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About Highrs

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  1. Game physics is also why I thought this would be a good idea to be in base game rather than in a mod or some hacky stock wall-hack. The former would be sure to have a high rate of random explosion and falling into the planet when unfocusing and/or time-warping. Mechanics that provide some stability to floating would be a must for anything that can be classified as a 'floating city'.
  2. I see people saying it wouldn't work... and I'm not sure why. As others pointed out, buoyancy is still a thing. The idea is two-part - module and base. I'd love to see modules that let you float in the atmosphere (hot air balloons) but I also doubt any craft like that, especially a big one, would be a sable as a landing platform. The 'base' part would have to be some extension of the colony building system - more stable, larger, less parts. That's the one you could land on without summoning the Kraken. Lifting off wouldn't be fun (or, alternatively, really freaking fun) but there are
  3. Looked through? Yes. Found it before you pointed it out? Nope! Surprised that someone already thought of it? Absolutely not.
  4. With several colonies throughout the systems, some degree of traffic is... expected? Desired? Required? Sure, KSP doesn't simulate all of Kerbin's cities, populations and industry, but those aren't space assets. KSP 2 is going for space colonies and industry, and if you have those, you've gotta have space traffic. I don't see how it could be fun for the player to run every material and passenger demand in two or more systems, between potentially a dozen colonies. To have no traffic at all seems... sad. The reasonable solution, then, is somewhat obvious, and appears surprisingly simple.
  5. Is there any consideration of permanent floating outposts on Jool and other gas giants in KSP 2? Something that doesn't explode when you look away or accelerate time, something doable in vanilla. Possibly with refueling and refining facilities and a landing pad that can take more than a sneeze.
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