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“Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

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51–60 of 69 posts

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#51

Earlier quoted context omitted.

The only time it's not silly is when said dependencies are not just non-free, but covered under an NDA. If the API is under NDA then they can't release the code that uses the APIs. AIUI this is why FOSS games don't get ported to console, even though there might be people willing to fork up the money to pay for devkits and SDKs.

What secret sauce APIs are there to protect on the consoles? I guess the DRM side they might want to keep as secret as possible, but everything else strikes me as boring standard stuff. Here is how you draw a triangle, register an achievement, pop up the console store, whatever.

Who knows what some enterprising hacker might be able to glean about the workings of the console by looking at the APIs.

I think that consoles shouldn't be locked down, but it's sensible granted the premise.

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#52
post #23

Earlier quoted context omitted.

somewhere they have an FAQ where one of the questions is about Mac support, i remember the response being something like "most of the developers use Macs so it might happen" edit: here - https://kittenspaceagency.wiki.gg/wiki/Frequently_asked_ques... ?

> Officially supported native builds for both [macOS and Linux] would require significant financial contributions to be considered economical. Running it through Wine is probably the safest bet. Should be no problem for platforms with D3D11 emulation figured out (eg. basically everwhere).

I'm running KSP on Proton, and it works just fine. If I were developing the game native builds on Linux would be pretty far down the priority list.

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#53

So excited to play this but also sad that they didn't get the IP to use Kerbals. Not loving the cutesy baby kittens.. should have gone with a more serious animal like capybaras.

KSP 2 killed the franchise so decisively the KSA devs might be able to license Kerbals for not too much.

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#54

An actual spiritual successor to KSP is KSP2 Redux, a community project to resurrect KSP2. They made tons of progress already: https://ksp2redux.org/

KSP2 modding is a dead end. Also, it forces people to buy an abandonware KSP2 to play the mod. I spent myself those 50Euro on KSP2 when it was still active on development, but now I hope no one else makes the same mistake.

The fact that they're still selling KSP 2 as an early access game without clearly stating there won't be any further development is, well, fraud.

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#56
post #5

Using kittens is a master stroke. If done right, the internet will reward them.

I was surprised how much backlash there is over using kittens. It turned out that people are worried they’ll get too attached to the kittens to be able to enjoy them becoming engulfed in massive explosions.

Kittens have 9 lives, just take them out of rotation before they run out. Could have a counter on their space suit.

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#57
post #19

I’m primarily a coding instructor but I also teach lessons based around Kerbal Space Program. From that angle I’m pretty happy where these devs are going with the sandbox and level of freedom they plan on giving users. One reason my students seem to really like KSP are all the different things you can do/build (especially space planes). While it does have a high difficulty curve when it comes to the controls, once th…

[dead]

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#58

Earlier quoted context omitted.

I thought it would be nice to have actual mission planning in game for things like complex maneuvers, orbital slingshots, Lagrange point orbits, and the like. Then launch countdowns, maps, exact timed burns that you'd still have to do manually but you could seemingly do so much more. Or maybe this kind of thing already exists with mods.

Mechjeb does a lot of automation for complex maneuvers like planetary transfers, ascent autopilot, target interception, etc.. You can even do a porkchop plot for interplanetary transfer. but lagrange points are not possible in KSP because of the Sphere of Influence Model. and orbital slingshots are not included, I assume because they require an intense bruteforce calculation.

Aha ok! Ambition reignited, it's not that it's trivial but it's very possible to simulate these things and there are plenty of valid shortcuts. The "BMW" astrodynamics books I learned a large chunk of it from was published in 1971. "Sphere of influence" is a lot more "things you have to do with pen and paper" than things you're forced to do with modern computers.

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#59
post #55

What's the best way to play on Linux? I'm sure proton would work but it's not on steam...

I've had success with other games (haven't tried KSA yet) adding them as a non-Steam game and using Proton like that. But yeah not being on Steam and me having to eg check for updates on my own, remember another login to download on a new computer, etc means that I'm going to stick with KSP 1 for a while at least

Re: “Kitten Space Agency”, a Spiritual Successor to “Kerbal Space Program” (2025)

#60
post #32

Wasn't a big part of the attraction of KSP to see your creations fall apart, without too much guilt about it? Neotenous fluffy mammals for collateral damage seems like an unfortunate handicap to take on. Maybe they should make it worms or something?

Worms space program, and add a mode where after you land you discover an opposing team is already there and you have to battle them using rocket launchers and bombs across a rocky landscape.
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