[MUSIC] The pressure of the first big game you’re working on all of the sudden it’s a thing that’s like you really can’t talk about it to anyone. I was coming to work with butterflies each day. [Exhales]
This has been by far the biggest thing I’ve worked on. I try not to let it go to my head and try not to get too in the clouds about it. My parents have wondered what I have been working on for the longest time. It’s always like two questions that come out. One, are you still employed? And two, can you tell me what you’re working on? My brother’s a big fan, so this is a big secret I had to keep from him.
[Laughs] I don’t even know what to say, hey look, I’m working on KSP 2. You don’t, in general, get an opportunity to work on something that has been at the center of your consciousness or something you feel genuine desire to work on. And from that perspective, this opportunity is very hard for me to process even now. For me, I’ve always had a space fascination, so the idea of working on this game really really speaks to me because I can go there and do these things that I couldn’t before. I’m an explorer at heart. This is a game that merely gives you toys to play with and an infinite playground in which to play with them. And the things you create, the problems that you solve, they can be as challenging as you want them to be. I haven’t yet found the upper limit of what you can do even in the original game. And we’re expanding it times a thousand. KSP has always been a fascinating game to me. There are very few games that have been able to take science and turn it into something that’s truly fun. There is nothing like Kerbal Space Program. That first moon landing I got, when I actually achieved it and designed a rocket that could do it under my own power, there was a sense of achievement and satisfaction that I had never gotten anywhere else. My experience with the game was after playing it for a little while, I accidentally learned a lot about physics and about orbital mechanics and the history of rocketry, and about the way rockets work. And I learned it all by accident. We’re building a platform. We want to make sure that really everything that we do, the community’s able to do. I’ve always been a fan of developers that share their process and interact with the community have forums, have Reddit posts and Kerbal Space Program has consistently, over the last eight years, been responsive to community feedback, and gone back and forth with them on designing things. That’s the reason why I’m in this industry. I wouldn’t have become a game developer if it wasn’t for developers inspiring me and sharing their experiences and their work. In the beginning, there were two guys. It was sort of an experiment. Back then, we worked on every new release thinking it may be the last. We had no idea it would explode the way it did. When someone in the community said this was the best game ever made, that means a lot for us. We’re just trying to keep going and trying to make it even better. The community’s very strong. They know everything about the game. Every part of the game is done thanks to the community. They always surprise us with the things they come up with – what we give to them and what they give back to us. Its so big and so important. I mean the community lives it, and feels it, and loves it. Half of the fun about Kerbal is failing. When you start playing KSP, you will most likely crash the first time. You will learn through failing, but each time you will get a bit further and further away. And there’s always this great reward that is you being able to do something by yourself without anyone teaching you. Kerbal Space Program is one of the most scientifically motivated games in history. It’s a game that attempts to simulate essentially, NASA. So Nate’s asking me questions like we were at a conference together, so you know I go to conferences to learn about the details of the formation and the evolution of planetary systems, and what are the limits of the future space telescopes of the things we’re going to build. And he’s asking me, “Oh, how come these types of planets form this far out and those don’t?” and “How close can planets actually orbit together? How is their composition affected by title distortion?” These are questions you need to run large scale simulations to figure out the answers to and we still don’t know astrophysically we’re trying to observe these things. So, he’s exactly the right person to lead an effort to take something realistic to something fun. We’ve had quite some arguments over email about how close can these planets be together, is that crater really physical, can a methane lake really exist at that distance from a star all those kinds of stuff. And I kind of want to know why he’s asking these questions. Can a gas giant theoretically be stripped down to its core by a stellar event of any kind? Do they even have a core? So there is a story that we can tell around high speed oblique collision recent, so there hasn’t been an opportunity for this lava to cool. Normal stars in the main sequence, have a specific temperature and brightness, and we believe from observations, essentially those two are locked together – they’re co-dependent. I mean that was a light bulb moment right? There’s something I’ve never seen in popular media. Have you? A big ring system? Well no, the notion that a young star system might be full of ringed planets. I’ve never heard that in my entire life. People barely talk about young star systems at all. The importance of Kerbal Space Program is that it’s more than just a game. It is the ability to learn and to really grow as a person that allows you to appreciate this universe that we’re in and the world around us. When I was thinking back to my first experience with Kerbal Space Program, the thing that I think of appealed to me most about the experience, and I didn’t realize it at the time, was that it’s inherently optimistic that you’re creating something from nothing. You’re creating a space program. You’re essentially, in our game, creating a civilization that spans multiple solar systems. And I can’t think of anything else that’s that optimistic right now in popular culture. KSP 1 is the exploration of our nascent space program up to modern day. And KSP 2 explores the near-ish future of what this could be. Doctor Robert Zubrin talks about how we view the year 1492. Theres a bunch of stuff that happened that year, but we only remember one thing that happened that year because it had immense material impact on our current lives. And I think that’s probably more true of the people who are advancing space exploration right now. We’re going to be naming landmarks after the people who are currently advancing that quest. We’re in a golden age of astrophysics and space astrophysics in particular. As flagship missions get bigger and bigger and more and more ambitious, are we going to be able to do the next generation of them? It’ll be even bigger and more ambitious. Where is the limit? [MUSIC]

Author Since: Mar 11, 2019

  1. My mum asks what game would you like?
    Me: KSP 2 PLS
    Mum: KSP 2? Tell me about it!
    Me: It’s a game about science.
    Mum: A game about science when did u start liking science?
    Me: When I got KSP maybe? Remember I told you that I had just watched a video of Scott Manley on centere of mass for planes?
    Mum: No I do not.
    Me: Anyway when the game comes out please get it for me cuz I want to support them cuz The original KSP was super good.


  2. KSP the only game i have that can literally take over an hr to launch due to mods and still the greatest space game ever. KSP 2 will require a fucking NASA PC so I'm screwed lol.

  3. I was almost crying watching the announcement @ gamescom some days ago! I love your game and can´t wait to see KSP2! Thanks to all of you 4 the great moments i had and the more to come! greatings from germany to the whole universe 😉

  4. Make Stand Cameras So we can put them on a planet and look when we want, and make telescopes like a hubble telescope

  5. I love how all these youtubers I’ve been watching since a kid are so determined to help this become as good as it can get, I’m so excited I really don’t want to be disappointed by a game I have so much hope for.

  6. Very excited, but please, please, do not fall into the modern trend of sequels dumbing down. The orbital mechanics is the central reason KSP was so successful, nothing else like it. Please keep it complex.

  7. Великолепно, надеюсь завезут больше возможностей, а так ждем конечно же.

  8. This made me question the choice of studying physics instead of aerospace engineering, but hey I can always do a master in spaceflight

  9. When I think about reliving my life with all the knowledge I have now, I think it would be utter agony since I'd have to wait decades for KSP and all the mods I like to come out. We live in the best time.

    While I say that, I haven't actually played since before Breaking Ground came out. But I'll get back into it surely!

  10. I have a good idea for you – turn on slow motion when FPS drops. Beautiful explosions on slow pc. And you can always say that this is not a bad optimization) Whith love.

  11. Please no microtransaction, no lootboxes no crasy grinding no exclusive BS you have to pay extra for.
    I want to send rockets to space, I buy the game – I get to play all of it. Period.
    And no day 1 DLC artificially making the vanilla game incomplete

  12. The longer I watched this the more I realise this will be a fun game to play has the very civilization that is actually capable of space exploration dies in front of us.

  13. I was not this excited because of the game in years. Thank you Squad. I love each and every single one of your beautiful souls. Here's to another successful launch. I know I'll be a part of it. Cheers

  14. KSP, the first time i built a rocket was purely for fun. it went to orbit first time but had a fairly useless payload. YAY ME!

  15. 1,000+ in ksp. I am clearly buying KSP 2. You have my attention at the announcement. Here are the following things I want in KSP 2. 1) Bigger stock parts list from KSP 1, I felt, in general, there weren't enough parts from the first game. I felt the variety of rockets I could make was low. 2) I never really cared for the missions. A lot of them were very pointless. 3) if you going to keep the science system, do more with it. I used to love mods that added more to science or more experiments overall. 4 A much better stock UI, I shouldn't have to mod the UI to get a decent UI interface. 5) A mod that let me schedule burns as a calendar would be nice to have stock in the game. This game is coming out in 2020 you have no excuse to not have a decent UI's, that was again my biggest complaint about KSP today was to get all the information I need to plan a mission properly I need to find mods because stock UI is a joke. 6) rovers that work I know others will talk about the DLC I never cared about that. I bought the dlc. for me, it was the weak UI and bad features of the stock game today, and the fact that mods are less and less working today then they used to be, it's why I don't play KSP today. I would rather not mod ksp at all and play it all stock thought. I only modded because I felt I had too. Do it right, ill be happy to play what you give me. So far your cgi footage looks good, now I won't pre-order until the game is released, I want to see some gameplay now.

  16. Game developers: This is the biggest thing we have worked on.

    That one gamer: Kerbal Space Program speed run any % in 5 minutes.

  17. Okay, those kids flying the model rocket got to me. As someone who's both played KSP and been involved in model rocketry since I was very young, I think that there's a certain commonality. Building something, watching it fly, sometimes (frequently) having to go back to the drawing board. There's a personal satisfaction when things work out, and a certain amount of entertainment to be derived when they don't.

  18. Honestly, this game is so annoying. I love the game, but it so fucking hard. My rocket can make it to the mun or barley make it out of atmo. Revert revert revert sqaured10

  19. Dear ksp2 devs, you may not foreseeing it yet, but you have a great resposability. Modern neurology taught us that we are learning best by playing. Ksp may be more than a popular game but a huge kick for inspiring next generation. It may have a greater effect on space conquest than any government's agenda or private corporation. Ksp could trigger a
    worldwide awareness and interest over the next decades. So thank you and keep going the great work. Sorry for the bad english,

    Baguette Kerman.

  20. I learned that I should not use sandbox or design rockets in real life however I love the game and I have bin havin fun with it so thank you for making ksp

  21. Guys. Guys.

    Building good looking futuristic ships is the core reason for me to play. I want my shit to look good. And futuristic. While functional.
    And what a futuristic spaceship does? Well – it VTOL SSTO's.

    So for the love of god add throttle control avionics to the core :).
    I want to have some nice designs, where my engine doesn't have to be in the center of the mass of the ship in order for it to take off or land. Which is currently impossible without a 500Kb mod. 500Kb mod, Carl. Which hasn't been updated since 1.4 so I'm freaking the hell out. This mod is essential. I mean – it still works on 1.6, but still.

    And two-point fixation. I figured out I can solve this problem with docking ports (haven't tried yet though) but still – If a connector has two points of fixation, everything that it "touches" should be connected – regardless of the order. Currently, if you put a duo coupler, connect some fuel tanks and want to close that with another coupler – you can't. Only one tank will remain connected. The second one will wobble. Unless you use docking ports (which I just realized yesterday, so don't catch me on this one yet :).

    .. and persistent rotation. Like – really :). This is not important but it adds up a lot to the atmosphere of the game.

  22. Good thing that I didn't waste my money to buy kerbal space program today. Because I'm going to waste it on kerbal space program 2. at least when It lithobreaks to us in 2020

  23. The 5 requests I had
    1. Interstellar expedition: as the ultimate goal of our space program, we have to go boldly to no kerbals have gone before.
    2. MOAR parts: the future should not be bound by chemical, low Isp rockets. We got to have thermal engines, inertial fusion engines and Alcubierre drives. More spaceplane parts should be added too, so we can build planes with complexed aerodynamics and cool shapes. These things are available with mods but I want them to be stock
    3. Procedural building: just having parts with fixed sizes, shapes is not enough, we want customized parts that fits more for our mission!
    4. MOAR physics: bound to the one-body Newtonian physics, KSP1 was not really simulating the reality. We need N-body gravity to do more complexed manoeuvres and gravity-assists. We can even improve this by adding Einstein’s Special/General Relativity, as it works even better for gravity simulation, plus with the interstellar one, as you go at a fraction or approaches light speed, physics can be different. Increased mass, time dilation, plus the Kepler effect of light. In stock KSP, you can easily go FTL with a normal rocket engine with infinite fuel, and the colors of stars and galaxies appears no different when you approach c.
    5. VR and Neurolink support: better gameplay. Dream, build, fly.

  24. KSP just floored me, i was amazed because i finally had an understanding of the complexities of space travel. It was so rewarding to actually land on other planets or their moons. I'm so excited for this game!

  25. I am going to build a spaceship and fill it up with Kerbals and crash it into the sun and I'd like to see any of you nerds try to stop me

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