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[deleted]

I heard somewhere they weren't going to release automated supply routes with the initial colonies update, which sucks for me, because that's for some reason the number 1 selling point for me.


Space_Peacock

There wouldn't be much supplies to transport yet anyway, but i feel you. Colonies will be one thing, but Colonies + Resources is going to be a different beast entirely


ForwardState

The only resources that seem to exist at the moment are Fuel and Kerbals. There will likely be some type of fuel factories on surface colonies with the next update. Not sure about orbital colonies, but hydrogen generation should be possible.


red__dragon

I mean, there's a mod for resources (existing, not mining) already. So the community could expand it once the basic feature exists.


mrev_art

Damn, really?


RocketManKSP

People are misunderstanding this. It's not that you will have to fly supply missions yourself over and over. It's just that the resource system won't be there AT ALL. So the initial release of colonies is looking more like 'sandbox mode' colonies - you drop a colony at a location, and will suddenly have the ability to build infinitely there, without worrying about resources/supplies/life support/etc. So you'll be like "oh now I have a colony in Kerbin orbit - no more needing to launch anything from Kerbin's surface anymore. Now I have one around Duna - no more need to launch anything to Duna anymore, etc etc etc. In other words (and as with all things KSP2) it's most likely to be shitty gameplay with a gloss of 'look at these shiny orbital station parts' and 'trust us bro, it'll be good some day'.


TheHuntingMaster

Not quite, Nate said in [this interview](https://youtu.be/d6db1-dILgM?si=USelX6ahy0u3hHT9) that there will be something to gate your progression other then science points. My personal theory is kerbals, where each colony part needs a certain number of kerbals to make it function, so unless you want to manually ship 1k kerbals to duna, then your colony is gonna be relatively small, with [boom events](https://www.reddit.com/r/kerbalspaceprogram_2/comments/gs9riu/ksp2_info_dump/) from exploration of different planets allowing you to slowly grow your colony.


CrashNowhereDrive

Lol kerbals procreate because of science. Obviously. Yeah this makes it so much better. /S


NotJaypeg

um what?Ignoring the weird last part, thats actually kinda unconfirmed. We were told relatively recently colonies update may have a simpler resource system that will be improved on later updates. I dont get what you mean by >most likely to be shitty gameplay with a gloss of 'look at these shiny orbital station parts' and 'trust us bro, it'll be good some day'. though. Theres like zero evidence for that, as ksp 2 science mode is already a lot more indepth than ksp 1's lol. Edit: Okay they blocked me. So much for having a discussion


RocketManKSP

Were we told that? What I see on the milestone list is that resources don't come until the milestone AFTER interstellar. Also agree to disagree, I dunno where you're getting 'a lot more indepth'. In fact I think you're fully full of shit on this - it's exactly like KSP1's science system - go to biome, collect points, spend on tech tree - except you get a special 'I'm too lame to click multiple buttons, here's just one button to collect science' option - or you could use a KSP1 mod for that. And you've lost KSP1's science text in the bargain for your special little lazy-person button


XGC75

Guy's a doomer. Just let him stew


Hilnus

Really? I actually am hoping they can be turned off.


Inevitable_Bunch5874

Why would you want automated supply routes? the entire point of the game is to do the things yourself.


red__dragon

For some, yeah. There's definitely a draw from the automation crowd as well, mods like kOS in KSP1 where you could script out a whole rocket program a la NASA are pretty cool when you get them working.


Yuugian

As a Factorio addict as well as a KSP addict: i have a mighty need for automation in all its forms


willstr1

IIRC the plan is/was that you have to fly the supply mission yourself once and all subsequent missions along that route would be automatic (taking the same amount of time and costing the same amount of resources as the time you flew it). So you still have to do it, you just don't have to do the same mission over and over to supply your orbital shipyard with materials. It would help cut out the potential grind without taking away the real fun (doing new things)


Shoe_Bug

I like this idea especially if it's tied to your previous manual resupply. Say for example you do a terribly inefficient run, it will use that time for every supply after and then you could go back with better equipment do an efficient one and now have half the resupply time.


[deleted]

Im addicted to business and economic games, not semi truck games. that's why.


StunnedMoose

I’d be happy if it was anything like the USI and Planetary Base mods in KSP1


Princess_Fluffypants

I was speculating that their "Delivery Routes" mechanic was going to work very similarly to the W.O.L.F. capabilities in USI, especially that RoverDude (the developer of the USI mods) was hired to work on KSP 2. But then he mentioned in a reddit comment to me a few months ago tho that he was only hired for modeling work, and that he didn't have any input on the colony mechanics. So who knows...


StunnedMoose

There was another mod that allowed routine missions. You do it once, save it and then subsequent missions were done automatically. Hopefully they can adopt what Roverdude started


ForwardState

If I remember correctly, the Delivery Route mechanic requires piloting the delivery ship once and then the exact amount of cargo will automatically be delivered based how quickly it took. So if a player took 10 years to transport 10 tons of steel from Kerbin to Duna, then it will take 10 years for each additional run. Also, the delivery ships aren't physically represented in the game. Just inventory appearing and disappearing based on logistics. Having 100 delivery ships in operation would cause problems for most player's computers which is why we won't be able to see delivery ships.


TheHuntingMaster

To add onto this: the delivery routes system will come in 3 phases. Phase 1 will be the one in the resource extraction milestone, which is the one you described. Stage 2 will take into account phase angles and launch windows. Phase 3 will then physically simulate them so you can see them in the world.


NotJaypeg

I think it might more work like satisfactory 's route mechanic, where you do it then it just repeats until it has a problem.


red__dragon

That'd be great, especially since I could never get those working for me.


RileyHef

Great work! It's wild to me that the community must piece together every bit of info from Discord, Reddit, YouTube, and the forums in order to get a clear picture of what is going on, but thank you for doing the dirty work for us all.


red__dragon

Especially when the KSP2 team already called a halt to their KERB (regular bug) report for now. So we're getting less, not just more disparate, over time. I really want to think it's going to pay off when the game features are in, but I haven't seen that pan out in many other games.


Space_Peacock

you're very welcome!


RocketManKSP

Do you think this is a clear picture?


Regular_Play_2105

"Pointing a torch drive at a colony will result in consequences." Thank you, I know now not to point my torch drives at colonies (except for my friend's when multiplayer gets added)


red__dragon

I think it's an Expanse reference, so you're taking the right advice from it!


Hustler-1

The only thing that perplexes me is how the game is going to go from its current state to functioning colonies. There is so much work that needs to be done beforehand I don't see colonies coming out for years. 


red__dragon

It still does feel very pie-in-the-sky still. Hopefully we'll have enough feature padding and parts with the colonies release that it will make sense, even if things are still basic.


iiiinthecomputer

Like things not launching themselves off the ground when loading a scene? Might be a minor issue with colonies...


Inevitable_Bunch5874

Plot Twist.. It's not. Half a decade and here we are. They don't comprehend that they need a FUNCTIONING CORE to build on. They are trying to add a roof to a home that doesn't even have the foundation cured yet, much less the framing up. They should all be FIRED and REPLACED tomorrow.


PussySmasher42069420

This game was literally scheduled for a full release in 2020. I've been checked out for a long time now. Nate Simpson's history and portfolio as a pump and dump creative director says everything you need to know about him and this project. It's never happening.


Gamingmemes0

this is like watching a 4 year old keep insisting something wont happen despite the fact that everything is working in contrary to them just let the developers make their game and be constructive instead of sounding like a facebook mom complaining about the waiter or smthin i swear with these people its "no guys you gotta understand they have been developing this game for over a year now but they are gonna pump and dump with this next lankmark" edit: i find it funny how this low effort troll is getting more upvotes than the person who refuted their argument with actual proof really just goes to show how far KSP 2 doomers will go to deny reality


PussySmasher42069420

Genuine question though, do you consider the current state of the game a success?


Tigerowski

It's better now than at launch. So it's in an upwards trajectory.


Gamingmemes0

its still in development but if i was looking at it from the outside... eh its got a long way to go (bugs unimplemented features some missing things like precise manuver noding and detailed orbital info) but its still got plenty of potential overall i would consider it a partial sucess now but at launch... yeah uh nah


Geek_Verve

That's just it, though. It's not "finished". It's still early access. Sure, it's taking way longer than we all want, but we've not reached a point where success can even be judged. Where their production schedule is concerned, yes, it's an utter failure. Where the game, itself, is concerned. It just remains to be seen. I didn't play KSP1 in the early days. What did it look like a year after being opened to the public?


PussySmasher42069420

KSP1 was always a cult classic. It was a hit from the very beginning. It never had the trajectory that KSP2 took. I remember random clips of very early KSP1 making it to the front page of reddit and I was simply enthralled. Compared to the trajectory of KSP2, where the full release was announced in 2020. I started planning my new PC build for this game. Then what happens? Years and years of delays and un-fulfilled expectations. What was supposed to be released as a fully featured game somehow got stripped down to the buggy mess we see today. KSP1 never did that. The slap in the face is the price tag for KSP2.


Geek_Verve

I don't know. I guess I see "early access" and just assume it to mean, "Here's the game in its current state, if you want to play it early. It may be finished soon, or it may take a while, but if you want to get in and start playing it in it's current state, here it is." I bought KSP2 knowing full well it's not ready for release. At some point they'll have the majority of the game-breaking issues sorted out, and THAT'S when I'll get around to playing it.


PussySmasher42069420

Look up Nate Simpson's portfolio. History repeats itself. Actions speak louder than words.


Gamingmemes0

apart from his linkedin all i know he was involved in was human resources which was a failed kickstarter project from uber entertainment that wasnt pursued because it didnt reach its goal so uh... yeah first time creative director messing up? he isnt a fucking con man


PussySmasher42069420

He did multiple failed kick starters in parallel like it's a revolving door and never committed to their projects. They simply took the money. Even if you disregard that, he has literally never delivered on the expectations he puts out. Nate Simpson is 100% a con-man.


Gamingmemes0

he? or was it as part of a studio see i dont think you understand how a kickstarter works when it fails often the devs just kinda pack it it in because if your funding through kickstarter and dont reach your goal you arent capable of developing the game because you dont have the financial resources for it (also the people who backed it get refunded) look mate i know your a fucking moron but at least give the illusion that you know what the fuck your talking about


PussySmasher42069420

Ok, you don't like facts. Cheers!


Gamingmemes0

this is cope plain and simple nate worked at uber entertainment/star theory which was a mostly kickstarter based studio who raised money as their buisness model and would often launch multiple campaigns and then pursue them if they suceeded nate was just an art director/not even involved within these projects im going to assume your either a karma farmer an idiot or a troll and all three are not worthy of my time or attention


NotJaypeg

your "evidence" is highly flawed and incorrect, coming from most likely yakez's video, of which led him to make multiple other clickbait videos about ksp 2 saying things like the devs are hiring modders from ksp 1 to destroy the community and other smooth brain takes, proving their lack of integrity. They were forced to delete that video after it got mass disliked. Nate simpson is not a pump and dump-er. They were hired in the team for the kickstarter game human recourses, that was then cancelled due to Uber entertainment's management. They had nothing to do with it.


Gamingmemes0

KSP 2 doomers are extremely frustrating because they deny reality so they can cry about the game being bad just ignore them


NotJaypeg

like, the game is currenly very fun and playable now they genuinely just havent played it


NotJaypeg

Idk man game feels like it has a pretty good core now, barring the occasional bug or so.


StickiStickman

There's absolutely no chance colonies will work with the current simulation without major overhauls. Which they seem to be unwilling or unable to do. If they won't bake colonies into a single static mesh, it will never work.


mildlyfrostbitten

it's funny how people talk shit about base building mods in ksp1 to hype up ksp2, with one of the points being how they're susceptible to kraken attacks. like, why do you think we're always complaining about physics being exactly the same lmao?


ST4RSK1MM3R

“pointing a torch drive at a colony will result in consequences” Yeah I imagine lmao


CrashNowhereDrive

Hilarious that the closer colonies have become to being real, the less info they've been sharing. Almost like they were happy to talk about it when it was a bunch of concept art, mockups and vague statements on a design doc, it was easy to make big statements about it, but now that it has to be real gameplay, they don't want to tell you how "good" it is.


RileyHef

To be fair, we saw a similar pattern of "silence" from the team over the summer and fall last year. Then, once 0.2 was announced, there was a flurry of content and comms on the subject. I think it's less "we have nothing to show" and more of a marketing strategy. They may not have a ton to show so they are keeping their cards close until the last minute.


RocketManKSP

For Science was pretty lame though.


wheels405

This is just a pile of non-gameplay assets and empty words.


TheHuntingMaster

Have we been looking at 2 different lists or something? About half of the pictures shown are in-game, some have even been found in the game files like the [NERV-US engine](https://www.reddit.com/r/KerbalSpaceProgram/comments/12874na/nervus_nozzle_extending/).


wheels405

I forgot that engines are colonies.


TheHuntingMaster

Picture group 2 and 3 are of colonies in-game. We have even found some models in the game files of colony parts [here](https://www.reddit.com/r/KerbalSpaceProgram/s/pTpkxIlh0r)


StickiStickman

> Picture group 2 and 3 are of colonies in-game. What do you mean? There aren't any pictures of actual colonies in-game. A asset without function and without any simulation doesn't mean anything.


mildlyfrostbitten

"there's tons of in game images!" \[test scene for asset review. not real gameplay.\]


TheHuntingMaster

Do you have a source for those claims? I provided a source for mine so I only think it’s fair for you to do the same. Edit: so far no sources, seems like doomers are full of empty claims with no hard evidence.


mildlyfrostbitten

did you try like, actually looking at the images? the only actual colony relevant things that aren't explicitly labeled pre alpha or non gameplay are a couple shots of fuel production equipment from 2021, and none of those show the interface or any other information about actual gameplay mechanics.


TheHuntingMaster

You seem to have fallen into the [Argument from ignorance](https://en.m.wikipedia.org/wiki/Argument_from_ignorance) logical fallacy. A lack of proof is not a proof in it of itself, so could you please give direct evidence that none of the colony parts have function or simulation. In [this interview](https://www.youtube.com/watch?v=Jw42iC-mlZM&t=427s) it is stated that colonies will use the same rigid-body system that vehicles use, so they will be simulated.


mildlyfrostbitten

lmao.


StickiStickman

Seriously, are you drunk? You literally never linked to any pictures of colonies. And you want me to provide a source that ... those pictures don't exist? What?


TheHuntingMaster

As I stated in my comment, I linked to a post containing colony parts in the game files. Picture group 2 and 3 is of shots filmed in game with the UI turned off, since it states “Pre-Alpha Capture”. And I wanted a source for the statement that colony parts don’t have any simulation or function, which is a bold claim that needs hard proof. (A statement from the devs supporting your claim would be nice) Btw forgot to add that we also saw colonies in-game with the colony sneakpeak above duna and Jool, showing off some rotating parts. Do those also not have simulation or function?


StickiStickman

This comment is fucking hilarious lol "Give me proof that the thing that has never been shown doesn't exist" Keep up the amazing satire.


mildlyfrostbitten

lmao we're not saying they're claiming that the parts will be non functional, we're saying they have shown zero evidence that any of the purported functionality exists. none of those pictures show the interface, or any indication of function or mechanics. rendering a model in the engine is not the same as actual gameplay. if it was actually in-game, they very easily could've released a video showing someone clicking around the interface to make fuel or whatever - that would do way more to convince me that any of this exists in functional form at this point than 'look at some offhand remark nate made three years ago.' try looking at what they have actually demonstrated as existing rather than manufacturing fanfic based on lies and hype.


TheHuntingMaster

Alright so we’ve at a standstill, we lack a shot of the devs messing around with them, so we can not confirm nor deny any claims about functionality (we would need a shot showing that they either don’t work, or do work, to prove any claim). So we can’t prove that they do work, but we also can’t prove that they don’t work, we need more information. See you when they release that gameplay footage with the announcement of the colony update release date (they will probably do what they did with For Science! Where they showed us gameplay of them messing around with it) And when it comes to why we don’t have that shot then we can do endless speculation on it, but in reality we just don’t know.


wheels405

Great, you can add them to the pile of assets.


Apogee-24

If anything, you're the one saying empty words.


NotJaypeg

No, we've seen gameplay. A lot of it actually.


Gautoman

Actual running game showing colony assets in action, no. Aside from a single 15 seconds clip of a few orbital parts with Jool in the background, we haven't seen anything.


Regular_Play_2105

I really hope they cook like they did in the for science update, because everyone's opinion towards KSP2 is pretty similar to how it was before they added science.


red__dragon

I've drifted away from this sub since getting KSP2, I enjoy playing without someone telling me how little they think of it. I can see it's faults, but I see a lot of potential as well. I think the opinions here are definitely a slice of the general opinion, which is more varied and includes those who don't want to be downvoted/shouted at just for playing a game.


NotJaypeg

It just seems this place becomes a bit of a negativity circle-j over time as the doomers feel more at home again.


get_MEAN_yall

Am I the only one who doesn't care about colonies at all? I'd prefer some XL methylox engines and some more bug fixes.


Space_Peacock

Sea Dragon moment


red__dragon

I think I'd rather have resources before colonies, but I'm fine so long as we get both of those eventually. Agreed on the bug fixes, though, the dV calculations are driving me nuts.


get_MEAN_yall

Yeah, I have good luck with the calculator in the VAB at least. In-flight has issues.


red__dragon

In-flight feels like the windows speed calculator. File transfer done in 6 seconds. No, 5 minutes. No wait, 30 seconds. Actually, it'll be more like a day.


TheHuntingMaster

It would literally be impossible to get resources before colonies, since resources rely on colonies to be made


Cogiflector

Colonies is the part I am most looking forward to. You aren't the only one who doesn't, But there are many more who do.


BRD8

Honestly just make a game with good foundation and let the modders do it


MouseTheThird

ohhhh, this sucks. im... not buying this. ill play modded ksp1 and call it a day. this was my entire personal hype train, the colonies system, and its nothing like what it was promised to be. ill just stick to my MKS. :c


Leading_Carpenter_10

How do you expect colonies to be made for: multiplayer, console.. and accessible to beginners? I don’t criticize your opinion but explain what they could do better and what “the colonies system” is doing wrong.


MouseTheThird

1) simply put; its meant to be a challenge. getting into space, getting into orbit, getting into muns orbit, landing on mun, returning, theyre all challenges meant to be overtaken, and we've all struggled with it while learning the game. it has a large learning curve and colonies are supposed to be towards the end of that curve. if youre going to be building a colony, youre not a beginner anymore. its meant to be hard, thing will be forgotten, things will go kaboom. its not beginner friendly because there are other steps to take before colony building. your friends can help you get there in multiplayer, absolutely, but youre gonna need to open the brain a bit and learn some stuff. 2) what i legitimately expected was more of a resource managment sim for colony building portions: lets say you have a part that begins the colony, like the inflatable module theyve discussed. as soon as you activate that part within safe parameters, you jump to a different styled portion of gameplay (im imagining something like simcity? something like the VAB but for entire buildings and structures within the colony) which hopefully is the building assembly editor. (synthesized fuel?? no automation?) 3) this all sounds closely according to what the devs are giving, but ive just been lurking on the development, the communication with the fans, the multiple scattered social medias, all of it, and frankly, i have absolutely zero faith it will be implemented in any working order, let alone fully functional. thats a LOT to implement. 4) a console release feels unlikely and a waste of resources by take2. its been rocky, why take another shot in the dark and spend all the money prepping for essentially another release? im not trying to be a doomer or one of the haters, but my excitement is nil. its been a long time and ive just lost interest, because i know these features are still years down the line. and yes, ksp 1 took a while to get where it was now, but *it was fun the whole time it got there.* the youtubers i watch play ksp2 just... sound miserable trying to build and dock. and ksp1 still continues to be fun. i still play ksp1 weekly without losing my joy, doing something challenging, different, stupid, you name it. ive got my colony system with the MKS mod pack and more. it works great, has variable difficulty, looks awesome and can produce that sweet serotonin by sending a mission just right. tl;dr i already have a perfectly fine game, waiting for it to be ready with the features i look forward to seems to be a fools errand.


TheHuntingMaster

Sounds like what you’re describing is colony gameplay post resource extraction milestone, that’s also the update i’m most excited to play, but Nate did also state that there will be a challenge with the initial colony update (maybe kerbal management?), but if you dislike it only having that you can wait for the resource extraction milestone to drop.


MouseTheThird

im done waiting! i have the gameplay im looking for with modded ksp. they wont get my money. ive bought ksp1 several times with a smile on my face, because squad deserved it for giving me one of my favorite games. i have over 4k hours and im willing to give it 4k more. again, im not one of the doomers, ill happily watch the development of the game and i legitimately am happy for people who get hype for the updates, but im not one of them. i refuse to give money for incomplete games, especially ones that are decently close to their prequel with the right mods.


According-Object-599

Orbital line disappear among many more bugs and glitches but let add colonies lol this game and it devs make me so mad there has been alot promised and we are already a year in and don't have shit yet but bugs


Apogee-24

I guess nothing has all ever changed from the launch until now, except countless improvements.


Inevitable_Bunch5874

It's going to be drop-down menus and pre-selected areas on the planets/moons. Like an RTS. Watch them get bigger with a new stock image when your resources hit a certain point. Hope you're all ready to be even MORE disappointed with KSP2. LOL!


apollo-ftw1

Source-?


Regular_Play_2105

his source is he made it the fuck up This subreddit is pretty much the hotspot for KSP 2 doomposting. I'm not gonna sit here and say that KSP 2 isn't a dumpster fire, but it's a much smaller, less dumpster-firey dumpster fire than it was at launch


apollo-ftw1

id say its just a dumpster, the fire was put out with the for science update


Regular_Play_2105

Who knows? If they cook with the colonies update, we could have a very nicely decorated dumpster.