm saying that Kerbals probably wouldn't live long enough for a vessel to travel between galaxies at sub-light speeds (or even at exactly the speed of light), simply because the distances are so stupendously large. And that's not even bringing in the accuracy issue I mentioned in my earlier post, which is another nail in the coffin for intergalactic travel.
I know for me, if KSP 2 doesn't have boats and submarines, I'll likely make a version of SunkWorks for KSP's successor. That, and kerbal flying saucers. :)
Imagine if you made your first interstellar ship that would take decades to reach another star, sent it out, then in the meantime advanced your technology to make a second interstellar ship so fast it passed the first one.
@@Penfold101 The problem with the wait calculation is that you have the equation but you don't have the data because the way technological development seems to work is that we have no real clue when we'll get something done that we've been working for, just look at fusion power (it's been "10 years away" for the past 50 years or more), or even something like good virtual reality (we're only starting to get that, and yet we've been saying it's "right around the corner" for something like 20 years). So what I've resigned myself to is that any prediction that says something's more than 5 years out has no real idea how long it's going to be. Because in that long of a time period, you can have major setbacks and disruptions (like oh I don't know, a new disease causing a global pandemic for GOING ON 3 YEARS NOW?), or major leaps forward (like the sudden rise of social media becoming a part of daily living over the past 10 years when literally nobody was thinking of using the internet that way before then). So what I'm saying is that even if you can prove that whatever equation for "the wait calculation" is the best thing it can possibly be, it still needs data input, and that means you still have to deal with the fact that humans can't accurately predict their own progress. Put in much shorter terms, "Garbage In, Garbage Out". Slightly longer explanation, "If you start with bad data, you're going to end up with bad conclusions".
6:08 I'm really excited for this, not just because it allows interstellar travel, but because Falcon 9 style reusable missions (and indeed all reusable missions where one stage is suborbital) become way easier to do than they are currently
Always look forward to your recap videos on the ksp update videos. While I watch and process the videos, there's always a lot that I miss that you catch, so thank you for these!
So if this game is interstellar, that kind of gives the devs a perfect method of expanding the map whenever they want. It might not happen, but new star systems may be a great way to expand the game's content later on.
Maybe there’ll be a big start or black hole or something in between, or like the original where I kinda just static.( I can say that it’s static since there is nothing to compare bla bla bla, I Hope there a giant kracken creating the gravity well to hole star systems.)
@@Gekiko7167 you do, a galaxy is like a stellar system, just HUGE in comparison, so the place where the destination is matters, and the bigger the scale, the bigger the save/loss of DeltaV. A galaxy is somewhat comparable to a stellar system, with the stars being the planets and the planets being the moons. So yes, you have to wait for a transfer window if you want to be efficient, even on an interstellar perspective.
Your initial relative velocity will be such a tiny fraction of what you'll need to reach a star in a reasonable amount of time that it won't matter, except maybe a gravity assist from Kerbol or Jool but again it will add a tiny amount of what you'll need.
@@theturtle5591 I'm pretty sure you wont be caring about transfer windows because if you did you'd be dead lmao because the time it takes for our sun to go around the galaxy once is around 250 million years lmao so im pretty sure you dont wanna be efficient (that is if you're not a being that can live for billions of years) so you'd definitely point your craft towards the star and burn your engines till you get sufficient velocity (idk 50% or 75% the speed of light) then you coast, and then you decelerate
one of features could be nice to see is: Auto deploy, basically you make an orbital launch of craft, and it will try to fly craft to same orbit with some bits of adapting, like you could do station on mun and send multiple ships to send supplies. however this feature have bigger questions about how interstellar flights would be done?
Yeah! wow, you undoubtedly have the wrap on all things KSP2. I'm a ksp fan and I am anticipating KSP2. I'm blown away at your insight in to KSP2. It's obviously a passion for you and your vids are amazing.. like you cover every facet of information in a timely and interesting way.
Over the course of these info releases, I think I've seen now that the back-end is finished, the graphics and visuals are being combined and the game is taking shape. The first rocket launch they showed looked horrendous and was "pre-alpha". Then in the latest dev video there is an amazing looking atmosphere scatter which is also labelled "pre-alpha" so I wouldn't think anything of the labelling for now. Do be worried if it is 2 months from release and the footage still says alpha lol.
I do enjoy these videos. :) I don't often say so because I'm always thinking of facts and possibilities rather than feelings, things rather than people, but I was delighted to see the thumbnail and immediately put it on my "Watch ASAP" list. I wasn't disappointed. On to the things... :) Perspective is tricky. Having a head for shapes and having been something of a 3D artist for many years, I'm looking at 2:54 and thinking the engine bell is more like 40 meters, but that's still huge. :) One thing I might do is take a screenshot and overlay lines onto the big girder to see how the perspective changes the scale over the length of the ship. I'm thinking this might work better if I wasn't so tired and if I still had a 4k screen. That bit about a star being visible the whole way is certainly possible. It's done by universe simulators - I had one of those on a 286! :) The trick is to change how the star is rendered at different distances. It helps a lot that it can be reduced to a simple point light source for most of the journey. Of course, the 286 rendered stars up close as simple circles, but even for a far more powerful computer, a simple circle is appropriate for a certain range of distances. It's also appropriate for the planets at certain distances. _BUT_ all this unquestionably creates some extra points of complexity in an already very complex game.
did you guys notice the ship at the end of the feature episode de-coupling by itself? what if they are implementing an autopilot system or something, that would fly the ship and do burns and do manuveurs for you whilst you work on other things? I'd assume it would be a late game part in the tech tree, but it would be pretty cool.
I don't even think you'd need it to be a late game technology; I could imagine a KOS style autopilot, whereby you need to plan out your mission in advance; so the limit of how automated the autopilot is isn't an arbitrary tech limit, but rather how skilled/bothered you are to use the system; in the early game you fly most of your missions manually; as you gain experience with the autopilot system, you can start automating routine missions (I.e, cargo flights), until you reach a point where you have enough experience to setup the autopilot for interstellar missions.
If you watch all the last clips of all the update videos they all have been a rocket launching from kerbin and it’s now about to go down and land at the moon
I've seen people saying this is essentially a "countdown" to launch date. Each ending of these dev vids has been a different stage of the min landing. With launch date being announced when it "lands"
For a game that could come out this year, there is still precious little footage that represents actual gameplay. Mostly just glamor renders that may or may not be effected by physics. At least one shot was of a burning vessel with a little wobble.
I’m just excited to see how people are gonna break the game when it comes out. I’m sure they’ll be someone out there who finds a way to make interstellar travel quicker and broadcasts it onto UA-cam
@@TestECull I think what they meant is that if it's like No Mans Sky. The launch could be shit, but they could improve it and not give up on it, just like the No Mans Sky dev team.
To be honest, I am not a person who really like multiplayer games. That is one of the things I love about KSP. I am free to be creative and explore on my own. If they end up having that functionality, fine, but I won't use it. If they never have it I will be fine. If you can only play multiplayer I will move on to something new.
How would multiplayer even work? Trying to maneuver a delicate space station docking…. 100,000x time because the other player is shooting to another star system
I just started the regular old KSP... I already modded it to hell and started playing science I have been dreaming to play this game for soo long that I can't even tell I am waiting for KSP 2 so much
One thing to note is that when they say that you can see a speck of light and that will be able to go there , it probably means that the stars that are in game will be rendered In the skybox like distant object enhancements so don’t expect to be able to travel to most stars shown in the skybox
The official video says that you could look at a single pixel size dot on screen, and you could go there. That seems to suggest the capabilities of visiting ALL the pixels on screen. I think we could be in for possible hundreds of planets to explore.
Im interested to see what modders can do with the new interstelllar travel system, as well if the game devs gonna make a DLC of sort (Or even an update) where they hint to some old classic sci fi tv series. Like wrap engine/core from Star Trek. Or using some "faster then light" theories that is already out there. Like the Alcubierre drive, or somehow have a drive that is able to open/make a wormhole. You know, what some people in the field do theorizing about, but are still way out of the human league. I arent saying that I a drive that can do FTL to make the interstellar travel easier. Im saying that it will be cool to see the game devs, or modders, to make that sort of easter eggs
okay, hear me out : if were going interstellar, we would likely have vessels that go to a significant portion of the speed of light right ? then they HAVE to include einstein's general relativity laws, like the one which mean that time flows slower the faster you travel in space! idk that would be so cool to have an interstellar trip last 8 years on kerbin but only like 6 years for the kerbals inside the ship or something idk im too lazy to do the maths but then i wonder how would it work in multiplayer ? idk seems complicated to implement but damn "time travel" is the coolest thing about traveling close to the speed of light so definitely worth it if you ask me
They actually edited that presentation after the earnings call to say that it would come out in Fiscal year 2023 OR fiscal year 2024. It could have a release date of 31-March-2025 and still hit that.
@@kukuc96 I don't care if the only microtransaction in the game is a fucking hulagirl to put on the dashboard of Jeb's spaceplane, I'm not buying if they're there.
the real time simulation of the star on the horizon is pretty standard for space games now days as far as ive seen. and even no mans sky had it at launch, but was disabled after mass complaint that day-cycles were broken
First of all, nice that you made an episode about ep5 so promptly and also thank you for the rough projections. What can we expect and when. On the other hand, I would like to comment on the mp part. Not everything and every game at the forefront ksp constantly needs some kind of mp that just makes the development and requirements for the code even more difficult and you should rather put all your resources into the game with new meaningful gameplay extensions a simulation that doesn't have more than 300 parts a spaceship only feels like 25 fps. So I hope that they will stop that in the end and focus on a solo ksp.
Regarding how many stars will be destinations, I'm guessing it won't be many (1-3 systems besides the Kerbolar system), but they may add more systems either as paid DLC or as free updates.
Going from academia physics to game dev physics was certainly a transition for me and for everyone else I've talked about it in the industry. Michael has a great background for a fantastic games physics engineer, but it kind of depends on how much experience he had with game physics before and/or whether he is a fast learner. He's definitely more than qualified on the more general stuff, like the interplanetary/stellar transfers, but slaying the Kraken in the context of working with Unity's PhysX is a task that requires specific experience. Which he might very well have - people don't put everything on Linked In and there was time to learn the system, but it's also not a certainty from his background alone. So I'm really curious to see how this plays out in the final game. Hopefully, expertise and time were both in sufficient quantities to slay the Kraken for good. But either way, I do expect it to be much improved.
Kraken is so iconic to KSP that I bet they would like to make a feature out of it. I don't know what ideas they have. Maybe the Kraken would be an actual leaving space 'thingy' in one of the other solar systems that we will have a chance to explore. Probably it will not be very friendly :)
Given in the Something more segment it showed a lander staging then timewarping a little as it came in, I'm gonna assume it'll have some more advanced, autonomous features similar to mechjeb.
I can't wait for this game but I still wonder about "pre-alpha footage" and stuff. Like do they consider Alpha where they get all the systems into the game and beta just the test + fix phase? Cause I'm slowly not believing this game will come out in 2022.
I think they said at some point that the game will "come out" as an alpha, much like the original KSP. The "finished" version, 1.0, might be as far as years away at this point. Doesn't necessarily mean that the game won't be fun to play when it initially releases, though.
If the usual AAA habits are any indication they'll release it as soon as alpha is done and let us pay them to beta test a broken buggy clusterfuck. THat's the usual MO for AAA publishers like T2.
@@tiedeman39 I think there's a difference between Squads tiny group of developers and massive companies. Especially when we're talking about unfinished games
I think that the on the “something more” part, the video on the computer could be a secret message where after the mission returns, we get the release, and the landing will be a release date.
I was there pretty much right when it came out. I was blown away. EVERY star in the sky… you can visit it. I was all like “HOLY FUCK IN NEED THIS GAME”
Love KSP, can't wait for the second one, find a few people are feeling that the game won't live up to the hype, I for one think it will. The team seem passionate, and the gameplay released looks good. The only issue I have is the wait, but I am sure it will be worth it when it does come out.
this game is crazy because you realize that youre always in an orbit.. space travel isnt just travelling in some random line like you can just go anywhere.. youre always in an orbit. when you leave a planets soi you enter into the orbit of the planet around the sun.. visa vie.. if you leave the suns soi (which you probably wont) you will enter the suns orbit around the center of the galaxy.. to get to the next star you simply need to rendezvous with it the same way you do with docking by adjusting the normal value at the node to match the stars orbital plane and then proceed to adjust your orbit by either speeding up or slowing down and either extending or decreasing your orbit size around the center of the galaxy... i would liken it to the subtle adjustments that are made when doing a docking maneuver but on a larger scale.. docking maneuvers are basically micro adjustments to your orbit to match the orbit of the thing youre trying to dock with.. once you dock with it you are in perfect orbit with it.. the same is true for planets and even stars..
ksp 2 is like death. you don’t think about it often, but it’s coming and it’ll either be the greatest thing thats happened to you or the worst.
ok that was grim but u get the point
Well, that's a pretty unfortunate metaphor, but yes, it gets to the point
I feel like there was a better way to say you’re skeptical...
@@theturtle5591 The skeptic is either smugly correct or happily surprised.
lol imagine dying, cringe
I really hope that they have telescopes so the campaign can make us launch JWST-style missions to find the systems we can explore later on. That would be really cool if you actually unlocked new areas by discovering them with telescopes.
like the mod ResearchBodies? one of my favorites for magnifying that sense of discovery.
Yeah and it would be intresting to have different tipes of telescopes that could have different ranges and utilities
@Genaro Scala that sounds so fun, especially with interstellar, getting to progress all the way from the earliest planes to interstellar colonization
@Genaro Scala whats the mod called? i need to check that out
I imagine that it would work like this
Most stars are visible from game start ( from ground telescopes )
Dim stars, stars hidden behind a nebula/dust cloud, and dead stars requires a space telescope to discover them. Space telescopes can also determine the number of planets (the surveying time is dependent on the planets orbital period)
Details of each planet would have to be determined by a exploration mission to that system, or by a mega telescope back in the Kerbol system.
Man I just can't wait. KSP2 is promising to be THE GAME. The game we all dreamed of when playing KSP 1.
It's going to be the first game I preorder the second they allow us to.
Never preorder a game ever. Doesn't matter how promising it is. I can't believe people haven't learned this yet.
@@RamenPoweredShitFactory no reason not to pre order it if you know that you'll be buying the game anyways. I wont be waiting for reviews for this one, i know ill be buying it regardless of what anyone says about it after launch
@@RamenPoweredShitFactory even if it sucks, every one will play out of reverence for the origanal
@@mindrelic You always wait for reviews before buying a game.
reviews arent allways the most reliable though
What I love in KSP 1 is the Career mode, where you start with a low-budget program, and work your way in making more manageable missions. I hope the technology behind interstellar travel in the sequel won't be so easy to unlock, for a knack of challenge.
KSP 1 career is all over the place conceptually, and offers an utterly incoherent experience.
Because if you want to launch a grand tour mission in career, you gotta pay for it.
And that means doing literally the same thing over and over and over (aka "grind out money"), and if I personally hear the word "grind" used to describe an aspect of gameplay for a certain game, that's a sure-fire way to get me to NEVER touch it.
KSP 1 is a sandbox game at heart, the rest of the stuff feels very "tacked on".
KSP 2 promises a much more integrated and synergistic (aka sane) approach to part unlocking progression mechanics, and that's something I'm very interested in.
Plus they've said that they're entirely removing any concept of "money", instead you'll only be limited by the resources you have available (not sure if that's a thing on Kerbin or not, but it's FOR SURE a thing on a colony you set up).
Basically, everyone should be able to do something they find rewarding in KSP 2 without having to "grind out some arbitrary resource that's only there to limit your options in the first few launches but doesn't ever get removed" (aka money), which is a much better way to do things.
What i'm worried about is ships i'm not controlling, that are conducting burns. How can i make sure they do exactly the burn they're supposed to, without me controlling? I could accidentally time-warp over that.
Surely there will be something similar to the alarm clock feature we already have as stock in KSP1. Otherwise I agree with you, this could result in a lot of headaches.
Best case: you tell the engines to burn for x time and they stop after that.
Middle case: you tell the engines to burn and set up an alarm clock that will warn you when it's time to stop the burn.
Worst case: Alarm clock doesn't make it into the game from KSP 1 and we will need to wait for someone to mod it in.
@@ShadowZone an alarm clock was already confirmed by someone on the forums i forget if it was nate or kspstar
What I Have gathered is that you might be able to create a mission plan depending on the route and have the ship automously preform a bunch of burns while you could do other things.
I think that in order for ships to burn while not focused, their burns won't be simulated at all, they'll be calculated from functions of time, like all orbital mechanics are in KSP 1. That would make it easy for KSP 2 to allow scheduled burns that are 100% accurate to the predicted result of the burn, because the trajectory lines and the motion of the craft are calculated by the exact same equation, just like a simple orbital path in KSP 1.
In fact, if anything gets cut from the first version of KSP 2 because they're short on time, I think that thing will probably be manual control of interstellar engine burns. They're probably starting with automatic/scheduled interstellar burns and working "backwards" to allow us to view or control those burns as if they are a normal physics simulation, when really they're not. At least, that's how I would do it.
one of the reasons I love the dev episodes are that one of you're videos always comes after!
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
6:33 this system probably also works for the supply chain system, so that there will actually be several rockets delivering cargo and transporting people in the system that you can actually see instead of magically teleporting to their destination, I wonder if they can also land in atmospheres on there own too
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
@@oliver2593 we do want the game but like what are we gonna do about it, also did you just come here to be negative?
Will you do a series on Ksp 2 when it comes out? Maybe you can do a series reviewing everything that is new. Maybe you can do a beginners guide. In the end it up to you but it would be interesting to see what you might do.
I will definitely do a lot of content as soon as I can get my hands on this game.
@@ShadowZone looking forward to your future
@@ShadowZone I also have a question for you. I have a ps5 but don’t have a pc. Should I be worried about how well Ksp 2 will run on my ps5?
@@Bruh-ed7ry I wouldn’t worry much about that since a ps5 is as powerful as a high end pc
@@Bruh-ed7ry You should be more worried about trying to play it with a console controller instead of with a mouse and keyboard.
I went searching for the new ShadowZone video as soon as I finished watching the KSP one. To my utter dismay, it did not exist yet. Now my dreams have been fulfilled!
I'm so glad they finally did another KSP2 teaser/giving us info
If these clips are not just prerendered cutscenes, the reflections on the solar panels looks dope as hell.
Assuming you are referring to the panels on the interstellar ships, those aren't solar panels. From a recent show and tell they've shown us that there's new procedural radiator parts
Unity has ray tracing, so it's probably that (or a similar method). Hopefully, they will optimize the game once it's finished and add features like DLSS to help with performance. The clips they are showing are pretty laggy, but optimization is the final stage in the game production (often skipped or rushed these days due to time constraints). We can only hope.
What would be really cool is if KSP had a story that you have to use your science progression to find. Such as an ancient alien civilization with hidden relics on some of the planets. Each solar system could have a different hidden story. For example, in one system, you would have to find X number of anomalies that are tied together which would point to coordinates to something amazing (almost like a puzzle to solve) with ways to interact with them (such as scanning an area with a rover arm to activate a hidden alien robot). This would give purpose to the "less interesting" planets (*ahem* Dres) as they would have some sort of anomaly that leads you deeper through the story.
The artifacts in KSP1 were supposed to be linked by a story, but the guy doing them quit. It'd be cool if they did it in KSP2. The mysteries feature in Surviving Mars do something a bit like this.
Maybe u can unlock more crazy parts to with this alien tech
Time to make a story mode mod!!
I really hope they include a "Surviving Mars" kind of simulation for colonising other planets, because Surviving Mars is a great concept but only as deep as a puddle from the gameplay perspective.
They do have "mysteries" to solve ... which could be an easy inspiration for anyone trying to create a bunch of them for KSP 2.
What blows my mind about this, is mastering the entirety of KSP 1, is just the beginning of KSP 2.
With the variety of planets they are adding it seems likely there will be a water, or at least liquid focused world, so it isn't much of a stretch to thing aquatic exploration vehicles could be a thing.
I imagine it is something that devs would want to add, since it gives a whole new dynamic and challenge of creating and transporting vehicles suitable to transit space, atmospheric, and liquid environments.
My guess is there might be a DLC after release that adds boats and stuff
@@makerofgarbage5877 like propellers to weak to do anything in the atmosphere but perfect for water, or a batista for controlling your buoyancy
Any hope for native life support as an additional difficulty option? It would be cool to have to work that in to these interstellar ships.
Colonies will have a boost from life support as far as we know
lol imagine the final difficulty option after "very hard" was "irl" and like it's the solar system and near by star systems and everything is as realistic as possible
@@mastershooter64 you can do that with mods in KSP but the mods don't always play nice together.
I guess Scott Manley will need to wait until you take a few extra years. Maybe stop making videos and make the game . you get paid for time a assume. maybe you should want the game that was promised august 2020 and not a video about it.
Something that i want to point out, when the devs said that they want to simulate planets for the entire time that the game is running. They probably didn't mean that the planets will be rendered (i.e shown in game) the entire time (that would be a nightmare), they probably just meant that the planets wont freeze in place when you get far enough away from them. Which definitely sounds more feasible.
But also that all the vehicles in that system will still be orbiting, manoeuvring, drilling, constructing, and possibly launching automatically.
@Tlaloc_Temporal I never thought of that, but I'm sure intercept is up to the task.
@@TlalocTemporal Which makes sense if you want to add the Base Building Feature and AutoMatic Launchers
“We will slay the kraken”
Danny2462: *You will try*
“We will slay the Kraken”
Danny2462: "You will try"
P.S. Oh, c'mon! You as Obi Wan Kenobi lost such an opportunity...
@@PetrPss changing it right now
I envy the play testers.
Even if the game has less polish than a tree I still want to play it now!
The Starliners we see at 11:51 and 14:48 seem like they have procedural radiators. I'm not sure if anything like this has been confirmed yet, but the radiators on those ships sure look that way.
i think a month ago they released a dev log on twitter making procedural radiators
Procedural radiators were confirmed and showcased in the last show and tell ua-cam.com/video/UlV2xXaJ0_w/v-deo.html
“They have a physics engineer who has dealt with the kraken before” LOL
oh, he was so enthusiastic about 2022... life hit us all hard
if KSP 2 actually lives up to what it promises i imagine there will be mods that allow extragalactic travel
Intercept Node in 1,024y
@@cheddar2648 The milky way is roughly 105k light years wide.
Scaling that down to fit the Kerbol system, you still get 10.5k light years.
And the distances between galaxies are entirely of a different kind than the distances between stars, simply because of their scale.
Also, who knows if the game engine will even be able to handle that. Intergalactic travel requires a further, and much larger, jump in precision, compared to interstellar travel.
It's like trying to hit a particular grain of sand on a planet that's orbiting a star that's 100 ly away. I don't think I'm exaggerating that much there.
Heck, even detecting planets that far by optical means is something only possible by measuring the "wobble" or dimming of the parent star, you can't image the planet directly at those distances because of diffraction.
@@44R0Ndin Only because of the relative distances between galaxies for their size.
@@TheRojo387 But that was my entire point, the distances involved are too great to be able to be traversed in a reasonable amount of time at sub-light speeds. You'd have to travel faster than light to travel between galaxies within the life-span of a human being, and considering that Kerbals are only "technically" aliens but are more of a relatable stand-in for a (when you start KSP 2) planet-spanning culture of beings that to me represent the best side of human being's desire to explore the unknown, I'd say the life-span of a Kerbal is only unknown because it's not simulated in KSP 1, not because they're somehow biologically immortal. In other words, I'm saying that Kerbals probably wouldn't live long enough for a vessel to travel between galaxies at sub-light speeds (or even at exactly the speed of light), simply because the distances are so stupendously large.
And that's not even bringing in the accuracy issue I mentioned in my earlier post, which is another nail in the coffin for intergalactic travel.
@@cheddar2648 you need to add about 5 zeros to that number
I know for me, if KSP 2 doesn't have boats and submarines, I'll likely make a version of SunkWorks for KSP's successor. That, and kerbal flying saucers. :)
I want a interstellar kayak
Paddles made out of vectors.
Imagine if you made your first interstellar ship that would take decades to reach another star, sent it out, then in the meantime advanced your technology to make a second interstellar ship so fast it passed the first one.
In that case you'd probably send the 2nd mission to an entirely different star system (there's going to be more than just one other star to visit).
This also makes me wonder if career mode (assuming we have one) will have construction time in it, and if so whether or not it's togglable
@@MrBluestar723 Somehow I doubt it. That's edging into the "too much realism makes fun into work" territory.
Also known as ‘The Wait Calculation’ - it’s a real thing.
@@Penfold101 The problem with the wait calculation is that you have the equation but you don't have the data because the way technological development seems to work is that we have no real clue when we'll get something done that we've been working for, just look at fusion power (it's been "10 years away" for the past 50 years or more), or even something like good virtual reality (we're only starting to get that, and yet we've been saying it's "right around the corner" for something like 20 years).
So what I've resigned myself to is that any prediction that says something's more than 5 years out has no real idea how long it's going to be. Because in that long of a time period, you can have major setbacks and disruptions (like oh I don't know, a new disease causing a global pandemic for GOING ON 3 YEARS NOW?), or major leaps forward (like the sudden rise of social media becoming a part of daily living over the past 10 years when literally nobody was thinking of using the internet that way before then).
So what I'm saying is that even if you can prove that whatever equation for "the wait calculation" is the best thing it can possibly be, it still needs data input, and that means you still have to deal with the fact that humans can't accurately predict their own progress.
Put in much shorter terms, "Garbage In, Garbage Out". Slightly longer explanation, "If you start with bad data, you're going to end up with bad conclusions".
6:08 I'm really excited for this, not just because it allows interstellar travel, but because Falcon 9 style reusable missions (and indeed all reusable missions where one stage is suborbital) become way easier to do than they are currently
Always look forward to your recap videos on the ksp update videos. While I watch and process the videos, there's always a lot that I miss that you catch, so thank you for these!
So if this game is interstellar, that kind of gives the devs a perfect method of expanding the map whenever they want. It might not happen, but new star systems may be a great way to expand the game's content later on.
Imagine having to wait for a transfer window to another star
I don't think you will need to...
Maybe there’ll be a big start or black hole or something in between, or like the original where I kinda just static.( I can say that it’s static since there is nothing to compare bla bla bla, I Hope there a giant kracken creating the gravity well to hole star systems.)
@@Gekiko7167 you do, a galaxy is like a stellar system, just HUGE in comparison, so the place where the destination is matters, and the bigger the scale, the bigger the save/loss of DeltaV. A galaxy is somewhat comparable to a stellar system, with the stars being the planets and the planets being the moons. So yes, you have to wait for a transfer window if you want to be efficient, even on an interstellar perspective.
Your initial relative velocity will be such a tiny fraction of what you'll need to reach a star in a reasonable amount of time that it won't matter, except maybe a gravity assist from Kerbol or Jool but again it will add a tiny amount of what you'll need.
@@theturtle5591 I'm pretty sure you wont be caring about transfer windows because if you did you'd be dead lmao because the time it takes for our sun to go around the galaxy once is around 250 million years lmao so im pretty sure you dont wanna be efficient (that is if you're not a being that can live for billions of years) so you'd definitely point your craft towards the star and burn your engines till you get sufficient velocity (idk 50% or 75% the speed of light) then you coast, and then you decelerate
I never preordered a game, always waited for a discount. I am so in love with KSP that I am buying it as soon as I can
that ‘Hello everybody’ always makes my day, thanks dude!
It would be so amazing if they added an actual kraken that would try to destroy your ships. As long as I could turn it on and off
Most likeley not in the base game, but because we have wonderful modders, it can be a mod.
I really hope they add an option to auto execute a manuveur. So that my Interstellar ship can burn while I do some Mun missions
Ok. He answered it in the video. Glad they implemented it.Such a system would be tricky for modders
one of features could be nice to see is: Auto deploy, basically you make an orbital launch of craft, and it will try to fly craft to same orbit with some bits of adapting, like you could do station on mun and send multiple ships to send supplies. however this feature have bigger questions about how interstellar flights would be done?
16:39 I bet that was one of the most exciting interviews of your life. I know I would be excited to talk to Nate
Yeah! wow, you undoubtedly have the wrap on all things KSP2. I'm a ksp fan and I am anticipating KSP2. I'm blown away at your insight in to KSP2. It's obviously a passion for you and your vids are amazing.. like you cover every facet of information in a timely and interesting way.
Can't wait until some youtuber reaches orbit of another star using just decouplers
Jebediah will go, where no kerbal has gone before
Ok guys can’t wait till ksp3 when you can actually upload your consciousness into star systems across the universe
we dont have ksp 2 and man wants ksp 3
thank you for always posting videos! greetings from germany
I was watching the new KSP2 video yesterday and thinking about how we would wait a month for a video and BAM here you go! We appreciate it thank you.
Hypothesis, the kracken will be a real and intentional thing in KSP2, probably like a final boss you have to deal with on a distant galexy.
Given that all the footage is apparently pre alpha I'm fully expecting this game to release in 2025.
Over the course of these info releases, I think I've seen now that the back-end is finished, the graphics and visuals are being combined and the game is taking shape. The first rocket launch they showed looked horrendous and was "pre-alpha". Then in the latest dev video there is an amazing looking atmosphere scatter which is also labelled "pre-alpha" so I wouldn't think anything of the labelling for now. Do be worried if it is 2 months from release and the footage still says alpha lol.
I was thinking the same thing, that we'll get an Early Access release in December 2022 at best
They might be using that label anyway to not hype too much the fans
Jokes on them, we’re all in denial.
The kraken can not be killed!
I do enjoy these videos. :) I don't often say so because I'm always thinking of facts and possibilities rather than feelings, things rather than people, but I was delighted to see the thumbnail and immediately put it on my "Watch ASAP" list. I wasn't disappointed. On to the things... :)
Perspective is tricky. Having a head for shapes and having been something of a 3D artist for many years, I'm looking at 2:54 and thinking the engine bell is more like 40 meters, but that's still huge. :) One thing I might do is take a screenshot and overlay lines onto the big girder to see how the perspective changes the scale over the length of the ship. I'm thinking this might work better if I wasn't so tired and if I still had a 4k screen.
That bit about a star being visible the whole way is certainly possible. It's done by universe simulators - I had one of those on a 286! :) The trick is to change how the star is rendered at different distances. It helps a lot that it can be reduced to a simple point light source for most of the journey. Of course, the 286 rendered stars up close as simple circles, but even for a far more powerful computer, a simple circle is appropriate for a certain range of distances. It's also appropriate for the planets at certain distances.
_BUT_ all this unquestionably creates some extra points of complexity in an already very complex game.
did you guys notice the ship at the end of the feature episode de-coupling by itself? what if they are implementing an autopilot system or something, that would fly the ship and do burns and do manuveurs for you whilst you work on other things? I'd assume it would be a late game part in the tech tree, but it would be pretty cool.
I don't even think you'd need it to be a late game technology; I could imagine a KOS style autopilot, whereby you need to plan out your mission in advance; so the limit of how automated the autopilot is isn't an arbitrary tech limit, but rather how skilled/bothered you are to use the system; in the early game you fly most of your missions manually; as you gain experience with the autopilot system, you can start automating routine missions (I.e, cargo flights), until you reach a point where you have enough experience to setup the autopilot for interstellar missions.
If you watch all the last clips of all the update videos they all have been a rocket launching from kerbin and it’s now about to go down and land at the moon
It would be realistic if it was mid- or even early-game, depending on quite where the tech tree starts. ;)
I've seen people saying this is essentially a "countdown" to launch date. Each ending of these dev vids has been a different stage of the min landing. With launch date being announced when it "lands"
For a game that could come out this year, there is still precious little footage that represents actual gameplay. Mostly just glamor renders that may or may not be effected by physics. At least one shot was of a burning vessel with a little wobble.
I feel the same way I don't think we will see this game until 2023 and MAYBE it will be worth the wait
I’d imagine that for a sandbox game that once you’re at the “things working in a physics grid” stage, then you’re most of the way there.
Due to the difficulty of building in orbit, and the dev teams focus on accuracy, OAB might stand for Orbital Assembly Bay
I’m just excited to see how people are gonna break the game when it comes out. I’m sure they’ll be someone out there who finds a way to make interstellar travel quicker and broadcasts it onto UA-cam
Thanks for keeping my interest up. I haven’t played KSP for a good while. I will be getting KSP2 though since KSP is the best ever ‘game’
I love how speculative you got with those end credits shots haha
Let’s say that ksp 2 launch is like “no mans sky” I bet everything will be ok because the teams passion towards the game will keep it alive
NMS was independently released though, so the KSP2 dev team ultimately has no say in how long they get to work on it.
lol No Man's Sky was hot garbage on launch.
@@TestECull I think what they meant is that if it's like No Mans Sky. The launch could be shit, but they could improve it and not give up on it, just like the No Mans Sky dev team.
@@BubblegumDog_ that is exactly what is was saying.
One of the things I noticed in the newest video is the inclusion of a LOT of parts from Nertea's Near Future mod suite.
Well nertea is working on the game lol
@@linecraftman3907 Indeed he is. I just didn't expect to just see his parts being ported 1:1 into KSP2 and featured so prominently in a featurette.
The „slaying the kraken“ part didn‘t age well. 😂
Would be pretty cool if they have a real engine that worked or had a description to the docking port kraken drive
yeah that would be awsome, like the last engine in the tech tree or something that just says "Kraken Drive", like a fun endgame easter egg.
To be honest, I am not a person who really like multiplayer games. That is one of the things I love about KSP. I am free to be creative and explore on my own. If they end up having that functionality, fine, but I won't use it. If they never have it I will be fine. If you can only play multiplayer I will move on to something new.
Having only multiplayer would be counterintuitive.
@@l1ghtd3m0n3 Agreed but that exact thing has happened to other games in the past. I think it HIGHLY unlikely here.
How would multiplayer even work? Trying to maneuver a delicate space station docking…. 100,000x time because the other player is shooting to another star system
Just host a server with only you as a player, duuuuuuuuuuuuuuuuuuuuh
@@HadzabadZa Modern problems require modern solutions
This is the first game I've been excited for for some time, thanks for your hard work
i knew you would release a video about it as soon as possible
I just started the regular old KSP...
I already modded it to hell and started playing science
I have been dreaming to play this game for soo long that I can't even tell
I am waiting for KSP 2 so much
Excellent analysis as always. 🧐
they should hire you and Scott Manley to do voice overs!
3:28 That sent shivers down my spine, I pray to the Kerbal gods that doesn't happen.
Awww man I just got so excited watching this!
It's always a good day when the shadow zone uploads!!
I wonder if there will be ailiens or plants on other planets.
One thing to note is that when they say that you can see a speck of light and that will be able to go there , it probably means that the stars that are in game will be rendered In the skybox like distant object enhancements so don’t expect to be able to travel to most stars shown in the skybox
The official video says that you could look at a single pixel size dot on screen, and you could go there. That seems to suggest the capabilities of visiting ALL the pixels on screen. I think we could be in for possible hundreds of planets to explore.
If this were the case, there would be further delays and a much bigger file size, Love the optimism though!
Thanks for the video! I’m trying so hard to keep my hype down on KSP2. It is the best I can do without glykerol for my deep freeze pod.
I’m not too concerned about how long I need to wait, more so about how beefy a PC I’m gonna need 😩
save up money for a couple months and then upgrade your PC
Remember when KSP 2 was supposed to be released years ago?
And now we're wondering when the next game development progress featurette will happen.....
Im interested to see what modders can do with the new interstelllar travel system, as well if the game devs gonna make a DLC of sort (Or even an update) where they hint to some old classic sci fi tv series. Like wrap engine/core from Star Trek. Or using some "faster then light" theories that is already out there. Like the Alcubierre drive, or somehow have a drive that is able to open/make a wormhole. You know, what some people in the field do theorizing about, but are still way out of the human league.
I arent saying that I a drive that can do FTL to make the interstellar travel easier. Im saying that it will be cool to see the game devs, or modders, to make that sort of easter eggs
for the rtg there is a reference to the martian, so it does not seem like something they would not do.
cant imagine any other way to achieve inter stelar or even regular "jet" drives between earth and mars
I think the game will be early access or the other feuters will be a after launce update (since that almost the norm now adays)
okay, hear me out : if were going interstellar, we would likely have vessels that go to a significant portion of the speed of light right ? then they HAVE to include einstein's general relativity laws, like the one which mean that time flows slower the faster you travel in space! idk that would be so cool to have an interstellar trip last 8 years on kerbin but only like 6 years for the kerbals inside the ship or something idk im too lazy to do the maths
but then i wonder how would it work in multiplayer ? idk seems complicated to implement but damn "time travel" is the coolest thing about traveling close to the speed of light so definitely worth it if you ask me
That's hilarious about the physicist and him working on Kraken 🤣🤣
They actually edited that presentation after the earnings call to say that it would come out in Fiscal year 2023 OR fiscal year 2024.
It could have a release date of 31-March-2025 and still hit that.
They must've hired Chris Roberts as a consultant
@@sclarin2 Or Todd Howard. I don't want to play Skyrim remake 2, where's my Elder Scrolls VI?
The one thing I’m worried about this game is that its gonna be quite laggy and require a beast of a pc
I have never been this hyped for any game. A very promising game + no mtx + regularish progress updates is massive
@@kukuc96 I'd be fine with that yeah
DO NOT BELIEVE TAKE TWO! DO NOT TRUST THEM! There will be MTx and it will be the ruination of the game.
@@kukuc96 I don't care if the only microtransaction in the game is a fucking hulagirl to put on the dashboard of Jeb's spaceplane, I'm not buying if they're there.
@@TestECull I'm trustworthy they'll do good
@@tfk_001 I've got some beachfront property to sell you in Nebraska
I want to know about multiplayer dammit!!!! That's the important thing for me and my buddies who want to play together.
this NEEDS to come out!!
The OAB is also hinted at in the settings>input theres controls for OAB
the real time simulation of the star on the horizon is pretty standard for space games now days as far as ive seen. and even no mans sky had it at launch, but was disabled after mass complaint that day-cycles were broken
First of all, nice that you made an episode about ep5 so promptly and also thank you for the rough projections. What can we expect and when.
On the other hand, I would like to comment on the mp part. Not everything and every game at the forefront ksp constantly needs some kind of mp that just makes the development and requirements for the code even more difficult and you should rather put all your resources into the game with new meaningful gameplay extensions a simulation that doesn't have more than 300 parts a spaceship only feels like 25 fps.
So I hope that they will stop that in the end and focus on a solo ksp.
17:38 It makes me wonder if atmoshic condtiions would be better rendered like for supersoic,hypersoinic aircraft?
I love KSP and I want to play KSP 2! AGAIN
Regarding how many stars will be destinations, I'm guessing it won't be many (1-3 systems besides the Kerbolar system), but they may add more systems either as paid DLC or as free updates.
Going from academia physics to game dev physics was certainly a transition for me and for everyone else I've talked about it in the industry. Michael has a great background for a fantastic games physics engineer, but it kind of depends on how much experience he had with game physics before and/or whether he is a fast learner. He's definitely more than qualified on the more general stuff, like the interplanetary/stellar transfers, but slaying the Kraken in the context of working with Unity's PhysX is a task that requires specific experience. Which he might very well have - people don't put everything on Linked In and there was time to learn the system, but it's also not a certainty from his background alone. So I'm really curious to see how this plays out in the final game. Hopefully, expertise and time were both in sufficient quantities to slay the Kraken for good. But either way, I do expect it to be much improved.
Kraken is so iconic to KSP that I bet they would like to make a feature out of it. I don't know what ideas they have. Maybe the Kraken would be an actual leaving space 'thingy' in one of the other solar systems that we will have a chance to explore. Probably it will not be very friendly :)
Given in the Something more segment it showed a lander staging then timewarping a little as it came in, I'm gonna assume it'll have some more advanced, autonomous features similar to mechjeb.
I bet the next video that they make would be about multiplayer.
Hope so
I can't wait for this game but I still wonder about "pre-alpha footage" and stuff. Like do they consider Alpha where they get all the systems into the game and beta just the test + fix phase? Cause I'm slowly not believing this game will come out in 2022.
I think they said at some point that the game will "come out" as an alpha, much like the original KSP. The "finished" version, 1.0, might be as far as years away at this point. Doesn't necessarily mean that the game won't be fun to play when it initially releases, though.
If the usual AAA habits are any indication they'll release it as soon as alpha is done and let us pay them to beta test a broken buggy clusterfuck. THat's the usual MO for AAA publishers like T2.
@@TestECull You are aware that's now the original KSP came out, right?
@@tiedeman39 I think there's a difference between Squads tiny group of developers and massive companies. Especially when we're talking about unfinished games
Hey nice video !
Did you got any information about joystick in the episode 5 at 11:53 minutes ?
Thank you !
It's a joystick.
Just a joystick. You can use them effectively with KSP 1 too with a little tweaking.
I think that the on the “something more” part, the video on the computer could be a secret message where after the mission returns, we get the release, and the landing will be a release date.
I know damn well it will take me years to go interstellar, still I love it, after 90 hours I first orbited Kerbin, I have learned
I was there pretty much right when it came out.
I was blown away.
EVERY star in the sky… you can visit it.
I was all like “HOLY FUCK IN NEED THIS GAME”
How many years are we keeping the hype up with this game based on pre-alpha footage?
I hope it does not turn into vaporware
All I want to know is if ksp2 will give consoles the option to use mouse and keyboard.
Its just around the horizon!
Love KSP, can't wait for the second one, find a few people are feeling that the game won't live up to the hype, I for one think it will. The team seem passionate, and the gameplay released looks good.
The only issue I have is the wait, but I am sure it will be worth it when it does come out.
this game is crazy because you realize that youre always in an orbit.. space travel isnt just travelling in some random line like you can just go anywhere.. youre always in an orbit. when you leave a planets soi you enter into the orbit of the planet around the sun.. visa vie.. if you leave the suns soi (which you probably wont) you will enter the suns orbit around the center of the galaxy.. to get to the next star you simply need to rendezvous with it the same way you do with docking by adjusting the normal value at the node to match the stars orbital plane and then proceed to adjust your orbit by either speeding up or slowing down and either extending or decreasing your orbit size around the center of the galaxy... i would liken it to the subtle adjustments that are made when doing a docking maneuver but on a larger scale.. docking maneuvers are basically micro adjustments to your orbit to match the orbit of the thing youre trying to dock with.. once you dock with it you are in perfect orbit with it.. the same is true for planets and even stars..
2:10 😐OMG, WTF, OAB!