Jump to content

Lach_01298

Members
  • Content Count

    26
  • Joined

  • Last visited

Community Reputation

15 Good

About Lach_01298

  • Rank
    "Qualified" Kerbal Physicist
  1. I definitely agree with previous statements that voxel terrain/ground manipulation is not that feasible in KSP2 and also not really needed. But I would say it would be nice to have caves (lava tubes and others) for science and colony setups. All static and the same in each save of course. But I'm 90% sure Star theory already said no caves or negative spaces. I just hope for more interesting and unique terrain which they say they are adding.
  2. @JadeOfMaar Just curious and thought it would make more sense since CRP is a dependence and EPL isn't. Ultimately it's up to you. Thanks for Responding.
  3. So I got a question, why do you use MetalOre in RR instead of MetallicOre which is already in CRP? I know MetalOre is from EPL But I would think it would be better to make patches for ELP to use metallic ore than to add another equivalent resource to the game. There is already planetary resource definitions for metallic ore in RR.
  4. That's also very interesting and cool plan. Certainly easier to read. I can see why people think space exploration and expansion is a unnecessary waste of money that can be better spent elsewhere. But I see that the technologies needed to live and thrive in space have very crucial and important applications here on earth. A few examples: In space fossil fuels like coal and oil are nonexistent. The reality is that modern industrial society is based on processes that are complete dependent on fossil fuel. Like making steel, plastics, the majority of industrial chemical
  5. Most times I've experienced the UI breaks are when Omniconverters are defined wrong or there are 2 with the same name, as it was in this case. I was just pointing out that for the next release just rename one of the omniconverters.
  6. Found a Bug: if Air is enabled using classic Stock mode, opening an omniconverter crashes the UI. After a bunch of looking it's because in wildbluetools omniconverters there are 2 omniconverters named "Air Scrubber". One uses Minerite the other uses Oxium. For a temporary fix i removed the Minerite one.
  7. That's a amazing looking plan! Never seen that before. If only we had a self supporting Lunar base in 2018. I would like to do something similar. Not sure I would do a Ike (Phobos and Deimos) outpost before doing a Duna (Mars) base though.
  8. Fair enough. But I would like some axial tilt on the other original planets, if not Kerbin. I suppose I could just add a mod to give Kerbin Axial tilt.
  9. Honestly I think they should add to the Kerbol system because at the start where a lot of players will probably be, it gives players more things to explore and test before going interstellar. But keep the original planets. So something like OPM is on the wish list for me. Anyway OPM was based on ideas originally developed for the game. On Axial tilt, the original planets should have it. Specifically Kerbin since it teaches you how axial tilt effects launches in real life. They don't need to do the whole 23.5 degrees they could do some thing around 10 instead. To me it just add a nic
  10. Well looking at all the different currently interview videos I've seen I think the system is going to be extensive. Specific things I've heard: On a scale of 0 to 5. 0 being simplest resource (Ore to anything) to 5 being all out, where is KSP 2's resource system? Answer: closer to 5. Maybe between 3 and 4, but the scale is highly subjective. There are cesium doped metallic hydrogen magnetic nozzle engines Metallic hydrogen is not mined it is synthesized from other resources That resource gathering and colonies making things out of those resources is a big part of colon
  11. Your probably right and i'm way over ambitious. I might make it into a mod. But that being said I want the stock system to be as flexible as possible so systems like this can be easily implemented. examples: I want the ability to define what resources parts are made of. The ability to create resource converters that work natively in the background automatically. The ability to disable stock ISRU. Becuse currently in KSP1 these can be done with mods but mostly with dll files that add entirely different systems that aren't compatible with one another easily. eg there are several different p
  12. Just because I'm insane and can't stop thinking about KSP2 . Here's the system I'm proposing (names not final would like kerbal suggestions) Note: the names in brackets are what real life things there suppose to be Analogues to. Legend Colours: Orange: Mining Yellow: Industrial Red: Fuel Green: Biological Grey: Construction Shapes: Square: Process round: Resources Circle: Mining Trapezium : Actual parts/ part Categories Rocket fuels: HydroKarbon and Oxidizer: replaces old LFO with a methol
  13. Yeah sorry I did know what you meant I just wanted to get the idea that i'm against things like in MKS (machinery, Specialized parts, material kits). As for cobalt is not copper you are right it's not an accurate system but it's mainly for gameplay and simplicity reasons. Otherwise you would need to plan very very carefully where to place you colonies. e.g. you would need to place a colony at a place with iron, aluminium, copper, titanium,silicon and water or have multiple bases just to build rockets. This Simplified system allows you to have 1 or 2 bases to start rocket production. The system
  14. That was the idea. Early in the game you don't have to worry about all the resources and stuff just bring it with you. But in steps if you what to do more complicated things like off world fuel production and ship building you need more and different resources and production. The idea is to get the essence of real life ISRU but to not have to many resources and intermediates. That's why things are placed into general resources like Metals which are analogous to iron, aluminium, copper. It emphasizes that metals, plastics, ceramics, silicon and rare materials are essential for of
  15. Here's my personal opinion: KSP 1 system of just "ore" is to simple. I don't find it enjoyable, its quite vague scientifically and doesn't inspire investigation into the technologies and resources of real life Space Exploration and ISRU. So I want a vastly expand system that would cover things like fuel making, rocket and colony building and possible controversially life support. Here I propose a rough template of the resources (names not finished) and ISRU i want. It is inspired by Classic Stock Resources, Pathfinder, MKS and Near Future Tech. It is based around the idea of sim
×
×
  • Create New...