

DrRansom
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Thanks! It sounds like they expect players to do several base-building missions - which puts a premium on pin-point landing accuracy. Is there going to be a revamped waypoint system and in-atmosphere trajectory prediction to facilitate that? (I'd imaging that mods will get on those tasks right away, though)
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I would think those lessons would be relatively easy to transfer to a new program. Start Theory has access to Squad and to Squad's code, so they can ask people about those lessons. The harder part would be the lessons which weren't documented, but fixed in some hidden corner of the code. Wheels are an interesting topic, because I think the trailer all but states that Star Theory has solved the wheel problem.
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Huh - I was pretty sure (and from experience and observation) thought it was the other way around. (Doing more research leads to the answer: rewrite vs. refactor -- it depends on how bad things are). In the case of Kerbal, a rewrite is basically mandatory because the original structure is limited. But yes, now that you describe it, I agree there will be far more bugs in KSP v2.0. I am curious about the numerics; I get why they were a problem for the original team. (Going from a rocket simulation to a solar-system simulation jumps numerical requirements by quite a bit). But if a team knows what they're getting into, the numerical implementation should be relatively straightforward. Astrodynamic and high-precision trajectory simulations are topics of active research and they should be able to copy the numerical stuff from them.
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With software, it seems to be the case that it is easier and better to throw everything out and start over than to refactor existing code. Basically, by the time you finish a project you realize all the ways you could have architectured it better - that better architecture usually requires a complete rebuild. This is certainly the case with KSP2, the entire game has been rebuilt from scratch by a professional development team. It will be better for that.
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Ahahaha that's so true. Colonization - and especially self-sustaining life support - is basically space-magic already. I wonder if Metallic Hydrogen was conceived as necessary for interstellar travel. It serves as a high DeltaV / Mass fuel, which can be carried on interstellar ships and carry colony supplies from orbit to the surface. That way, the developers can constrain the power of interstellar ships to something reasonable, say <0.3c to avoid any special relativity effects, and still give players enough fuel to make a reasonable landing attempt.
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That is exactly the issue: any interstellar colonization would be basically all but impossible using technology we can reasonable extrapolate from existing science. The developers basically have to invent magic science to make interstellar flight reasonable. From the interviews, the developers want to keep the essential features: in-orbit construction; very long travel time relative to inter-system travel; ships are basically on a one-way mission, so they must bring enough supplies for a whole colony. In a way, the magic tech is more realistic than anything. Interstellar flight is science fiction unless we get a science fiction level technology breakthrough.
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
DrRansom replied to Whitecat106's topic in KSP1 Mod Releases
That's going to be very helpful. Thanks. Though I do like the idea of paying a RCS penalty for station keeping. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
DrRansom replied to Whitecat106's topic in KSP1 Mod Releases
Would it be possible to release the station-keeping mod without the atmospheric decay? This would help prevent low level drift from imprecisely placed orbits... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DrRansom replied to ferram4's topic in KSP1 Mod Releases
I was considering combining FAR with a Infernal Robotics moving part to make a variable geometry plane, would FAR support the change in craft aerodynamic shape?- 14,073 replies
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- aerodynamics
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