![]() Getting your ship right is just step one as you have to pilot this thing too. During construction, you experiment building spaceships of all sorts of designs finding the best one to get you to your destination. That’s just part of the game though, the main two components are constructions and flight. People tend to create their own narrative surrounding them. It’s hard not smile at their terror and to think of your own backstories for any of these Kerbals. Apart from all the seriousness and mathematics being used to get into space, you have these dopey eyed little green men and women giving you their best facial expressions during flight. One of the light hearted aspects of the game are the Kerbin themselves. The closest hunk of rock floating next to Kerbin is Mun, which as you can probably guess is their Moon. These Kerbals live on an earth-like planet called Kerbin in a solar system with planets that resemble much of our own. You control a space program run by beings called Kerbals. If you’re unaware of what Kerbal Space Program is, here’s a little brief. I was right, the final release on PlayStation 4 suffers from performance issues and bugs that quickly put a damper on the game. Suddenly my interest had piqued, Kerbal on a platform I play 95% of the time? Too good to be true I said. ![]() The dream died after a while and on the back burner it went until I heard that they were porting the game to consoles. I put in a few hours into the PC version and had some fun trying to make it to the Mun, unfortunately most of my attempts were unsuccessful. The thought of running my own space exploration center just seemed too good to pass up. So, while the idea of mods in the console version of KSP makes sense based on how the pc game is made, it's very unlikely that you'll see mods for the game.I’ve never really dabbled in Early Access games before, Kerbal Space Program was the exception. Since console development is always NDA, it's not compatible with these licenses, as they don't want the source code going anywhere else, which also represents a security issue. Console manufacturers hate free software and open source licenses. This opens the window for debugging and arbitrary code execution, which is a big no no for console makers. Some mods modify the main code of the game and how it functions (FAR, Deadly Reenty, etc.), while some change it enough to alter game mechanics. Who will pay for these certifications? SQUAD? The mod maker? And if you fail it, you have to start over. ![]() As a matter of fact, certification costs A LOT of money. ![]() So, in order for those mods to be implemented or put as add-ons for KSP, they have to be tested and certified as well. Now, the biggest issue with that is the fact that mods, especially in KSP, tend to make certain aspects of the game unstable. Even though consoles nowadays are nothing but specialized PCs, they are way more closed than PCs, which is why you don't see many stuff being ported to consoles, but stuff being made for consoles then being ported to PCs. Issues aside (I'll get to those later), console content needs to be certified and tested so its good enough to run on the console. There are a few things that people tend to forget when we talk about mods. Who needs to do silly things like 'know your deltaV' and 'coordinate simultaneous missions' anyway? Mod rants aside, I think the PS store should at least have the basic info mods (like KER and KAC) available for download as DLC, for free of course. SQUAD forgoes even the most basic info mods. Seeing as PS4 KSP is coming out shortly, there's a big problem that faces those who will buy KSP for PS4. ![]()
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