The “For Science!” update for Kerbal Space Program 2 was released yesterday, so I gave it a try. I haven’t really tried playing the game since shortly after the early access release, and there have definitely been fixes since then. For the most part, they’re still playing catch-up with KSP1, but they went a long way towards that with the new version:
- Last time I played, the ship editor went crazy on me multiple times while I was trying to build a simple ship. None of that this time.
- The ship editor shows delta-v for the whole ship and for individual stages, which helps a lot. The numbers did keep jumping around a bit on me, though, so I’m not sure how far to trust it.
- Rockets don’t wobble around like floppy noodles any more, and are much more controllable
- Fuel feeding between stages seems to be working properly now, last time I played I eventually quit mainly because any time I built multiple stages, they would all drain their fuel into the first stage no matter what I did.
- Atmospheric heating is now a thing, so you can’t just plow in from high orbit and expect to survive… just felt silly without that.
- The “Science” is a re-working of the KSP1 science mode that lets you progressively unlock a tech tree as you reach new goals. And, they’ve added backstory and flavor text that rounds things out. It’s a little cleaner in places than KSP1 was, and guides things a little better.
Overall… much more playable. I have one big remaining issue: maneuver nodes for planning a burn. Unlike in KSP1, KSP2 plans your maneuver as though you are starting the burn at the node, rather than with the node halfway through. The result is that instead of focusing primarily on acceleration and fine-tuning with direction changes, you instead must juggle both variables in order to plan any new orbit. It’s made more difficult due to needing to zoom in to reliably grab the node’s handles, but zoom out to see the actual results of changes. And you can’t do it while paused, so juggle fast!