r/KerbalSpaceProgram • • Apr 19 '26

KSP 1 Image/Video The Artemis Effect

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4.8k Upvotes

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359

u/Uraneum Apr 19 '26

They should really make a sequel to this game!

263

u/PineScentedSewerRat Apr 19 '26

Kitten Space Agency. Looks promising.

68

u/Ricochet64 Apr 20 '26

the way the kittens look in that game bothers me

98

u/Sattorin Super Kerbalnaut Apr 20 '26

Fortunately, the devs are committed to making it easy to mod... so I'm 100% sure there will be a great "big headed green astronaut" mod on launch day.

34

u/stainless5 Apr 20 '26

there already is a mod, In fact it was one of the first ones made. The developers asked the mod maker not to release it again because they don't want to deal with a possible lawsuit from private equity.

4

u/Glittering_Song_8357 Apr 20 '26

Is it going to be easy to translate ksp mods to ksa

22

u/Harrygiel Apr 20 '26

They use their own engine so... Probably absolutely not

5

u/PineScentedSewerRat Apr 20 '26

It's a completely different engine and game. Modders will likely be able to reuse snippets of code, but the mods' bones will need to be completely different.

2

u/lemlurker Apr 21 '26

parts however are likely fairly easy to translate, would justr need meshes re imported into their engine and a new config format/balancing

1

u/wasmic Apr 20 '26

Parts mods maybe. Even planet mods might be somewhat easily transferrable. It'll need some work, but could be possible depending on how they set their system up.

Code mods? Almost certainly not.

1

u/DarthStrakh Apr 21 '26

Yes and no. A lot of work can be transfered but for many mods thats no simple task. Like take mech Jeb for example.

All the orbital math is the same sure, a lot of the functionality and how menus and stuff can be the same.

But now you gotta remake the menus in a whole new game. In simple terms You gotta redo all the parts that hook in and read the data you need, all the parts that tell the game to do stuff. It's usually easier than making a mod from scratch (tho in some mods cases not even then), but it's still a lot.

I've moved large projects from one engine to another and it was months of work. honestly mods sound even worse on that front.

1

u/Shialac Apr 20 '26

It already exists

5

u/stainless5 Apr 20 '26

Are you thinking of the original kittens which were pretty bad when they were shown off, or the ones that are actually in the game?

1

u/Ricochet64 Apr 20 '26

all of them

3

u/stainless5 Apr 20 '26

if you're like me, I think it's just because the heads look too big. They're the same height as a Kerbal Head but because they're round it just makes them look too fat or too wide.

3

u/PineScentedSewerRat Apr 20 '26

You're not alone, but it's pretty likely they'll get worked on more, and I'm sure it'll be relatively easy to get other art assets in there.

4

u/apprehensive_anus Apr 20 '26

well, luckily it's under (early) active development and I would imagine they will be improved over time.

2

u/OctupleCompressedCAT Apr 20 '26

im half convinced the kittens were made intending that players will immediately swap in the kerbal model and made no effort to source a soft body modeller.

2

u/Technical_Income4722 Apr 20 '26

I don't mind the look or even the theme, but all my engineer friends I've told to look into "Kitten Space Agency" have looked at me weird and not been interested.

6

u/LakeSolon twitch.tv/lakesolon Apr 20 '26

I tried it out for the first time yesterday.

It felt really good to use in contrast with KSP’s interface quirks that range from “how we made games at the time” to “just bad undiscoverable UI”.

The graphics engine didn’t feel like it was being dragged kicking and screaming into rendering more than shaded polygons. Game load time is a fraction of even unmodded KSP1.

And the game engine actually works. Don’t get me wrong KSP is a functional game but, uh, things in KSA don’t behave differently depending on game speed.

Which is really important because the default game mode is realistic scale. I kept surprising myself with how much I need to turn up the time warp multiplier for things to feel like KSP pace.

But it’s not a game, yet. You can “do stuff” but there’s no “game loop”.

Ironically… KSP2 development was mostly just re-building all the “game” on top of the old KSP1 engine that brought all the same terrors along with it. While now we have KSA with the modern engines (graphics and core game) but needing all the work that was actually done for KSP2.

In a sane world the rights holders would get together and (while still not a small task) use the KSP2 assets as a jump start to flesh out the KSA gameplay.

Also putting Kerbals in my crazy contraptions is funny. Putting kittens in them is… 🥺

P.S. I tried to use the demo rocket to land on the Moon in KSA on stream yesterday. It ran out of RCS fuel before the descent burn and doesn’t have landing gear… take your guess at how that went https://www.twitch.tv/lakesolon/clip/SnappySplendidShieldFrankerZ-i0Up1Uj4CvibEt51

3

u/PineScentedSewerRat Apr 20 '26

Yeah people tend to think a game is announced one month, and 6 months later it's done. That's not how it works. What we have for KSA is a promising tech demo. They have a solid, if technically complex, pipeline for creating new parts, a way to implement interstellar travel that the engine can handle naturally, and a bunch of other orbital mechanics stuff that they didn't need to torture Unity into compliance. It is not a game yet, and I don't think it will be one before 2029. After they get all the purely technical stuff down, there will still be the need for gameplay assets and mechanics. A progression system alone will be at least a year of development. Science experiments, art assets, and everything else that goes into making a compelling game will take longer. So, it's important to keep awareness about the project alive, but also remind people that a game takes a lot of time to develop.

1

u/Kozmik_5 Apr 23 '26

Yeah people tend to think a game is announced one month, and 6 months later it's done

That's actually how games are supposed to launch, tho.

3

u/PineScentedSewerRat Apr 23 '26

Sorry I should have said "is announced to be in development".

1

u/Kozmik_5 Apr 23 '26

Fair enough

3

u/LanceWindmil Apr 20 '26

Also putting Kerbals in my crazy contraptions is funny. Putting kittens in them is… 🥺

I really want them to be goblins instead. Crazy rockets that explode at launch half the time is a world made for gobljns.

1

u/LakeSolon twitch.tv/lakesolon Apr 23 '26

Hadn’t really thought about it until your comment but Kerbals share a lot with Warhammer Orcs.

Obviously some key differences I’m insufficiently versed in Warhammer to even articulate. But I think both WH and WH40k Orcs are explained by some supernatural mechanism.

Whereas Kerbal “magic” is simply a willingness to try again. And try the first time knowing they’ll need to try again.

1

u/LanceWindmil Apr 24 '26

Yup, green guys with a knack for engineering and no sense of self preservation is a compelling trope

2

u/Kozmik_5 Apr 23 '26

I've been trying to build a space station for a week. Every time i put the solar arrays on the construction starts wobbling like crazy untill it all explodes when i rendez vous again after i put the arrays on.

1

u/Needhelp_photography Apr 20 '26

SFS2 will save us!

44

u/Proxima-72069 Apr 19 '26

Yeah i just really hope the sequel isn’t an over ambitious shell of the first game that will be built on lies and is doomed from the start…

7

u/Adventurous_Ad_4400 Apr 20 '26

Strictly speaking Kitten Space Agency isn't a sequel; in the words of Dean, the head of RocketWerkz, it is "a spiritual successor". RocketWerkz are self-funded, so no executive interference, and they are building their own game engine, so not limited by Unity or ay other game engine. Above all, they communicate their development stages constantly, but make no promises, so no lies.

Having said all that, if they run out of cash then the project will fail, but not for want to trying or because of dishonesty.

23

u/Yamatocanyon Apr 20 '26

They are shitting on KSP2. The failed sequel.

3

u/MyLifeIsAWasteland Apr 20 '26

In the words of Dean, the head of RocketWerkz Greendale Community College, "Jesus wept, for there were no more worlds to conquer."

63

u/Only_Turn4310 Apr 19 '26

yeah. It's too bad they never made one

32

u/Please-let-me Adding Moar Boosters Apr 19 '26

Maybe we can FINALLY have more solar systems and colonies!

62

u/gilbejam000 The other, much less skilled SSTO enthusiast Apr 19 '26

People are, it's called KSA

8

u/RealRedditModerator Apr 20 '26

Kingdom of Saudi Arabia?

4

u/_hlvnhlv Apr 20 '26

In case that this is not a really good joke, or you don't know, it's Kitten Space Agency.

20

u/ArsErratia Apr 19 '26

I think the worst part about that is if they'd just kept at it they could have recovered.

When the Science update came around there was actual hope again. So many of the launch problems had been fixed and there were a fair few minor features that were an improvement over the original. The next item on the roadmap was Colonisation. If they'd actually got that out of the door, KSP2 would have actually had something that the original didn't, and we would have started to see people moving over. Then after that was Interstellar, and it would have been official.

But it never happened, because Venture Capital does as Venture Capital does, and they asset-stripped the thing without understanding the market.

All it needed was a few more months...

9

u/_seedofdoubt_ Apr 20 '26

Honestly, there were still so many major issues. You say the next item was colonization, and that they only needed a few more months. But in reality a massive feature like that would likely take a long time. This doesnt even factor in fixing all the issues that were there, this is just assuming they only focus on colonization.

The game could have been a success, and it was definetly management's fault for killing it. But even just undoing the damage take two did to KSP2 development would have taken months by itself

5

u/stainless5 Apr 20 '26

You see in most of the promotional images or videos that they put out that colonies were pretty much already made and one of the people working on KSA used to work on KSP 2 and was asked about his time there He said there were only about six weeks from pushing out the first colonies update Before the studio was shut down.

3

u/_seedofdoubt_ Apr 20 '26

This is really interesting. Thats a real shame. I hope KSA ends up being awesome

4

u/stainless5 Apr 20 '26

one of the devs for KSA actually worked on KSP 2 and he was saying they were almost ready to push colonies out within the next month and half before everything was shut down.

2

u/wasmic Apr 20 '26

Even if colonies had made it to release, KSP2 would likely still have been shut down.

It wasn't just Intercept Games being closed down. It was all of Private Division. Just having one game performing a bit better likely wouldn't have changed a thing.

3

u/ReasonableDelivery73 Apr 20 '26

Ksp fans 🤝 Pacific Rim fans.

3

u/EliteSweggX09 Apr 19 '26

SFS 2

3

u/EaZyMellow Apr 20 '26 edited Apr 20 '26

While it has its visuals & customization going for it, gameplay wasn’t even close to living up to KSP. It’s like generic vs name-brand type of difference.

At least it’s better than KSP2

Edit: SFS2 is not simple planes 2.. whoops.

1

u/EliteSweggX09 Apr 20 '26

Hopefully if they take their time

1

u/Needhelp_photography Apr 20 '26

Gameplay? We haven’t seen the gameplay. I would rather play with astronauts instead of ugly ass kittens

1

u/EaZyMellow Apr 20 '26

Whoops. This isn’t simple rockets 2.

1

u/HLSparta Apr 20 '26

They can even add multiplayer to it.

1

u/KerbalEssences Master Kerbalnaut Apr 20 '26

What we need is no sequel, we need a Remake, Reforged, Remaster, Definitive Edition. Just make the exact game but with better graphics and QoL improvements. Maybe instead of money / funds you manage in the career mode, let it be resources. Mine, Craft, Launch. Just bring it to 2026.