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Psycho_zs

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Everything posted by Psycho_zs

  1. I noticed a couple of visual issues with multiple engines: plume animations run in unison and overlaying plumes become way too bright. It might be a good idea to randomize animation starting point. As for overlaying plumes, I don't know, is it possible to make plumes more transparent when there are a bunch of them close together?
  2. Wow. This is a game changer! Looks like hypercharging RealPlume with "@energy /= 5, @speed *= 5" patch is going to become a half-remembered dream. I wonder if it would be at all viable to autocalculate at least some parameters of the plume from engine's Isp and thrust? Like if one had a baseline template for a kerolox plume, applying it to different engines would require only specifying nozzle mouth coordinates/diameter.
  3. Awesome! One thing that bugs me a bit about RealPlume is that exhaust animation is rather slow. IRL hypersonic flames are super fast even in slow-mo playback. So realistic effect might be achieved if flame particles are stretched and blurred (statically) a bit along the direction of motion while moving super fast (almost indistinguishable between really moving or just being randomly sprinkled over plume area each frame).
  4. Congrats with The Milestone! Right of the bat, my favorite killer features: depth masks and hemispherical tanks
  5. How about a hybrid system for career mode? Design a part (semi-)procedurally and commit it to production for some cost (analogous to tech tree initial purchases). Redesigning a part would also cost some money, etc. So it would mostly be the same lego build process, but one could pre-customize some of the pieces for money and science points.
  6. Looking good! Although Ike might be a bit too glossy for a dark rock.
  7. If you think about it, thrust in timewarp and orbiting a binary system are technically similar in that both are a replacement of conic formula in trajectory calculation.
  8. Holy [bunch of words prohibited on this forum]!!! So may good yeses!
  9. Two questions with related subquestions about craft construction: 1. In short: will noodly rockets make into the final product. Long: How similar the physical behavior of rockets will be to KSP 1? Is it conceptually the same, or is there some plan to make them stiffer but more brittle? Judging by pre-alpha footage they are still pretty wobbly and can be bent pretty far before breaking. Breakage, dynamic pressure limits? Too much sidewind destroys tanks (feature from FAR)? 2. Is craft structure still strictly a tree? How about multipath/loops? Are stack decouplers still a thing (I mea
  10. I think the second variant is for you, it specifically mentions breakages.
  11. YAY! A flame war! ) YAML rules. That's all there is to say on the matter.
  12. https://youtu.be/ftLT_puDtxo Translation here:
  13. Life support is already confirmed as a feature, most likely already as a difficulty option. So this section of the poll is about specifics.
  14. Consider it a single long list with multiple choices (forum limits to 3 questions with 20 variants per question). I hope I didn't forget anything important....
  15. Considering support of thrusted timewarp, this would be a great scenario.
  16. https://www.videogameschronicle.com/features/interviews/an-in-depth-conversation-with-the-creator-of-ksp2/ Well, they will have engines similar to the Epstein drive because of their torch-ship qualities But they mention Orion and ICF engines among those. So the similarity is rather stretchy.
  17. In KSP 1 crafts are structured as trees, with every part having a single parent down to a root part. This is a limitation for the building process, which manifests itself in the way radial decouplers are used, inability to form structural loops, multiple pylons etc. There is a multidock capability (and Recoupler mod that uses it to simulate multipath constructs), but it is not trivial to utilize it. So I wonder, will there be any relevant changes in KSP 2?
  18. (Edit: whoops, wrong thread.) Anyway, they aren't putting Epstein drive in the game. But yes, metallic hydrogen is a bit too speculative for a non-magic tech.
  19. Persistent thrust confirmed: https://www.videogameschronicle.com/features/interviews/an-in-depth-conversation-with-the-creator-of-ksp2/ We’ve had to overhaul the map view and map system to allow you to plan a continuous acceleration trajectory, and of course we’ve had to add a couple more levels of time zoom because many of these voyages take years and we don’t want you to have to literally sit at your computer for years.
  20. LF/OX was referred to specifically as methalox. There will be metallic hydrogen as next step.
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