Hello Kerbonauts, happy new year!
We had a lot riding on the For Science! update that we released two weeks ago - it's been a long first year of Early Access, filled with the arduous and mostly unglamorous pursuit of bugs, stability improvements, and performance gains. This update, the first of our major roadmap updates, had to achieve some big new goals for KSP2:
- Round out the core game loop with re-entry heating and buoyancy
- Introduce a whole new progression system via the R&D Center and Mission Control
- Introduce Science collection, Science parts, and dozens of new points of interest
- Continue to deliver quality of life improvements (like banishing wobbly rockets) and performance improvements
- The music. Yes, you all love Howard Mostrom. We’re going to need a bigger inbox for all his fan mail.
- The tutorials and first-time user experience have paved the way for a new group of first-time Kerbal players. We’re not only seeing lots of you get to space, we’re also seeing a lot more players doing interplanetary missions. In many ways, the original justification for KSP2’s existence was to find a way to welcome more new players to Kerbal, and we’re very excited to see that this work has begun to bear fruit. We knew that bringing rocket science to the masses wasn’t going to be easy, and there’s still a lot more work to do in this area...but we’re making progress!
- Folks are enjoying the missions! We’re excited to continue adding new missions to the game via upcoming updates, and we’d love to hear your suggestions for compelling new exploration goals.
- In general, we’re beginning to see the flourishing of player creativity that we knew would take place once the most critical performance and usability issues had been ironed out. It’s been a pleasure to visit the [url=https://www.reddit.com/r/KerbalSpaceProgram/]KSP Subreddit[/url] and our #bestof channel on [url=https://discord.gg/interceptgames]Discord[/url] and bask in the awesomeness. People are making magnificent things, and it feels nice to see all that imagination unleashed.
[i]Courtesy of Aravir[/i]
[i]Courtesy of Flypig07UA[/i]
[i]Courtesy of Dr. Seno[/i]
[i]Courtesy of BioticKeen[/i]
Of course, a key benefit to our game being in Early Access is that we get detailed bug reports and feedback from a wide variety of players. And boy, did we get a big helping after releasing this update. Check out the spike we saw on our [url=https://forum.kerbalspaceprogram.com/topic/221803-bug-status-1222/]K.E.R.B. bug submissions[/url] at the end of December:
There are some annoying bugs and usability issues in the mix - some are new, some have been around for a while but have risen in prominence now that other more consequential problems have been addressed. Some areas of frustration include:
- Font scale and legibility
- The maneuver node interface
- Thermal system tuning, including the propensity of some parts to explode even when they’re shielded and the insufficiency of fairings to protect their contents)
- One-off stability issues (most of which can be corrected by reloading or restarting)
[i]The Orbital Survey mod[/i]
[i]The 2.5x Kerbolar System mod[/i]
The next major roadmap update, which will bring colonies to the game, is now also in progress. In the meantime, the current plan is to sneak a few additional missions into the next incremental update, just to keep things fresh. Now that there are interesting things to do in the game, we’re very excited about all the ways that we can continue adding new layers to that experience in the coming year while knocking out the bugs that remain. 2024 is going to be a very exciting year for KSP2, both for the players and for us developers!
Nate
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