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Frozen_Heart

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    Kraken Rider
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    UK

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  1. Thought I was safe with my 1660 ti. Guess not. Looks like no KSP2 for me.
  2. I was thinking the exact same! I assume to make it easier for casual players who may not have a science or engineering background. Especially if they learnt using imperial units. Hopefully the actual diameter is shown in the part details though.
  3. I really like the archetypes system. Consistent visual language will be important for helping new players learn the game. I also think that sticking to a single liquid fuel type like in KSP 1 is a good idea. The game is meant to be accessible to everyone, and not a hyper realistic spaceflight simulator like Orbiter. I'm concerned that 1.875m parts seem to have gone. I know they were DLC, but to me they were by far the most useful part size. At the roughly half scale of KSP spacecraft, they were ideal for shuttle and SLS boosters, Soyuz replicas, and Falcon 9 stacks. Additionally, the labelling system doesn't even seem to leave room for them. SM and MD correspond to 1.25m and 2.5m parts. So what would 1.875m parts be labelled?
  4. Really hope we get a more realistic model. Would be nice for swept wings to actually have an effect.
  5. End of an era. I look forward to the next one. KSP has been such a huge influence on my life, and helped me get through a lot of struggles growing up. I've been a member here since 2012 initially, and have spent so long on these forums making friends who have stuck with me for many years. So a huge thank you to the devs for these past 9 years! - Comrade Jenkens/Frozen_Heart
  6. A huge part of KSPs success is due to being accessible, simple, and easy to learn. Realism overhaul takes all of that away, essentially moving the game out of reach of new buyers and casual players. It should be left as a mod.
  7. Realised it's only electric props so mine won't count, but I got a breathtaking 150m/s.... It was from the last prop challenge which ended up fizzling out. Would be nice to have a LF catagory.
  8. I mean FAR manages a decent enough rough approximation. If the game was designed around building aircraft which will never reach the speed of sound I could understand handwaving it. But any spaceplane in KSP will be dealing with transonic and hypersonic flight, so it would be nice to see some considerations made for designing around it. Hypersonic straight winged biplanes is pretty jarring in the stock game. I'm glad we don't have the souposphere still though. Back when adding nosecones made the craft more draggy.
  9. Wing sweep doing nothing at all is another jarring aspect to it. Apart from changing the CoL, having completely straight wings or heavily swept wings doesn't effect how the plane flies at all.
  10. oof sad to hear it will still be the stock drag model. It's definitely not intuitive at all. I swear it doesn't even do stalling at all.
  11. So the aero system in KSP leaves something to be desired (even with how much better it is now than it once was), and one thing which I'm hoping will change for KSP 2 is a complete overhaul of the aerodynamics system. For example rather than wings acting as flat plates, it would be nice for them to act as airfoils. The difference seems pretty academic until you try building an autogyro in the stock game and find that things don't work how they should. Do people think it's likely that the aero system will get overhauled? Or act in the same way as it does in KSP 1?
  12. I think the inspiration was a combination of the Pillar of Autumn combined with inspiration from another user here who started the warship building craze. Ended up moving into my own style eventually though: Also the physics breaking concepts are great fun to mess with! We noticed kerbals on ladders made an uneven force, and then tried to recreate the effect with parts. The K-Drive was the result.
  13. Don't have my oldest pics from 0.17 anymore sadly. This is the oldest one I have. Not sure which version. 0.18 or 0.19 maybe? Also K-Drives before you whippersnappers thought it was cool!
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