KSP 2 Devs: Please take note!

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Published on ● Video Link: https://www.youtube.com/watch?v=AT85i5mMTkg



Take Notes
Game:
Take Notes (2025)
Duration: 0:35
46 views
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Hi there Devs! Guys I truly appreciate all you do, and - believe it or not - I think I understand the multiple and mutually-exclusive objectives you have to contend with.

That being said, there is an element of unintentional "self-sabotage" to KSP/KSP2 coding, or so I think.

Focussing too much in the physics not only stresses you, it stresses the hell out of CPUs. We do not need fuel flow or force vectors or trajectories calculated with doubling precision floating point numbers! Worst of all, focussing too much on physics instead of gameplay makes the game unplayable (how's that for irony?), and for what?

We all know the horrors of wobbly rockets an kraken attacks and other things which result from too much physics. Look holistically guys, these things make the game physics more UNrealistic at the end of the day!

So in my unqualified, uninvolved, armchair critic layman's opinion: aim for a little bit more "arcade" and a little but less "accurate to the nth degree physics simulator". Use floats instead of doubles, ints instead of longs, shorts instead of ints - and throw away precision which is undetectable to the player!

Keep up the good work. We're counting on you guys and we believe in you. Looking forward to the next patch!

OG - out.







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