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obney kerman

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  • About me
    No one in particular
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    Keyhole Nebula
  • Interests
    Writing, space, people, food (in that order)

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  1. Maybe I'm crazy, but looking at the presentation it kind of seems like that's what it's going to be already? The pictures of the science interface did seem to have listed durations for some of the observation tools.
  2. I really like the look of these designs! The slow evolution of spaceplane shapes and the utilitarian and modular tugs and station parts are all super inspiring for me, and the station looks really good! Definitely going to remember this design whenever I get around to making stations/fuel depots in KSP2. And proper space shuttle/SSTO designs, too...
  3. The second it started spinning I thought of every time I'd had rockets fail that exact same way in KSP lol. SpaceX engineers, you just need to return to VAB and add a few fins and struts. Also ask the devs to fix the wobbly rocket bug
  4. And are they going to build 10 expendable launchpads for that?
  5. The N1 was biggest because it was on the pad and fully fueled when it exploded. I think between four minutes of thrust and how it looked like the LOX supply was going down a bit too quickly on the interface it was more of a Challenger-esque aerodynamic breakup. If you look closely at the videos of it you can even see what looks like unburned fuel spilling out as it breaks apart.
  6. Yeesh, that was a lot of issues for one flight. On the one hand, impressive how long the ship stayed in one piece with all that going on, on the other hand... there probably shouldn't have been so many things failing together. Fingers crossed this doesn't delay Artemis 3 by too much...
  7. Given in KSP1 they still added EVA construction (KIS), delta-v readouts (Kerbal Engineer), ground altitude readouts (Kerbal Engineer), communications networks (RemoteTech), Soviet style command pods (Tantares), helmet removal (Texture Replacer), spacesuit variants (Texture Replacer), EVA parachutes (EVA Parachutes), orbital mapping (SCANsat), orbital information readouts (Kerbal Engineer), full interior views (Free IVA), etc. I think we'll be fine. Though a lot of times improved versions of mods have been added in, so maybe a mix of both?
  8. It has been a pleasure, an honor, a privilege, and a lot of other things to follow this story over... gosh, it's been how many years? I couldn't have asked for a better ending: all the insane technology and high concept (higher concept? high2 concept?) sci-fi worldbuilding, all the fantastic character work and messages of hope and healing, the payoffs to countless setups, just... I don't have the words that this story deserves, but I'm very grateful for it. I could talk endlessly about lines I loved and pieces of storytelling that resonated with me and characters and themes and incredible concepts, but I'll just sum it up by saying that Voyage: The Final Warning will go down as one of the most amazing, insane, wacky, and wonderful things I've read, and I've read a lot of amazing, insane, wacky, and/or wonderful things. Thank you very, very much, for all of it.
  9. Kerbals are the distilled physical embodiment of the abstract concept of spaceflight. Kerbals are attempts by a higher consciousness to create spacefaring sentient life, with mixed results. Kerbals are bryozoan colonies which have grown and evolved enough to be indistinguishable from a single large organism. Kerbals are narrative constructs designed to fit into baseline archetypes of daredevil pilot, mad scientist, or trusty engineer, among others. Kerbals are homunculi created by human alchemists in pursuit of immortality. Kerbals are fungi, or lizards, or maybe just plants. No reason you can't do both! And honestly, this concept is FASCINATING to me and if you wrote it, I would love to read it. Does that mean we're basically playing as the KSC? So many fun implications...
  10. If you need a use for the SWERV I have one word for you, and one word only: Tylo.
  11. It's still very, very impractical to get enough in-game currency to buy most of the larger ships in only the $45 starter ship. And when the game website's catalogue of ships has a search field that looks like this, it's hard to argue that it's less expensive than KSP2. (No argument on the mention of DCS world though, that game's DLC system is... yikes.)
  12. Star Citizen is filled to the brim with DLC ships that can cost upwards of several hundred dollars each. $45 is the most bare-bones starter ship's price, but grinding with a starter ship is... not easy. I'm not the biggest fan of the $50 price tag, but at least KSP2 doesn't have any DLC (yet).
  13. I think story should really just be limited to easter eggs and other stuff that's completely optional. The beauty of stuff like the Kraken and the crashed saucers in KSP1 was that it let you make your own interpretation, and they were all things that you could play for hundreds of hours and not find. Making a rigidly defined story kind of takes that mystery out of it, in my opinion.
  14. Good luck with the rover! Looking forward to seeing where this goes!
  15. I really love the way this is written. The meta-ness of it all reminds of of an SCP article, with a lot of added dry humor. If that's what you were going for, congrats! Love to see that Mun arches are still a thing, here's hoping some of the other anomalies are still out there too. And that some of these excessive kraken sightings get fixed in the next couple weeks...
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