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StarStreak2109

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  • About me
    Spacecraft Engineer
  • Location
    Kermany
  • Interests
    Space craft, planes, trains, hiking and other outdoor activities, travelling.

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  1. Why not? Just imagine they kept going with Gemini rather than Apollo... or kept it alive alongside it...
  2. Count on the Soviets / Russians to build the weirdest most cool looking space craft...
  3. Duh, totally missed another version of KSP dropped. Will the update also work with 1.11.1? Or do I need to update the shebang to .2?!?
  4. Is it possible to make a Proton fairing with those insulation pads? http://www.americaspace.com/wp-content/uploads/2014/02/protonbooster.jpg Good job so far!
  5. IMHO, using BDB in JNSQ feels juuuuust right. Shouldn't be much bigger or, as you @Zorg pointed out, some of the earlier rockets are underpowered. However in JNSQ, you can perfectly reenact for instance the early Redstone flights etc.
  6. In real life, no space craft is flown by the seat of your pants only. Many situations are such that humans simply cannot be expected to pilot a space craft e.g. due to high g-loading, for instance during ascent. Also the calculations for manoeuvres are almost always calculated by (super-) computers in advance. It is IMHO not something you can do in your head, especially if you haven't a two-body gravity system only. So, now we have a simplified simulation, where you finagle with manoeuvre nodes until you get the desired results. That may be to your liking. Or not. It is my understanding, that KSP2 will be on a much larger scale - game play and planetary system wise. With near and far future technologies, some of which are low thrust / high ISP drive systems. Others are of the torch drive variety. In any case, having an "auto pilot" or "manoeuvre node calculator" or whatever navigational aid at your disposal would be great, because believe it or not, not every KSP(2) player is a rocket scientist, who is able to conjure up trajectories right off his head. So yeah, while I appreciate the mental excercise of figuring out a trajectory that takes me from Kerbin to Duna and back, there are days where I just wanna cruise about the Kerbin system without spending much thought about it. Or for automating the umpteenth launch from Kerbin. Or to get a base part to the Mun for the twentieth time. Or just because I am lazy. To make a long story short, I think an autopilot and a potent (and extendable) trajectory calculation tool should be in KSP2. Of course, nobody has to use it, but if you want to... Just my two cents.
  7. IMHO, for emerging colonies, only solar power makes sense, if not using some kind of nuclear power generation (fission or fusion). For more established colonies, it would make sense to use some kind of "planetary energy". In my mind, this could avoid having to cope with the intricacies of geothermal power (finding the right spot, drilling, building a heat exchanger) ingame. Instead, one could use a global (or regional) "planetary energy" coefficient, that defines how much energy could be generated from the planet itself. Wind power IMHO is too special, in that it would require a weather system. Again, it would theoretically be feasible (game-play-wise) to use overall mean value (i.e. average surface wind speed) for each planet to determine how much energy can be generated with a given turbine. But since this only properly works if your atmosphere is a) non-corrosive and non-dusty and b) has a sufficient wind speed and atmospheric density, I think it is way too complicated. Tidal and hydropower are even more complex, since it would require simulating flowing water and tides on the surface of planets. I think it makes sense to concentrate on solar and geothermal/planetary energy as "renewable" sources and fission/fusion for non-renewable sources (for stock anyway)...
  8. Well, IIRC the core of KSP is more or less still the same as it was years ago - which can only be optimised so far. With KSP2 and using a clean slate, the game should be much more optimised to make use of current hardware. I am no programmer, but what bugs me the most is that KSP is loading ALL the assets into memory, resulting in a high memory load and long loading times until all assets have been loaded, all patches applied etc. I wonder - again: no programmer here - if it were not possible to only load, say the stock parts, visual/gameplay mods and then all further assets are only loaded once needed (i.e. a save is being loaded with certain ships using said parts or I select a part in the VAB).
  9. I can confirm this. Both lights (the one on the stick and the boxy one) are broken and stuck on the extended position.
  10. Another option is: [1.9-1.10] Throttle Controlled Avionics - Add-on Releases - Kerbal Space Program Forums
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