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Posts posted by StarStreak2109

  1. The problem to me seems to be that there is not yet sufficient return on investment in going to space. Financing your space ventures will not be a problem, even with higher interest rates, if there is a robust business case.

    In the meantime, working on reusability and generally bringing down the launch costs is key to further developing the space industry.

  2. In real life, no space craft is flown by the seat of your pants only. Many situations are such that humans simply cannot be expected to pilot a space craft e.g. due to high g-loading, for instance during ascent.  Also the calculations for manoeuvres are almost always calculated by (super-) computers in advance. It is IMHO not something you can do in your head, especially if you haven't a two-body gravity system only. So, now we have a simplified simulation, where you finagle with manoeuvre nodes until you get the desired results. That may be to your liking. Or not. 

    It is my understanding, that KSP2 will be on a much larger scale - game play and planetary system wise. With near and far future technologies, some of which are low thrust / high ISP drive systems. Others are of the torch drive variety. In any case, having an "auto pilot" or "manoeuvre node calculator" or whatever navigational aid at your disposal would be great, because believe it or not, not every KSP(2) player is a rocket scientist, who is able to conjure up trajectories right off his head. So yeah, while I appreciate the mental excercise of figuring out a trajectory that takes me from Kerbin to Duna and back, there are days where I just wanna cruise about the Kerbin system without spending much thought about it. Or for automating the umpteenth launch  from Kerbin. Or to get a base part to the Mun for the twentieth time. Or just because I am lazy.

    To make a long story short, I think an autopilot and a potent (and extendable) trajectory calculation tool should be in KSP2. Of course, nobody has to use it, but if you want to...

    Just my two cents.

  3. IMHO, for emerging colonies, only solar power makes sense, if not using some kind of nuclear power generation (fission or fusion).

    For more established colonies, it would make sense to use some kind of "planetary energy". In my mind, this could avoid having to cope with the intricacies of geothermal power (finding the right spot, drilling, building a heat exchanger) ingame. Instead, one could use a global (or regional) "planetary energy" coefficient, that defines how much energy could be generated from the planet itself.

    Wind power IMHO is too special, in that it would require a weather system. Again, it would theoretically be feasible (game-play-wise) to use  overall mean value (i.e. average surface wind speed) for each planet to determine how much energy can be generated with a given turbine. But since this only properly works if your atmosphere is a) non-corrosive and non-dusty and b) has a sufficient wind speed and atmospheric density, I think it is way too complicated.

    Tidal and hydropower are even more complex, since it would require simulating flowing water and tides on the surface of planets.

    I think it makes sense to concentrate on solar and geothermal/planetary energy as "renewable" sources and fission/fusion for non-renewable sources (for stock anyway)...

  4. Well, IIRC the core of KSP is more or less still the same as it was years ago - which can only be optimised so far.  With KSP2 and using a clean slate, the game should be much more optimised to make use of current hardware. I am no programmer, but what bugs me the most is that KSP  is loading ALL the assets into memory, resulting in a high memory load and long loading times until all assets have been loaded, all patches applied etc. I wonder - again: no programmer here - if it were not possible to only load, say the stock parts, visual/gameplay mods and then all further assets are only loaded once needed (i.e.  a save is being loaded with certain ships using said parts or I select a part in the VAB).

  5. On 2/16/2021 at 8:03 PM, JoeSheridan said:

    me too, 4 times yet. the first thing i thought when i saw the photo: just a second.. i know that thing. The museum in speyer could be a gold mine for every ksp mod author... lot´s of tech from nearly every space program. 


    make that two :):)

    Three! And I live only about 20 km away... ;)

  6. On 2/2/2021 at 5:36 PM, JadeOfMaar said:

    You've never seen JNSQ's loading screens, huh...


    The desire for rings for Jool is well known and is decidedly overplayed, so JNSQ won't have such configs, otherwise, Lindor would lose its appeal in that department.

    I reinstalled KSP after a lengthy hiatus due to other real life stuff recently. When I saw that loading screen (of course I also reinstalled JNSQ...), I was blown away. Currently planning on sending a few probes to the outer planets...

  7. Congrats!

    Let's wait and see how the drama that call's itself "German vaccination strategy" continues to unfold itself and when healthy middle-aged persons get their shot. Right now, we have big vaccination centers, but hardly enough shots to go around...

  8. Well, for discovering the astronomical features I highlighted earlier, space telescopes make very much sense. You can even use a Hubble analog to perform science on other worlds in the Kerbol system.

    With regards to planetary science (including science done on minor bodies and/or asteroids), I wish much more love is given to the science system. I for one could imagine a system where much care has to invested into discovering planetary resources and conditions required for off-world base building. Much like we are investigating say Mars or Europa for useful resources. Where are hydrocarbons? Is there liquid or frozen water? Are there atmospheric resources.

    Furthermore, I would not also be solely looking at resources, but also planetary conditions! Like weather phenomena. A planet could be as "calm" as Mars or as violent as Venus. How is the atmosphere structured? Are there environmental hazards, like e.g. acidous lakes you wouldn't want to land in?

    Talking of landing. If I were to build a base on another world, I would want to know about the geography of that world, so I need maps.

    Some of these functions are contained within the ScanSat mod. This could be incorporated into KSP2 and built upon.

    To sum this up:

    • Use space telescopes for discovering extrasolar bodies and minor planets, asteroids, comets and the likes;
    • Use space telescopes for planetary recon of Kerbolar objects; and
    • Use of dedicated science instruments for detailed analysis of any solar or extrasolar body.
  9. This is going off-topic now, so just a short remark. I think the MechJeb approach is quite good in that regard by offering an GUI'd set of autopilot functions and additionally a scripting language. Giving the average player only a scripting language for autopilot purposes provides too much of a difficulty for novice players.

  10. 5 minutes ago, Master39 said:

    I don't think that autopilots are cheat, I just don't use them. Probably people who want signal delay just to justify them are the one thinking they are a cheat.

    We don't need signal delay to justify having some decent auto-pilot features.

    Fully agreed.

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