![]() ![]() We are definitely excited about keeping those relationships and growing them for Kerbal Space Program 2 and even further into the future. Several times it has started because there were some employees that already knew about KSP and that has been very helpful establishing those relationships. Nestor: The relationship with NASA and other space agencies and space companies has been wonderful. Gamereactor: You've frequently worked with NASA to both make the game better and to encourage people to be more interested and engaged in aerospace engineering, but how has that relationship evolved over the years, and how can we expect it to impact Kerbal 2? I personally think that KSP has been one of the biggest influences on the space exploration genre in the last decade and the team feels very proud about that. One of our goals has always been to increase interest on space exploration while having fun - seeing us having some influence in other games that have similar goals is rewarding. Nestor: We have seen some specific references to KSP in other games and that's great. Gamereactor: How have you seen Kerbal's influence on other titles over the past 10 years? That same passion has made it easier to keep players in mind while picking the next features to include into the game and improving KSP over time. I think this success happened thanks to the passion all the people involved with KSP over the years feel for the project. It's hard to believe that KSP was the first and only retail game developed by Squad. The challenges have been different from getting the project started to keeping players engaged by constantly delivering new content. Nestor: Squad has grown alongside KSP overtime. How has its crazy success affected you as a developer and in your improvement of the game? Gamereactor: Over the years, Kerbal has become a massively popular title. With the title celebrating its 10th anniversary, we caught up with Nestor Gomez, Head of Production at Squad to discuss its legacy and upcoming sequel. The acclaimed simulator has frequently collaborated with space agencies such as NASA over the years and it has been consistent in providing new updates and improvements (a new-gen console version is even planned for later this year). Heres how i think it should be done, develop something like ckan but for xbox one that lets you pick and install mods on demand.It has now been a decade since Kerbal Space Program first rocketed its way onto the scene and in that time it has seen some pretty remarkable achievements. So my question is could such an ingame mod Mainframe be Coded for kerbal? So that the Console community can have as much content as the PC community? In fallout 4 you can select every mod that was Made for PC and they are updated nearly on every Day. External mods wont be allowed but if it is in a ingame database than this is another matter. Its just a matter how mods are getting handled ingame. As an example fallout 4 has a great ingame Mainframe for mods from the community. I know it Has been asked before but its not like there arent games on xbox one that have mod support already. If there was enough demand and support to bring mods to Farming Simulator on console, I really don't see why KSP shouldn't have mods on console. I am aware that not every KSP mod would work well on console, but that doesn't mean that console shouldn't see any mods. Hell, the mod makers could/should even be compensated. Mods for KSP on console would just require approval from Squad, Microsoft and/or Sony, and the mod maker. Malicious mods are nothing new, and they would never be allowed to get anywhere near a console. That doesn't mean that they don't allow mods. Microsoft and Sony would never allow unregulated mods on their console, for obvious reasons like the one you mentioned. (Exaggerating a little for hyperbole, but you get the idea) Sony/MS are not going to let you install those sort of mods. KSP plugins are basically computer programs in their own right (there is a technical term for it, I'm forgetting what it is though, something like "unmanaged code").īasically, if I really wanted to (and you were stupid enough to give KSP root/admin access), I could write a plugin that would delete your OS drive, or at least significant parts of it. The Farming Simulator mods are 99% models, and a couple of scripts. ![]()
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