Vexillar

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Posts posted by Vexillar


  1. A few random queries that spring to mind:

    Will it be possible to fly multiple ships in atmosphere "at the same time" - for example, to emulate a SpaceX booster recovery? [And if so, how does the gameplay do that?]

    In the trailer, it looks like Kerbals might have varying hairstyles and suit colours - are these selectable?  Will there be many options?  And part colour schemes - more options than KSP1 currently has?

    And I have to ask ;) will there be flags and decals in KSP2?


  2. 1 hour ago, Raven Industries said:

    Love the game footage, but I must say, those constant wide smiles seem a lot creepier with the changed art style, and it's weird to see the Kerbals with individual fingers rather than the mittens we're used to seeing them wear. The latter is something I can get used to, but those smiles

    Hey - perhaps the Kerbals are just enjoying being part of the new code :).  Hopefully there will be a more neutral set of expressions for the times when they are not quite to excited.  Plus they now have eyelids.  They gotta be pleased about that. :cool:;)


  3. 14 hours ago, KSK said:

    Without some kind of FTL mechanism ... interstellar journeys are going to take a long time.

    That's certainly true in game time.  Perhaps KSP 2 has a new paradigm to map game time to player time - especially if multiplayer is to be supported.  


  4. Late to the party, here, but find it's still in full swing!

    First - Wow.  Just Wow.  If the gameplay is half as good as the cinematics, we're in for a treat.

    From the Developer video and stuff posted on-line, it does appear that Star.Theory have started with a brief of - If we were to develop KSP from scratch, knowing what the community likes/dislikes and what mods are considered essential - what would we come up with?  If they deliver on that brief then this will be the game of our dreams - literally.  So many of the things that various folk have cried out for in 1.x are right there in the specs.  Fantastic!

    Personally, I am over the Mun to see that not only are mods to be encouraged, but they intend to expose more of the internals to give modders even more scope.

    So - my Christmas list is already updated to include a shiny new GP-equipped PC to play this on.

     

    Picking up some comments from the dev video - and what we see in the cinematic - it seems that this is set in the familiar "Kerbol" planetary system, but with some changes - it may be that the back-story is something like - a rogue planet smashed into the system and caused the Kerbals to use their newly developed space faring abilities to go seek out new worlds to colonise?  Let's see.  This looks like a great ride!

    [Edit - actually, maybe the scenario isn't quite what I inferred from views of what appeared to be Duna lit from the pole - hence not in its usual orbital inclination - and the new exoplanets Rask and Rusk that looked as if they'd had a bit of an argument]


  5. On 6/24/2019 at 3:12 PM, kerbiloid said:

    Because they think it's a game.

    Right.  People who haven't bought it think it's a game.  We know that it is really trans-dimensional signalling software that allows us to share and develop our space tech knowledge with highly motivated, fun-loving aliens.

    At least that's how Bob was explaining it to me.  Jeb just wanted to get on with the launch.


  6. It's been mentioned briefly, but I see a lot of cameras in the promo pictures - on the new helmets, on an experiment, on a robot arm... must be significant?

    And the suits - I see blue, white and orange... like the jumpsuits in the menu icons and (old) kerbal videos.  I like where that might be going.

     


  7. Hi @Victor3

    As previous answers have said, the travel time is determined by the transfer orbit's period.  This is, (as represented by Kepler's third law) proportional to the square root of the cube of the semi-major axis, a.

    [How much of the orbit's period is used in the transfer might vary according to timing, alignment or desired efficiency, but it remains the fundamental factor on which the other factors bear.]

    Hence, the further from the Sun, the longer the period, independently of the difference in the start and end body's SMA.

    So - using @KerikBalm's example above, if we take the the orbital period for an orbit with a of 1 AU to be 1 year, the period for an orbit of 0.75 AU would be about 0.65 years.  The period for an orbit with a equal to  a 1.25 AU orbit would be about 1.40 years. So the further out one is from the Sun (or the planet in whose moon system one is transferring), the longer the period.  Period.

     

     


  8. 13 hours ago, MechBFP said:

    I also spy with my little eye the changes to the UI regarding ASL or AGL for the altimeter. 

    Well spotted! :cool:

    12 hours ago, Loskene said:

    I like the final choice for the altimeter mode UI too, looks like you took the best of every suggestion in that brainstorm thread for a neat result. Great work :cool:

    Indeed... shows that positive feedback from the forum improves the game for everyone.

    All in all, can't wait for this release :prograde::prograde::prograde::targetpro:


  9. All in all, a great revamp, I think.  In keeping with the old part, but better in so many ways (esp. rivets gone :) ).  As @Lupi alluded, the old part's concave top made it difficult to clip/blend it nicely with angled surfaces while trying to get the position and direction just right.  The new one should make that a bit easier.  Bit if it were possible to have an "unblistered" bare nozzle variant as per @StrandedonEarth's suggestion, that would be the sprinkles on the icing on the cake. :D 

    (I've wondered about the rationale for the aero blister... in my head, it's because this part would be used mainly on large craft - that would not fit inside a fairing - and so even for a deep space missions the verniers would be out in the wind on launch.  Also because it came before fairings were in the game, and because Eve.)

     


  10. 2 hours ago, RealKerbal3x said:

    Why would merch have a section on the bugtracker though?

    Well, you could describe DLC as "merch", as in something that is sold for money... Judging by the rate that the part revamps are going, we should have a full set by 1.8, which is due around June-July.

    On the other hand, a kerbal eagle, looking tranquil, standing on a nice base, perhaps?