

- Kerbal space program 2 cancelled mod#
- Kerbal space program 2 cancelled mods#
- Kerbal space program 2 cancelled code#
- Kerbal space program 2 cancelled Pc#
That is everything we know about Kerbal Space Program 2 multiplayer so far. The launch site has been designed with four rocket sites and two runways, to allow for simultaneous launches and likely much chaos. Multiplayer is said to have players join or establish space agencies, and either work together or against each other. Players should expect some hilarious and exciting moments as KSP2 will allow you to tackle challenges against or with other players."
Kerbal space program 2 cancelled Pc#
While specifics are yet to be confirmed, creative director Nate Simpson, in an interview with PC Gamer said "It’s KSP2…but with more chaos, competition, or cooperation - depending on your friends. Of the new features they plan on implementing, interstellar travel, building colonies, and adding multiplayer are three of the most prominently mentioned in their updates. Even then, KSP is so far entrenched at this point it might not even be possible if Unity *did* manage to modernise.According to developer Intercept Games, multiplayer is very much a planned feature for the future of KSP2.
Kerbal space program 2 cancelled mods#
However, if we want to keep mods, the mods just need to be better at being efficient, memory-wise, Squad need to optimise memory usage (it's understandable that it has to *work* before you can optimise it, so we won't worry about it just yet), and the holy grail is that the Unity Engine finally gets its 64-bit version that seems to have fallen by the wayside. This is part of why Spore - useless as it was - was able to share creations to every other player - everything was sculpted from the same few parts, just procedurally adapted with a bit of maths by the player. Theoretically, a procedural parts game would use a lot less memory - one type of capsule that can be scaled, one type of engine that can be scaled, one type of fuel tank that can be scaled, etc and the parameters for each type could be set in game procedurally from that scaling and from options the user chooses. You don't need to rename if the name is well recieved and has pedigree. It's been a LONG time but I remember writing maths functions to draw fractals on an old Amstrad and it was *infuriating* at times, but what are you going to do when the whole computer has 128kb RAM to function? What's going wrong is that they have had 2 bad picks for development and I would wager there has been alot of conflict when it comes to creative direction as a result.
Kerbal space program 2 cancelled code#
It's much easier to draw the sprites and load them from disk than writing code to produce them. That is why Space Invaders originally fit on 8kb chips, whereas modern recreations take up 'only' 1mb.
Kerbal space program 2 cancelled mod#
Today's mod friendly games use a LOT of memory, simply because they are very free and open to loading in new models and so on - in the old days, graphics were produced by maths and functions, rather than loaded from PNG files. I've only seen it happen once and that game practically started over on development to do it. It's on their roadmap but game developers often think they can just tack on multiplayer after they finish everything else and that's seldom the case. The message said that Kerbal Space Program 2 was no longer Star Theory’s game to make. No, there is no real way to have mods that sometimes add up to 1GB of memory usage - ISAMapSat, KWRocketry et al - use 'separate' memory - KSP still needs an address to find them, and that address must be somewhere in KSP's 4GBs. Cdnr1 Apr 29 11:39am not yet 2 Alshain Apr 29 1:54pm Not likely ever. What is an issue is memory, and since each thread needs to access the main memory, it's shared amongst all of them, making threads useless for that.

Plugins could use separate threads, yes - but that only affects CPU usage, which is rarely an issue with KSP. Either way, I'd love to be able to utilize some of my 32GB of RAM in something other than composing music.Īlthough I'm not sure if that's easier than making KSP 64bit capable. This gives mods its own RAM and CPU usage which should improve usage from my limited knowledge of how computers work.

Just have each mod run as its own process that's bridged to the main KSP process. You don't even really need 64bit capability.
