However, something I really hope the developers plan on making a macOS port. I use a MacBook myself, but I’ve noticed the vast majority of my students also have Macs. I have no hard data to back this up, but I suspect a larger than average segment of users interested in this game are on Mac.
1. https://ksp-kos.github.io/KOS_DOC/ 2. https://krpc.github.io/krpc/
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.
edit: here - https://kittenspaceagency.wiki.gg/wiki/Frequently_asked_ques...?
Running it through Wine is probably the safest bet. Should be no problem for platforms with D3D11 emulation figured out (eg. basically everwhere).
https://forum.kerbalspaceprogram.com/topic/216143-kapybara-s...
Like, you might have a aquatic space-faring species, which requires you to bring lots of water into space. More rockets (and struts!) will be needed, but at least you get really good radiation protection out of it!
Tardigrades ought to be a cheat code, you can just glue your crew to the outside of the booster and they'll probably be alright so long as you don't glue them to the fiery end!
Of course, I'm sure there will be Kerbal mods if the game proves anywhere near as popular!
Since I play with no mods I guess they're all still technically alive since they don't require food or water and have an apparently infinite supply of oxygen.
> Will KSA be open source?
The game is not expected to be made open source due to certain dependencies that are not also open source. Public code contributions may be opened up in the future pending concerns around effectively managing the potential volume of code contributions.
That's always kind of struck me as a silly excuse. So just release it without those non-open source dependencies. If there is a community need, they will be re-implemented. There's no law that says an open source release needs to be buildable from day one.
I think that consoles shouldn't be locked down, but it's sensible granted the premise.
Also, developers seem to have an experimental Linux build and code building for macOS according to the wiki:
https://kittenspaceagency.wiki.gg/wiki/Frequently_asked_ques...?
I have a lot of opinions on shipping games on macOS, but they mostly about lack of technical barriers to be honest, so I'll leave them with myself.
Neotenous fluffy mammals for collateral damage seems like an unfortunate handicap to take on. Maybe they should make it worms or something?
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.
"They're too easy to get sentimentally attached to, and then it makes me sad if I blow them up!"
Honestly this probably enhances the sandbox nature of the game by making the stakes more palpable.
In short, KSA is more of a KSP2 than what Take2 gave us.