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Found 5 results

  1. Colonies need more challenges Say, a real-life colony would face the planet's hostile environment. A surface colony on Venus wouldn't exactly be easy to make, as it would have to contend with extreme weather. That's what I suggest. On Duna, you couldn't rely solely on solar panels, since sandstorms could form. On Eve, you have to contend with temperature, pressure and possibly acid storms. A floating colony on Jool (assuming the atmosphere could be chlorine) can withstand unbelievably powerful winds, and an oxidizing atmosphere. Even planets with little or no atmosphere would not be as safe as it would have to deal with radiation and possible asteroid rains (On planets like Dres this would be frequent, since they are in an asteroid belt, or even moons that are inside the rings of some planet). Also on Jool, colonies on its moons would have to face the radiation that Jool itself possesses. A good way to prepare is to predict what might happen, with weather stations being built. Weather balloons could also be launched. This could bring a significantly greater challenge to building colonies.
  2. I'm very excited to hear that automated delivery routes are confirmed and can't wait to over-engineer a logistics network. Positivity First: It sounds like resource routes will be established by performing a delivery with a truck or rocket manually first. Once a single successful loop is completed, a new delivery route will be unlocked. This is an excellent design choice because it requires a player to achieve sufficient mastery for each route, and since some routes will be harder than others, the available wealth for a player will grow in proportion to their skill. Even better, the tedium of repeated manual hauling missions is eliminated (I've certainly done this in KSP1). There are two aspects of delivery routes that could cause problems if not implemented well: #1 - Variable dV requirements for routes that cross multiple SOIs If you want to get from Kerbin to Eeloo, the dV required will depend on the relative positions of those planets and the order you perform your maneuvers. This gets even less repeatable when gravity assists are considered. One potential exploit could be a player manually running a delivery route at the optimal time with very favorable gravity assists, and then getting future deliveries for less dV than they really should cost. Personally, I wouldn't mind this, and if a player is smart enough to exploit this... maybe they should be rewarded for it? This is one of those cases where I believe satisfying gameplay is better than realism. That said, I think there should at least be some sort of in game acknowledgement of this issue. Another possibility could be imposing some sort of handicap on a player while proving a delivery route... such as 10% greater fuel consumption. #2 - Will automated vessels be under control of the Physics Engine Please don't do this for the following reasons: It will cause delivery routes to spontaneously fail off-screen at no fault of the player due to kraken like bugs. Even if KSP2 has far more robust physics than KSP1, delivery routes would also greatly expand the number of failure modes. It wastes CPU - The rigid body physics calculations are computationally intensive and may be fundamentally limited in how much they can be parallelized. This cost is worth it for craft the player is actively looking at and piloting, but not for stuff off screen. Even if different vehicles far away were give their own physics threads, it would wouldn't take long to saturate even a high-end CPU. One possible exception - It may acceptable to physically simulate delivery vessels while they are close to a player. For example, if a player is piloting a space station and an automated freighter comes in to dock, this could be a reasonable because it only needs to scale with the number of players and if a kraken occurs, the player will witness the failure and learn something immediately. Discussion of possible deliver route implementations Since it hasn't been explicitly confirmed is exactly how the automated resource routes will behave. Let's consider 3 possibilities (there are many others): Exact Record/Playback This implementation would be like trucks in Satisfactory. You press "record", pilot your craft manually along a delivery route, then "stop" the recording when you close the loop. The craft would replicate your actions exactly. Tradeoffs: [-] Please don't implement this [-] Would only work for land-based routes. Orbital targets would change relative positions between iterations of the delivery route, so rigidly executing the same maneuvers at a different time would not work. [-] Not robust - It is not realistic to expect a vehicle to perfectly execute recorded instructions each time. If the player barely grazed the edge of some scatter while recording, it may cause a collision during a random playback. Ghost Ships on Rails - After recording a resource route, your craft will repeat that same route, but will be non-collidable and on rails [+] Robust - Players still have to prove route viability but don't have to worry about spontaneous failures due to FP rounding errors or kraken-like bugs. [+] Moderate CPU - This should be little more than viewing a bunch of craft in the tracking station, or rendering a few ghost ships docking at a resource depot. [+] Provides visual feedback/beauty to the player to appreciate as they build up their industrial infrastructure. [-] Still has the problem of different maneuvers required depending on relative celestial body position. Since these are ghost ships, some cheese is allowable here, for example "draw a curved path from Kerbin to Jool that looks reasonable". These automated ghost ships should achieve these paths "magically" without burning their engines (except maybe for visual purposes). Abstract Network - Delivery routes would behave like the KSP1 relay network. After manually executing a loop, the UI could draw a line between the source and sink and you could utilize this link in some sort of logistics/production management UI. [+] Very robust - No moving vehicles means no spontaneous failures [+] Very Low CPU - All you need are some new UI elements but no actual craft to render or track [-] Not as cool - It may be hard for some players to suspend their disbelief if a stack of ore magically appears every 6 hours in their station without seeing anything dock.
  3. Kerman Colonies Lore(-ish) Since the KSP2 early access release date was announced, I realised how little of KSP I've actually explored. I thought "what would be an actually fun way to finally explore the whole solar system before KSP2 releases?" hence Kerman Colonies. My goal is pretty simple; see how much of the Kerbal solar system (including Outer Planets) I can colonise before I get KSP2, my plans are ambitious but I doubt that I'll get half of them done in the time anyways lol. But anyways, might as well crack on with it before March comes around! Launch No. 1 - Kerbin Logistics Outpost (KLOP) Core Module Kerbin Logistics Outpost will pretty much be a home base for most of my craft and missions, comprising of living space, and refuelling facilities. However, to launch it, my funny little kerbals needed a bit more launch capability than they already had. Hence, I present: Prost, Kerbalkind's largest and most capable rocket to date, and also fully reusable! "Liftoff of Prost, carrying the core of the KC's newest station to orbit!" The booster performs fine through ascent, hauling the upper stage skyward to finish the rest of the journey. MECO, and the upper stage separates while the booster prepares to come back down to Kerbin. The vessel completes a good orbit, meanwhile all focus is on the booster and it's first ever landing attempt. "Entry burn start-up." However, not everything goes so well with the landing. Telemetry is lost on touchdown, and the booster is destroyed. Not long after, the Prost upper stage deploys the station core, and prepares for re-entry. De-orbit done, it prepares for a hopefully smooth landing. And thankfully, this landing goes off without a hitch. The mission is deemed a success, with the loss of the booster being the biggest let-down of the mission, but luckily it wasn't mission-critical. Back at the KSC, they already start preparing for another launch, this time a separate service and station-keeping module to support the station during station construction
  4. Straight to the point: we're going to want to build tourist colonies that other players can visit in multiplayer. Colonies with beautiful vistas, breathtaking sunsets, amazing skies to dream about at night. Maybe we'll even be able to charge players for a space bus ticket and a bed. Maybe we'll even be jealous that we were not the first to plant the flag at the location of our dreams. But we're also gonna wanna build extreme sports resort colonies. We'll produce and sell jetpacks, mini-copters, fast jets, AWD rovers and bikes.. I'm sure someone will even build an amusement park and a huge roller coaster on the Mun to fund his interstellar project. More ideas for extreme sports activities and related colonies built at location: captured asteroid surfing in very low orbit around Minmus (actually saw a video on YT - don't know if he also built a mini-colony using the ground anchor) asteroid field racing (like in the KSP2 cinematic) jumping off huge vertical cliffs with friends (parachutes included but useless) underwater trench exploration (going down to max depth with a submersible) last bus trip into the sun (expensive ticket) racing jets through Dres and Duna canyons Kerbin desert Baja motorcycle jumping dunes Minmus flat plains ramp jump to orbit (prepare your max downforce rover) falling from orbit wearing just a helmet and a heat shield rover jumping over Mun craters and Eeloo crevasses volcano exploration (i hope we also get nonflammable crane parts) hovercraft racing over the Rask & Rusk lava lakes high altitude balloon bungee jumping on Eve going down the Mohole with just a suit and a helmet (it might take a while to return) last one to avoid jets collision is a chicken (1v1 on Laythe) drag racing on Tylo jetpack racing around Gilly, Bop and Pol having dinner at the space-station restaurant in the stable Lagrange point between Rask & Rusk (then having a tug of war party) Jool atmospheric deep dives (under pressure tananana) surfing storm planet tsunamis erupting ice geyzer riding on Eeloo kerbal cannonball between Rask and Rusk infinite depth limbo on Glumo Minmus flats hover-racing Skoot upside-down dining and spacediving jousting with Asteroids ring casino (tug puts you into a polar orbit swings a ringed planet and picks you back up if it survives an orbit) sledding / skiing on Eeloo, Merbel gravity assist roller coaster around the moons in the Jool system Eve mountaintop outlook at the North Pole (diving board included) X-Games: reaction wheel assisted stunts (jumps, flips) with all types of vehicles (buggy rovers, bikes, even planes or jet skis) (also related to the Baja idea, but can be done on all planets with gravity and atmosphere acting as difficulty levels) battle arenas (jets, space ships, mechs, tanks, naval, underwater). Bring your best creations and duke it out. hide & seek in the clouds Trackmania! And I'm sure we can come up with a lot more! Only question is if we can respawn back at the colony / space station.
  5. New power generation modules for colonies! Your nuclear power options will progress from compact fission reactors to giant fusion tokamaks to next-generation Z-pinch fusion reactors. Yes, the radiator on the fission reactor opens and closes like an umbrella. Credit to Jonathan Cooper and Matt Reynolds for the fusion reactors, and special thanks to our friends Bob Palmer (RoverDude) and Alexander Martin at Squad for building the fission reactor.
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