

It must be predictable, plannable, and stable enough so that players can feel confident planning missions and building vehicles or colonies in contexts that involve heat.At the same time, it should have an appropriate level of abstraction so that it is teachable in the same way that other KSP systems are, such as fuel and power flow.It must feel authentic and model the core challenges of heat for spaceflight, atmospheric flight and colony building.This system needs to do a few things right that we felt couldn’t be accomplished by the KSP1 thermal model: What this fundamentally means is that for KSP2, we have had to redesign the entire thermal system from scratch. This all comes from the vastly increased set of environments we have under construction, parts you’ll use, and missions we want you to fly. We're aiming to have a much larger scope of thermal gameplay elements when compared KSP1 – we need to be able to surface new and exciting challenges that range from the mundane (don’t dunk a Kerbal in an active volcano) to the exotic (fitting a few thousand square meters of radiator to your interstellar vessel) to the really hardcore (building a functional mining colony in the shade of a mountain on a tidally locked planet really close to a star!). Heat management is one of the more underrepresented challenges in spaceflight, which is too bad, because it’s pretty…COOL. A lot of this skews towards mission planning and vehicle design but making sure we touch on many of the core spaceflight challenges is important. Thermal ChallengesIn Kerbal Space Program 2, we try to introduce prospective rocketeers to the edges of various space disciplines. It is rather long, but it is a complex topic worthy of discussion, and the community deserves a good analysis of what we’re doing, where the core challenges are, and where we are making specific design choices for interesting gameplay. In this dev blog I’m going to go into the design of the thermal systems in KSP2. One gameplay system that we have heard a lot of enthusiasm for is thermodynamics, and thermodynamics is very dear to my heart. As KSP1’s modding community proves, there are thousands of possible features, and dozens of possible approaches to each feature. Different community members have varied perspectives on what features we should add or improve next. Pulling off a successful space mission is really a massively interdisciplinary undertaking. Propulsion – obviously without engines you’re getting nowhere! Mission analysis? Where will you go without an actual mission? How are you steering your rocket without guidance, navigation, and control? Electrical and life support – obviously key. In aerospace, a recurring joke is that every discipline considers their part of the project the most critical to mission success. Keep up with all things Kerbal Space Program 🚀 Thank you all for joining us on this Early Access journey! 🚀 We're working hard to make KSP2 the best it can be.

As the song goes, 🎵 things can only get better 🎵. Ask away questions about parts and part systems below.Īs a final note, we understand that KSP2's current state doesn't meet fan expectations. In addition, we'll be hosting a live AMA on Twitch [with Senior Mechanical Concept Designer Chris Adderley (aka Nertea, former KSP1 modder) next week on August 17th at 10am PT / 1pm ET / 6pm BST. We'd also like to share that in the weeks to come, you can expect to see three developer interview videos with three different members of the team, diving deep into:
Kerbal space program 2 youtube Patch#
This patch continues our commitment to resolving the biggest issues faced by our community to set up a solid foundation in preparation for the Science update.

Patch v0.1.4.0 is currently scheduled to go live August 22nd.
