• Content Count

  • 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 chemicals, etc. If we where to make these things off world, using fossil fuels wouldn't be a option. New methods of manufacturing that are resource efficient must be made. Living in space shows you how precious "waste" is. Ways of creating fully closed waste and recycling loops are essential for long term settlements. On earth since resources are "plentiful" (i.e it is cheaper to make and dig up new stuff than to recycle old stuff) it encourages society to chuck waste out into things like landfills. I think as soon as you make rubbish "Valuable" society will change to take advantage of this resource. Power generation and storage must be entirely reworked. It encourages things like small safe and reliable modular nuclear reactors for power in remote areas; hydrogen fuel for energy storage, transportation, (Rockets); Solar panel development and possible orbital solar power beaming back to earth. More resource, water and land efficient ways of farming food for people. I see a lot of these technologies can contribute to solving earth problems like climate change, food and water security and increasing the standard of living for humanity. I am not saying all of our money and effort should go into space colonisation and that direct funding and aid to people is not useful. I'm saying that humanity, if we get our act together can do a lot of things simultaneously that would help and inspire everyone. Basically I think some money and resources can be better spent and can help multiple areas. Examples such as diverting money from the fossil fuel industry instead of propping it up with government subsidies (Note: I can't speak for for all governments but the Australian government is absolutely terrible at this with their "Clean Coal" and disregard to climate change) Anyway to lighting up the mood lets crash some spacecraft!
  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 nice level of immersion and realism to the game that KSP1 lacked.
  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 colonies (not stated how big) The game is still all about creating, flying and crashing things. This to me sounds amazing! Possible more than I thought. In my opinion the system I came up with is about a 3. Hope we find out more in the coming months. Because for me keeping the Hype train going is great (possibly not for my uni work).
  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 part switching and construction mods each with the own UI and have slightly different capabilites. Anyway don't be discourage from sharing opinions and ideas on this thread. That's the whole point of this thread to get community ideas. They are just ideas after all and 99% of them won't be implemented anyway. But if anyone does find out any official information on mining, ISRU and resources in KSP2 in the coming months this would be a thread to post them to.
  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 metholox type fuel Hydrogen and Oxidizer: for higher performance vacuum engines. Easier to make fuel for. Monopropellant: same as the old monopropellant Noble Gases: for ion engines. It is basically a merge between xenon and argon since argon is fairly common in planets atmospheres while xenon is really rare. Solid Fuel: same as old solid Fuel Nuclear Explosives: For you Orion drive needs Hexagen: for fusion engines. Basically a cross between Deuterium, Tritium and Helium 3
  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 is also to inspire people to think about ISRU science not force them to learn it just to play a game. Anyway for those people who want the die hard realism you can get/make mods if they implement a good completely modable resource 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 off world civilizations without going into hundreds and possible thousands of different chemicals and materials. Just to give you an idea: Plastics: polyethylene, polystyrene, polyvinyl chloride, polylactide, poly polypropylene,.... Metals: Iron, aluminium, copper, titanium, chromium, nickel, cobalt,.... Ceramics:Concrete,Bricks, insulation, Heat shields, glasses,.... Silicon: well it is sort of just silicon but it is immensely important in electronics Rare Materials: Rare earths elements (yttrium,neodymium,ytterbium,...),Nobel metals(gold,silver,platinum,palladium),.... These are immensely important in most advance technologies like displays, lasers, computers, magnets, solar panels, optic fibers, Chemical catalysts,etc The problem with a space engineers like system is you have your base elements which are fine but then you need to assemble them into parts like plates, grids, tubes, etc which is realistic but adds another layer of complexity that i think players shouldn't have to worry about. That's another thing I want to address I want to make the system have as little micro managing as possible. Players should occupy themselves with the big things like exploring, planning new missions and colonies not shipping materials from one base to another. I have stated in another topic about life support
  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 simplified real resources that are possibly kerbalized. This may be overly complicated and possibly needs simplification. But this is a first draft and i would like other peoples opinion. And hopefully after the community has somewhat made the system they want that star theory may take ideas from it. (so everybody is happy ) Mineable Resources: Basic resources (super common just what the ground is made of): Regolith: for bodies with little to no atmosphere. Contains Small quantity of the ore materials like metallic ore, oxides. Also contains tiny amounts of Hexagen Soil: for bodies with atmosphere. Contains Small quantity of the ore materials like metallic ore, oxides, nitronite. Ices: For cold bodies and poles it is sort of a mixture of different kinds of ices like water, carbon dioxide, ammonia. Ore Resources(These are more localized and some might not appear on some bodies) Metallic ore: Common metals like iron, aluminium, titanium. It's for making metals for construction. Radioactive ore: for nuclear fission fuels for reactors(and Orion drives!) Oxides: for ceramics Nitronite: nitrogen containing minerals for a variety of things from Fertilizer to monopropellant and solid fuel. Minerals: contains small amounts of rare materials and can make silicon. Rare Materials: this is things like rare earths, gold, silver and platinum. Atmosphere and Exosphere Resources: Carbon dioxide: can be turned into fuel (Methane) Nitrogen Noble gases: these are things like Xenon and Argon for ion engines Hydrogen: a fuel Hexagen: a helium like stuff for fusion fuels (e.g. Deuterium, He3) Oceanic Resources Water:on kerbin and lathye like bodies. can be split into Hydrogen and Oxidizer (Liquid Oxygen) Methane: on titian like bodies. literally free fuel just bring Oxidizer! Explodium: what ever eves oceans are made of currently have no idea what to do with Processed Resources: Construction Resources to build parts out of: Metals: pretty general building material Plastics/Polymers: another pretty general building material more for habitation parts Rare Materials: for Electronic and special parts Silicon: for Electronic parts Ceramics: for heat shields and more permanent habs (Think concrete) I will probable post more info but that's it for now.