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Posts posted by Psycho_zs

  1. 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.

  2. 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).

  3. 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.

  4. 4 hours ago, Snark said:
    • Q:  Will there be tools to aid interplanetary missions?  i.e. transfer window planner, something better than guessing angles
    • A:  Yes, absolutely.  No comment about specific details, though.
    • Q:  Will there be persistent rotation?
    • A:  Yes.
    • Q:  Will sound be muffled as you gain altitude?
    • A:  Yes.
    • Q:  Will rocket plumes change with gaining altitude (i.e. pressure-dependent)
    • A:  Yes.

    Holy [bunch of words prohibited on this forum]!!! So may good yeses!

  5. 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 mean they are backwards, thrust plates/interstages are conceptually much closer to reality)?

    And yet another one: what about less crazy near future tech? Fission-powered electric propulsion: Reactors + Hall thrusters, MPDs, PITs? (BTW, if I was in charge of making a new KSP, one of the first things I would do is to try and get @Nertea on the team ;) )

  6. 9 minutes ago, captinjoehenry said:

    I feel the poll is biased as there isn't an option for no life support or having life support as a difficulty setting

    Life support is already confirmed as a feature, most likely already as a difficulty option. So this section of the poll is about specifics.

  7. 36 minutes ago, KerikBalm said:

    Source? because they said they were putting a version of it in, so unless there is a source retracting it/clarifying that they just meant a more mundane ICF fusion drive... its wishful thinking (that I hope is turns out to be true)


    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.

  8. 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?

  9. 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.


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