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About K^2

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    Flight Director

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  1. There isn't a reason why this can't be allowed; after all, there are struts. But there are some reasons for why it's not done in KSP and why they might not change that in KSP2. With exception of struts and fuel lines, all parts in a craft are arranged into a tree. That is, every part has a unique parent, which has its own parent, and so on until you get to the root part. This creates a unique path from any part to the root. In turn, this allows for a number of simplifications. Resource logic likely started out entirely using this tree structure. Even with fuel lines, the way the tan
  2. Neat thing about Unity is that standing up VR support is a snap. I really wouldn't expect the entire game to be playable in VR, but a mode that lets you fly ships you've already built in first person in VR would be really easy to put in. I'll happily take it as experimental feature without official support.
  3. Imagine that there are two rubble pile asteroids orbiting out of plane. They collide and produce a bunch of shrapnel. All that new shrapnel has alignment closer to the average of the two. Eventually that shrapnel becomes part of new rubble pile asteroids. Over enough collisions, everything converges to the plane of predominant angular momentum. A billion years is a lot of time.
  4. Temperature isn't related to energy, but rather changes in energy. Consequently, just knowing that object A has more energy than object B doesn't tell you anything about their relative temperatures. Temperature is a bit of an abstract quantity in physics. The fact that it's measurable is almost absurd. Fundamentally, the idea of temperature comes from the fact that if you bring two objects in contact, one of them might start taking energy from the other, and that will continue until some sort of equilibrium is achieved. We say that the object that gives up energy is hotter than the object
  5. This isn't exactly wrong, just not a great way of saying it, IMO. It makes it sound like the disk got stretched out by centrifugal forces or something like that. But it's more about things averaging out due to interactions and collisions. You start out with everything orbiting at arbitrary inclinations and that results in a lot of near misses or direct collisions. Because interactions aren't generally elastic, the difference in orbital energies and angular momentum is decreased by every interaction. Most of the matter ends up with zero angular momentum and becomes part of the sun. But because,
  6. Would you have preferred UX designers helped write the physics simulation? Or do you prefer not hiring any until the core is finished, and have development literally take decades?
  7. Such is the life of UI/UX designers. Almost all of their work is done in mockups, because there is nothing for the artists/engineers to implement until there is a mockup, and once it's implemented, there might be some tweaks here and there, but it's mostly a finished product. So we'll probably only see mockups in development updates, and then, somewhere down the line, the finished UI will be just there in a future screenshot on some entirely unrelated topic.
  8. UI/UX is hard. Glad to see the Intercept has people who specialize in it working on making UI better. Best of luck to them.
  9. A while ago somebody suggested possibility of rogue planets, and I've put forward idea of having to discover their location through gameplay. I think that would fit the theme a little better, as it's hard not to notice a star that's sufficiently close by to visit. But a rogue planet is pretty hard to spot even if it's relatively nearby. And it can certainly have a moon system to make it a bit more interesting.
  10. Unless they go with something really fancy, like gas core open cycle NTRs, I don't expect getting anything substantially different from NERVA, which we already know how it fits in the game mechanics. TWR is the big limitation there that balances it against everything else pretty well. It doesn't introduce new challenges. New challenges have to come from new systems. PSM does exactly the opposite. It removes some of the old challenges which player has outgrown. If you are building interstellar ships driven by fusion or beam core antimatter drives, you shouldn't be needing to reinve
  11. It's a little hard to say whether that will be as much of a challenge given the supply routes that have been mentioned, but if it has limitations you speak of, that makes it even less of a problem with gameplay perspective, so completely fair either way. I also doubt we'll get fusion drives in anything remotely compact. So while it's a strict upgrade for serious interplanetary/interstellar, it doesn't really impact how you build most of your working fleet. This is honestly the only bit I disagree with. That's definitely a situation you can end up in with bad design, and your RP
  12. They're illegal (non-enforceable) in California, which is where pretty much all VA and Youtubers reside. And no, I've never heard what you describe being a problem.
  13. No, it's about going past elastic limits. Bending or stretching enough to cause permanent deformation will generate heat in both cases. For rubber band, think of it as cylinder with gas. If you go back and forward a bunch of times, it gets hotter on average, but any given stroke can increase or decrease temperature, depending on direction. That's why yoy can build refrigerator out of rubber bands, just like you can with compressed air. Simple experiment. Take a rubber band and stretch it. Hold stretched for a bit to let it reach room temerature, then let the band relax and touch it t
  14. I mean, in a way, that is better gameplay. Depends on what sort of game you are making. KSP already makes an orbit-capable rocket almost trivial compared to real world. Would having to worry about fuel pumps, engine resonance, max Q, metal fatigue, cryo fuel boil-off, electrical and hydraulic systems, hermetic seals, blast debris, manufacturing defects... make for a better game? Individually, each one can be worked in, but all at once would be a disaster. KSP is a game and there is balance. We are used to tech in KSP being frozen at a certain tech level. Yes, there's a tech tree in scien
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