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KSP2 Release Notes
Everything posted by LitaAlto
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I'm not sure I see how having stars and planets closer together would reduce the maximum practical speed to be lower than 0.1c. Could you elaborate?
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That's a fair point, although one could say GR is a generalization of SR that accounts for spacetime curvature, while SR presumes flat spacetime. But that wasn't really the point of confusion. It had more to do with people presuming I wanted FTL, when I thought I had made clear that I didn't. No. N-body physics has to do with the collective gravitational influences of more than two bodies in a given system. And as @chaos_forge pointed out, I mispoke. I meant Special Relativity, since SR is where the speed of light was first set as a hard limit. That hard limit holds true for General Relativity and I tend to refer to GR more than SR, but all the same, my main question has to do with whether it's possible that KSP2 will prevent FTL travel by any means at all, even accidentally through glitches, or if that loophole will still exist in some sense.
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I'm going to try to be as careful as I can with my phrasing here, because I really don't want to be misconstrued. (I tried asking this on one of the KSP groups on Facebook and it spiraled out of control pretty fast.) KSP2 developers stated that there will be no FTL drives in the game. I'm perfectly happy with this, and to be honest, would have been let down if they did add warp drives, wormholes, or other handwavium. Also, implementing full Special Relativity is way impractical for a game, and besides, the math gets hairy enough that I can't imagine a developer spending time trying to add proper SR into a game. However, it does occur to me that a developer could easily add the speed of light as an upper speed limit for ships, and also model acceleration so that, as your velocity is a larger and larger fraction of the speed of light, it becomes harder to accelerate faster. For stock KSP1, the parts are nowhere near powerful enough to reach sizable fractions of the speed of light with a reasonable fuel supply. However, they can in theory exceed the speed of light with the infinite fuel cheat, and with enough patience. Also, glitches can and have sent craft well exceeding the speed of light, as Danny2462 and others can attest. For KSP2, presuming that the Project Orion/Project Daedalus parts are similar to their real-world counterparts, they'd be able to reach a top speed in the neighborhood of 0.1c, but I can't hold myself to that presumption. It's entirely possible that these parts will perform more powerfully than their real-world equivalents, to reduce the travel time between stars. So having said that: What is the likelihood that KSP2 will have an upper speed limit? Do we even want an upper speed limit, as a community? (There are arguments for and against. I'd favor the realism of it taking a long while to reach other stars, even with advanced sublight drives, but I know some will insist on a mod that permits FTL travel, or think the concern is irrelevant.) I welcome your well-considered and respectful thoughts. Thanks. NOTE: I've updated the title and the post below to reflect that I was saying "General Relativity", but as @chaos_forge pointed out, Special Relativity is where the cosmic speed limit was first set. As SR is a special case of GR, my statement wasn't entirely inaccurate, but it was imprecise.
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It looks like it will support PS4 and XBox One, and if it's being built from the ground up, it should avoid the pitfalls that made porting to console so difficult to start with.
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I'm just here for the hype. Does anyone have a box of tissues they can spare? I just destroyed one box weeping over how glorious the new game looks like it'll be. KSP 1 rekindled the love for space that I had as a child, and I am looking forward to falling in love all over again. OMG, I think I'm going to start crying again.
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I have to ask--where did you get that headbanger Kerbal GIF you use for your profile pic?
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50 Years, 50 Kerbals -- Apollo 11 50th Anniversary Tribute
LitaAlto replied to LitaAlto's topic in KSP Fan Works
My CPU absolutely hated me and my framerate was horrible. But I don't make videos like this because they are easy, but because they are hard. -
A cautionary tale about not calling up that which you can not put down. Oh, and fun with ejection seats in the latest version of Kerbal Space Program! If you like this or other videos of mine, please consider subscribing! I originally planned to do this video when KSP 1.7.3 dropped, but then I came up with a video idea for #Apollo50 that I just had to do first. And yes, all my videos for new versions of KSP will feature improvements that nobody else cares about. Better silly and willy-nilly than shrilly. Really. In loving memory of the Rotary Rocket Roton SSTO. Oh, and Nagun Kerman, she'll be missed, too, I suppose. #OfficiallyHorriblePerson Kerbal Space Program 1.7.3 with Making History and Breaking Ground DLCs Additional parts and retextures are from Restock/Restock+: https://forum.kerbalspaceprogram.com/index.php?/topic/182679-17x-restock-revamping-ksps-art-may-10-ksp-17-fixes/ Extra KSC buildings are from KSC Extended: https://forum.kerbalspaceprogram.com/index.php?/topic/181556-145-170-ksc-extended-v11-expanding-your-ksc-in-style/ What is a Kraken? https://wiki.kerbalspaceprogram.com/wiki/Deep_Space_Kraken More fun with glitches: I Accidentally The Entire Planet https://www.youtube.com/watch?v=KSDPRsxSmEQ Munslide! Friction glitch in KSP https://www.youtube.com/watch?v=XLLHfb1HWPA The Infiniglider In Its Natural Habitat https://www.youtube.com/watch?v=YU4hlgm0wyo Music from https://filmmusic.io "Sweeter Vermouth", "Le Grand Chase", "Darkness Speaks", "Piano Cue One", "Epic Unease", "Flutey Sting", "Seventh Seal", "Music to Delight", "Der Kleber Sting" by Kevin MacLeod (https://incompetech.com) License: CC BY (http://creativecommons.org/licenses/by/4.0/) Sound effects from https://freesound.org License: Creative Commons 0 (https://creativecommons.org/publicdomain/zero/1.0/)
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
LitaAlto replied to Halban's topic in KSP Fan Works
A cautionary tale about not calling up that which you can not put down. Oh, and fun with ejection seats in the latest version of Kerbal Space Program! If you like this or other videos of mine, please consider subscribing! -
Cuzican Aerospace celebrates the 50th anniversary of Apollo 11 with a tastefully artistic photoshoot on the Mun. Note: It's really hard to get Kerbals to stay still for a photo. They'll see anything shiny and BOOM they're gone. SPOILERS: Easter egg. Main mods: ReStock/ReStock+: https://forum.kerbalspaceprogram.com/index.php?/topic/182679-17x-restock-revamping-ksps-art-may-10-ksp-17-fixes/&tab=comments#comment-3552725 Near Future Technologies: https://forum.kerbalspaceprogram.com/index.php?/topic/155465-17x-near-future-technologies-nf-electrical-upgrades-july-9th/ Rocket Emporium: https://forum.kerbalspaceprogram.com/index.php?/topic/174748-161-rocket-emporium-184-2019-03-02/&tab=comments#comment-3373987 Music: "Heroic Age" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
LitaAlto replied to Halban's topic in KSP Fan Works
Cuzican Aerospace celebrates the 50th anniversary of Apollo 11 with a tastefully artistic photoshoot on the Mun. Note: It's really hard to get Kerbals to stay still for a photo. They'll see anything shiny and BOOM they're gone. SPOILERS: Easter egg. -
To confirm, this modifies the small container rather than creating a new part based on the small container, correct?
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- breaking ground
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[KSP 1.12.2] VesselMover Continued (Sep, 2021)
LitaAlto replied to jrodriguez's topic in KSP1 Mod Releases
That's a shame. I noticed it recently and was very confused why my craft were being launched, not just into orbit, but in one case into an absurd escape velocity out of the entire Kerbol system. LIGHTSPEEEEEEEEEEEEEEDohwait. -
This might be a decent way to take care of a problem I mentioned earlier with non-Latin enumeration, say, for Cyrillic. I don't know how easy it would be to implement or if @Beale would be interested in adding it, though. YAY! I HAD AN I D E A!!! Sincerely, though, thank you, I can't wait to try it out!
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Thanks for considering it! And you have a good point. Although I'm sure it's an edge case, it's probably one to keep in mind. Another possible consideration is localization. I don't know if any Russian KSP players would want Cyrillic support but it might be a good idea to check the game's language setting and, where possible, account for that.
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
LitaAlto replied to Halban's topic in KSP Fan Works
I could've made mecha spiders, but no, I just *had* to figure out how fast I could spin Kerbals with it. The answer: Pretty darn fast. For the curious, the extra buildings around the KSC are courtesy of KSC Extended by damonvv and Omega482. https://forum.kerbalspaceprogram.com/index.php?/topic/181556-145-170-ksc-extended-v11-expanding-your-ksc-in-style/ Music from https://filmmusic.io: "Sweeter Vermouth", Open Those Bright Eyes", "Sneaky Adventure", "Trouble", "Take a Chance", "Corncob" By Kevin MacLeod (https://incompetech.com) Licence: CC BY (http://creativecommons.org/licenses/by/4.0/) Sound effects from https://freesound.org: "Blah blah blah" by Tobiasz 'unfa' Karoń (https://freesound.org/people/unfa/sounds/165539/) License: CC BY (http://creativecommons.org/licenses/by/3.0/) "Boing.wav" by juskiddink (https://freesound.org/people/juskiddink/sounds/140867/) License: CC BY (http://creativecommons.org/licenses/by/3.0/) "What", "Yay12", "Coo-Aw", "Pinkie Pie Excited" by Reitanna Seishin (https://freesound.org/people/Reitanna/) License: CC 0 (http://creativecommons.org/publicdomain/zero/1.0/) Other random sound effects via https://freesound.org/ License: CC 0 (http://creativecommons.org/publicdomain/zero/1.0/) Fireworks footgate from Pixabay Under the Pixabay License https://pixabay.com/service/license/ -
I could've made mecha spiders with the new Breaking Ground DLC, but no, I just *had* to figure out how fast I could spin Kerbals with it. The answer: Pretty darn fast. For the curious, the extra buildings around the KSC are courtesy of KSC Extended by damonvv and Omega482. https://forum.kerbalspaceprogram.com/index.php?/topic/181556-145-170-ksc-extended-v11-expanding-your-ksc-in-style/ Music from https://filmmusic.io: "Sweeter Vermouth", Open Those Bright Eyes", "Sneaky Adventure", "Trouble", "Take a Chance", "Corncob" By Kevin MacLeod (https://incompetech.com) Licence: CC BY (http://creativecommons.org/licenses/by/4.0/) Sound effects from https://freesound.org: "Blah blah blah" by Tobiasz 'unfa' Karoń (https://freesound.org/people/unfa/sounds/165539/) License: CC BY (http://creativecommons.org/licenses/by/3.0/) "Boing.wav" by juskiddink (https://freesound.org/people/juskiddink/sounds/140867/) License: CC BY (http://creativecommons.org/licenses/by/3.0/) "What", "Yay12", "Coo-Aw", "Pinkie Pie Excited" by Reitanna Seishin (https://freesound.org/people/Reitanna/) License: CC 0 (http://creativecommons.org/publicdomain/zero/1.0/) Other random sound effects via https://freesound.org/ License: CC 0 (http://creativecommons.org/publicdomain/zero/1.0/) Fireworks footage from Pixabay Under the Pixabay License https://pixabay.com/service/license/
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I have no idea, but I can hardly wait to see what you come up with. One suggestion: Plant a bunch of flags and play Kerbal Pachinko.
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[1.12.5] Restock - Revamping KSP's art (August 28)
LitaAlto replied to Nertea's topic in KSP1 Mod Releases
Apologies if I missed a discussion about this elsewhere, but all I see in the wiki are lists of parts. Is there documentation forthcoming on how to whitelist files? (I wish I remembered that I had installed MissingHistory before I installed this mod. But that's on me.) Edit, 3/11/19: @blowfish posted the link later in-thread. Thanks, blowfish! -
Last video I mentioned capturing KSP 1.6 animations for good reasons. Then I got snowed in last weekend and those good intentions turned into badS boogaloo. Music: "Enter the Party" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
LitaAlto replied to Halban's topic in KSP Fan Works
Last video I mentioned capturing KSP 1.6 animations for good reasons. Then I got snowed in last weekend and those good intentions turned into badS boogaloo. Music: "Enter the Party" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ -
1. I am proud to have brought such early 2019 weirdness to your life. I'm a bit worried about peaking early though. ...On second thought, nah. 2. YAY MUNSLIDE! You can do the dance anywhere, even in the real world. Scandalous, I know, but you can't stop the fever! (But you CAN stop measles. Get your shots, people.) 3. That was a reference to 60s discotheques and the liquid light show which was common to them. See Godzilla Vs. Hedorah for a suitably nerdy example of this. If it's an aversion to the color pink, just think of it as the color red, but with room for growth. 4. Agreed, this video is of Great Scientific ImportanceTM. 5. I tried it on Minmus but it's actually easy to start sliding so fast that your Kerbal acts like it's falling. It's actually kinda fun, except that suddenly the terrain will gain enough friction that the Kerbal stops and stands up straight before anything funny tragic happens. That said, now I kinda want to try it on Gilly.
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∆V - What, Why, How.
LitaAlto replied to Dihydrogen Monoxide's topic in KSP1 Gameplay Questions and Tutorials
One detail of the Ideal Rocket Equation not being mentioned is that it presumes an idealized, single-stage rocket with uniform engine performance and 100% fuel utilization. For a multistage rocket, you have to stack the equation, basically. If you're doing it manually, you'd calculate the ∆v for the uppermost stage first. Then you calculate ∆v again, this time for the next stage, including the wet mass of the stage above it as part of the current stage's wet and dry mass. Then again for the next stage, including the wet mass of all the above stages as part of the wet and dry mass of the current stage. Repeat until you reach your lowest stage, then add all the individual ∆v stages together.