I can see dedicated fans of the first game wondering why they would be bothered paying for and playing KSP2 when the original is a lot more refined and still looks and plays very well. Kerbal Space Program 2’s early access gives players a good idea of how the new game will likely be, but at this stage, it is no replacement for the original. Effects like heat when leaving and exiting the atmosphere are not yet implemented. The problem is that, at the moment, it is just a sandbox with some updated graphics. For the most part, the physics are there, there’s also a load of components to play with, and the training mode seems fairly robust. I’ll be honest and say that KSP2 is pushing the term “early access” to its limits with this soft launch of the game. This is understandable, given that the game is not yet complete, hence the early access release. I was asked by the developer’s representative not to do a review, as the game is not finished, but instead, write more of a first-impressions. Getting a craft into orbit is the first step, and from there, a trip to the Mun (Kerbal’s moon) and beyond. Using various parts, players can build complex multi-stage rockets, aeroplanes, and assorted space vehicles capable of travelling to the far reaches of space. The people of this planet, the Kerbals, are strange green folk, seemingly without any fear of meeting a sticky end and the hands of the player. Rather than this being an Earth-based game with the player helping NASA reach the stars, the game is set on the planet Kerbin. The game’s unforgiving and very serious aerodynamics and astrophysics are offset by the rather bizarre tongue-in-cheek design style. I also got a 3-manned capsule up (used the rocket design from a Youtube video).Kerbal Space Program 2, the long-awaited sequel to the smash-hit original, is now available in early access.įor the uninitiated, Kerbal Space Program 2 follows its predecessor in being a physics-based space program simulation. That was a small one manned capsule rocket too. Looks too complicated, and I don't really see a need for the computer to control my rocket when I can easily do it myself.Ī got a simple rocket, legitimately, into a stable orbit around Kerbin. Now I know how they work, I'll play semi-legit (using the ingame cheats instead of mod cheats) and fly from Kerbin. The whole reason was to get my modules to the Mun and play with them. HyperEdit made it easier to get them there.Īs for other planets like Duna (when I feel it's time to explore other planets instead of the Mun), I won't be using HyperEdit. Some of the vehicles I wanted to get to another planet, were often too big to be transported. But after many failed attempts of landing something other than a probe rover on Mun, I resorted to that. I also know that cheating ruins the challenge and the point of getting a rocket there. Even with cheating, I couldn't figure out how to strap the modules I made to a rocket, without it wobbling while sitting on its clamps. Been using HyperEdit to finally play with the Extraplanetary Launchpads mod on the Mun.
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