Interstellar travel is so damn cool. I'm so excited for this game.
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They’ve officially labeled it pre-alpha.
Right now, it’s a basic simulator set in our solar system. They haven’t really added many gameplay elements yet: for example, they just added the ability of high g-forces/impact to destroy ships/cats (just disappear, no explosions, no incremental damage.) Fictional solar system, resources (money, xp/science, etc.), missions/objectives, etc. are still a ways off.
They’re currently testing a Steam-like game client that will allow game updates without manually reinstalling every time a new version is released, so I plan to at least wait for that.
Its past tech demo now, I'd call it alpha stage. They're still building features and systems and extending what is in the engine into actual gameplay.
Similar to very early pre-steam KSP, but 100x as beautiful and 100x as performant. They are consciously avoiding several of the engine pitfalls KSP was known for and are using more modern techniques.
Overall I'm really happy and excited. It's moving fast but also keeping quality fairly high.
How far along is this game?
The linux build I tried a while back ran flawlessly
I'm so stoked for this game. I donated but haven't downloaded it yet. Any idea on how stable the Linux build is yet? I know in general KSA still isn't much of a game yet, so I was going to likely wait another year before giving it a go.
That'd be totally unrelated to the engine. Regular physics engines don't handle that kind of stuff. They only handle collision. It's up to the studio to implement gravity, and it's they're decision on how that's done. There's no reason n-body physics couldn't be supported. It can be in KSP even. It's just significantly more calculations to perform, hurting performance, for a very insignificant (usually) effect. It's also much harder to play, teach, and learn. I would say a smart studio doesn't do n-body by default, but maybe create an option for it, though this requires a totally separate gravity implementation.
No idea, as I haven't used unreal engine, but considering how the concept of scenes and actors don't really make sense in a space game, at least on this scale, I think Rocketwerkz' approach of building from scratch is at least an understandable approach. Especially when performance comes into play.
Does this mean issues with N-body or the like? Or is it a good thing?
In case someone else is wondering: I did some research, and a dev confirmed that it's Unreal Engine 5
Alright, I've finally had some time playing with this. Works like a charm on linux mint 22.1 with an RTX 4070.
Keycode input is properly recognized now, so no need to rebind anything for us dvorak users.
Personally, not having to go via a launcher or wrapper at all is a big leap forward. Haven't had a chance to test it yet, tho.
Excellent, that will save me messing around with the dll overrides
Built on a 64-bit engine this time, so you can actually stimulate full scale solar systems without summoning the kraken.
Hell yeah! I'm so glad to see the pieces of the KSP community reunite. KSA has big shoes to fill, and a lot of promise. I hope development on it continues to go well.

Latest build and instructions on how to contribute available on the official page.
This is exciting! Now just need to find some time to play...
Haven't had much chance to play around with it yet, but it seems to run fine on Linux Mint via Lutris with dotnet9 installed via WineTricks.
Remapping keymap to fit a dvorak layout is a bit wonky, but it works.
I rather wait than being massively dissapointed
Now that is jacked of them to do 🫡
Oh shit this is gonna be good, been watching this develop and its really looking awesome
Love the technical side and would love to see more, and perhaps... If I dare mention... possibly sound?music even? Commentary would be dope 😎👍
Entirely up to you guys just wanted to say it out online
Keep kicking ass and all that jazz 🤔
Edit: Just realizing you might not be officially related to the team so might be misdirecting that comment but thanks for posting mr/mrs space badass lol
I noticed! I just hope my poor PC will be able to handle this. Although Blackrack's work on KSP always performed very well for me so far, so I'm not worrying that much.
He's doing some amazing work. Check out my latest post about him working on water.
Blackrack's magic in action. 🤤
That last screenshot is fantastic