r/KerbalSpaceProgram • u/Educational-Draw9435 • Apr 20 '26
KSP 2 Opinion/Feedback An terrible ideia is brewing inside my head.
its bad
r/KerbalSpaceProgram • u/Educational-Draw9435 • Apr 20 '26
its bad
r/KerbalSpaceProgram • u/Holiday-Anybody1448 • Jan 12 '25
r/KerbalSpaceProgram • u/thatwasacrapname123 • May 17 '25
I was disappointed, yeah, but I didn't ask for a refund. I just took it as a lesson learned. The fact that they are still selling it as an in development game when it has clearly been abandoned - now this kind of pisses me off. I like the Early Access program and yeah "Buyer Beware" sure - but there comes a point where Steam are complicit in fraudulently selling a sham product.
r/KerbalSpaceProgram • u/mohammafsab80 • Nov 08 '24
r/KerbalSpaceProgram • u/Lol_lukasn • May 24 '24
r/KerbalSpaceProgram • u/j9r6f • May 04 '24
I'll start off by saying that I am no fan of Take-two, and I still think they are pretty scummy, but from the standpoint of running a business, they've made the right decision. Intercept has been making big promises and failing to deliver since 2019, and I'm frankly amazed that they were given as many chances as they were. They're still claiming that they're going to deliver, but I think the writing on the wall is pretty clear now and Take-two has finally decided to cut their losses. It's just sad to see a project with so much potential and so much passion stumble at basically every step.
r/KerbalSpaceProgram • u/Fabjoh27 • Nov 06 '24
r/KerbalSpaceProgram • u/spacenavy90 • Dec 23 '23
r/KerbalSpaceProgram • u/sigmadudetoilet • Sep 02 '26
Is it just me or do you also sometimes fall into a KsP 2 depression. It’s like every 4 months you think about ksp2 and you get sad because of the potential of the game and you could have had it very fun right now. It’s so frustrating and you can’t think about anything else.
r/KerbalSpaceProgram • u/Price-x-Field • Feb 05 '25
r/KerbalSpaceProgram • u/RocketManKSP • May 11 '24
They had all of last week and all of this week to tell the fans anything about what's happening. They made some very vague and weasely worded statements about 'the label will continue updates' and 'kerbal is safe'. Neither have a real meaning or tell you anything about why IG is being shut down or what's happening to Kerbal.
Does anyone really have faith in IG, Private Division, or Take 2 at this point? This is the sort of rug-pull that I expect from meme-coin and NFT shysters to do- walking out with whatever money they have taken, not saying a thing about what happened.
I don't even own the game - I smelled the stench on this project from launch - but I'm still hugely dissappointed that the amazing Kerbal franchise is being treated like yesterday's garbage by these amorale people.
r/KerbalSpaceProgram • u/Kev1n8088 • Dec 25 '23
I started playing KSP2 again after the recent update, and after the honeymoon period passed, I realized just how asinine the UI design is. Five things really stand out to me and makes it seem like the devs never got anyone to actually do a serious mission with the UI.
The velocity meter just… drops the decimal place after 100m/s. Why?! There’s enough space for it, the decimal is still there, just at 0. The devs had to purposefully round the velocity, and it means that precision after 100m/s is gone. Just because I’m faster than 100m/s doesn’t mean I don’t need the decimal place, especially for gauging the change in my speed.
The retro aesthetic does not mean everything has to be so pixelated. The pixelation is fun for the first 10 minutes, and then it just becomes obnoxious. Labels are extremely hard to read at a glance, and a lot of the time it seems they have to sacrifice precision on progress bars just for the aesthetic.
The maneuver node information page lacks the ONE thing that matters for maneuver nodes: deltaV remaining in the node. I don’t want a vague progress bar that’s made even less clear with the retro pixelation, or a countdown that only works if I’m thrusting consistently, I just want a deltaV remaining number. Anyone who has done ANYTHING with maneuver nodes should realize how critical it is. The fact that it’s still lacking 10 months after release is ridiculous.
Physics timewarp is impossible to activate in orbit. The devs went out of their way to make a new fancy timewarp bar, and yet they removed functionality by not allowing physics timewarp. So good luck if you want to use a low TWR craft.
The general placement of all the flight UI is terrible for quick scans. In KSP1, the scan pattern was just center, up, down, with the distance between the important information minimized. In KSP2, the scan is now center, bottom left, bottom center, and top right, because someone decided that the G meter should be by the kerbals.
I’m sure there are other examples of the terrible UI design, and I haven’t even talked about the parts manager (which to be fair I think is a good idea). The overall design just seems like it was done by someone who was given a screenshot of the KSP1 UI and redesigned it based off of feel alone with no considerations given to actual usability. In fact, the SINGLE UI element in KSP1 that people had significant complaints about (in this case being too small and hard to read), the vertical velocity indicator, has stayed the same. All of these problems are extremely easy to fix, and it seems ridiculous to me that they had the time to write paragraphs of flavor text for the science missions, and yet couldn’t be bothered to actually FLY with their UI for anything beyond some screenshot.
The UI fits for an arcade game, and it seems like that’s what the devs think KSP is, but it’s not. I don’t want pretty colors, I want precision and ease of access. I hope that the devs understand this and actually try using their UI, at least once the bugs are stamped out. For now, I’ll just stick to KSP1 and kerbal engineer.
r/KerbalSpaceProgram • u/ioncloud9 • Jan 01 '24
I have over 800 hours in KSP 1. This is the update that has pushed KSP 2 past KSP 1 in my opinion. I am enjoying all aspects of the game without game breaking bugs or lack of content.
The exploration missions have a goal that gradually take you outside the Kerbin system with ever increasing goals and complexity.
One of the biggest, coolest features I’ve discovered is the ability to modify the position of a node without having to remake it. This is game changing. I usually eye ball my transfer nodes and it’s good enough but if im off it’s annoying to redo it. Now you can right click the node, click and hold the top option, and it drags the node along the orbit so you can see where you end up if you burn sooner or later.
I guess you can do that in ksp 1 it just wasn’t as intuitive to me.
Really looking forward to future content updates. KSP 2 has arrived.
r/KerbalSpaceProgram • u/Fulkerboywooosh • 6h ago
The KSP 2 trailer came out. Holy shit I feel so old now. I was so excited and then equally disappointed in years to come. Still remember first time watching it. The music the scenes everything. Oh what could’ve been
r/KerbalSpaceProgram • u/baby_envol • Jul 06 '24
r/KerbalSpaceProgram • u/Suppise • Jan 09 '24
Basically things like kerbal/probe core levels, and comment occlusion are absent from the game atm, with it being rather unclear if there are plans to add them.
This makes bringing more than one kerbal, rescuing kerbals, building communication networks, etc all self inflicted challenges that the game doesn’t push you to design around.
I feel as though the game doesn’t push you beyond the bare minimum, and it would be disappointing to not see that changed before 1.0
Would appreciate others’ thoughts on the topic, (ideally in the forum post as the devs are more likely to see it then) as long as it’s kept civil.
r/KerbalSpaceProgram • u/dudemaaan • Feb 06 '24
r/KerbalSpaceProgram • u/takeitassaid • Oct 27 '25
Hi all,
i still can't let go of what we could have had.
I would like to mention "Hello Games" with "No man's sky" as an example for redemption.
The whole situation with ksp2 is so sad, this could have been a successful franchise. So many possibilities.
Maybe it will get salvaged in the future but i just can't get my hopes up for that.
r/KerbalSpaceProgram • u/EntropyWinsAgain • Jun 22 '24
Even in EA, the rollout for KSP2 was not as flawed as other EA rollouts, such as Cities Skylines 2. That one was so badly handled that Paradox Studios issued a public apology for the state of the game's early release and early DLCs. However, other games, such as Satisfactory and Captain of Industry, are still in EA, where development and rollout are proceeding quite smoothly. Each game is different, but the complexity of KSP2 and what was promised is far beyond any of the games I've shared here. Maybe I (and those like me) and my unrealistic demands on what I wanted from a finished stock KSP2 were far above what was practical. But it does no good to live in a world of maybes now.
Edit: Adding the forum post since someone asked. https://forum.kerbalspaceprogram.com/topic/225197-threads-of-the-month-june-2024
Edit2: my post in the forums criticizing the mod for his choice of words was removed.
We get that there's bitterness in the community. Don't take it out on this thread, which exists to foster friendship and share game experiences among your fellow forum members.
As usual it's Vanamonde
Edit3: My biggest takeaway from this whole thing is how tonedeaf the mods are. A mod makes a post in a "thread of the month" topic and comes out swinging about how great the release was compared to other EA releases. Other mods remove any posts critical of OP's post. OP had no business voicing his/her opinion of the game state.
r/KerbalSpaceProgram • u/Squeaky_Ben • Dec 25 '23
This is a vent post, not even gonna lie, but maybe there was just a streak of dumb luck in which dumb bugs just did not show up but they sure do now.
I just got the mission to send a craft to a Minmus Orbit and holy shit, how can this be so difficult.
First I try to just select minmus as my target:
Does not even work reliably. I was wondering why my target was pointing in the wrong direction, turns out it targetted the mun for some reason.
Tried getting an intercept with minmus. Could not select the damn moon because a craft of mine was alread in orbit (which makes this even funnier somehow) and was entirely blocking my ability to click on Minmus.
Add to that roughly an hour prior, a mission to Duna was fucked over entirely because the maneuver node was just LYING TO ME and I hope you understand my frustration.
I just can't fathom why this game refuses to function so often.
To add insult to injury, my attempted Minmus Mission was also host to a hilarious bug where segments of my rocket just shifted off of their decouplers, which made maneuvering hella awkward for no good reason.
I then wanted to see what craft was in orbit around minmus to see if I should crash it or if it was important.
Turns out it was an earlier relay satellite of mine for unmanned missions.
Took control of it and... well, did not actually take control.
I had power, I had electricity, I had connection to the KSC and yet the craft would not let me control it.
I am gonna yeet something out of my window now, take care and merry christmas.
r/KerbalSpaceProgram • u/OlliePollieZ • Dec 22 '23
Noticing reentry is much tougher and others have noticed it too.
Personally believe it adds a new challenge which we love to solve as a community. It is not meant to be easy, it’s not meant to be as simple as aiming back at Kerbin and you’re done. Please ignore those people saying it needs to be toned down
r/KerbalSpaceProgram • u/Grimsage7777 • Jan 14 '24
I gotta say, there is a DRASTIC increase of QOL in KSP 2. And I didn't even realize it until trying to go back to KSP 1 for the star system mods.
People are constantly saying that KSP 2 doesn't have the content that KSP 1 has. But I beg to differ. It's insanely intuitive to build in KSP 2, even with the strut bugs, lol. It's impossible for me to even try to go back to KSP 1 after this!
Edit: I would rather play KSP 2 than KSP 1 any day. The old game camera just doesn't move as well as the new one. And since I spend a majority of my time building rockets in the VAB, the updates there are a dramatic QOL improvement for me. There's nothing within the VAB that a quicksave/quickload doesn't fix for me now. Which already makes the game more playable than KSP 1. As I'm not fighting the UI to move the camera around my build as I go.
To any Devs reading this:
When you are scrolling up and down in the VAB, you have to hold the MMB. Please add a function where holding shift supercharges that movement or vice versa. I make massive rockets sometimes, and it's a chore getting from top to bottom.
To drastically increase QOL for everyone, please fix the UI gore for maneuvers or in map mode in general.
PLEASE keep up the good work on this incredible game with all of the care you've shown thus far. I am a massive fan of the work you've performed! This game is a massive improvement on KSP 1
r/KerbalSpaceProgram • u/SteinsX • May 04 '24
Everybody is talking about how the developers of ksp2 got laid off while the CEO is taking more and more money for himself and this and that. But. Ksp2 development just wasn’t on point, from the beginning. The trailer of ksp2 came out on August 19, 2019, promising this and that, fast forward 4 years and all we got was something that should have resembled a game but that instead was an unplayable early access that didn’t even have reentry heating, priced at 50 euros (which is totally insane btw). Fast forward one more year and the game is still behind ksp1 in terms of content, incredibly frustrating to play due to the amount of bugs and yet, the developers in the last 2 months, during various interviews, were still mumbling about space colonies and interstellar travel while players still couldn’t manage to get the orbit lines to show when taking of from a planet. Am I supposed to think that the fact that the game got basically cancelled 2 months after the update that made it just playable enough to not get called a scam is a coincidence?
I’m sorry but I can’t help but thinking that the point at which we arrived at now was their fault too. Ksp2 was just a slap in the face of the community that made them who they are now. I don’t feel sorry for them and, mind you, I was one of the guys that even tho they knew something was wrong with the development of the game, paid the 50 euros at day one to give them a second chance.
It’s not only the big and evil company here, it’s everyone fault here.
r/KerbalSpaceProgram • u/JeyTee_one • May 25 '24
First off, I am a big fan of KSP 1 and I have been playing it since late 2011, and I LOVE IT.
So when KSP 2 was announced, I was hyped, especially since missing features of KSP 1 should be included, like colonies and, most importantly, multiplayer.
Now, after the release, I knew I couldn't play it immediately with my old war machine—I mean, my old PC.
So, while saving money to upgrade it, all the reviews and stories came out, and today I watched the video from ShadowZone about KSP 2.
The only thing I want to know now is why the studios decided it was a good idea to keep it a secret and not allow any veteran developer of KSP 1 to work on KSP 2.
Why is that so?
What was the idea behind it?
Why weren't KSP 1 developers included in KSP 2?
r/KerbalSpaceProgram • u/business_adultman • Feb 29 '24