M_Rat13
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Everything posted by M_Rat13
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None. It just won't peak their interest, compared to other game adds. If you actually look at most game adds now, they are so hyperactive to try and get kids interested. It reminds me of the Nostalgia Critic review of Spy Kids 3-D, "I'm 3-D, I'm 3-D, I'm 3-D!". It's both hilarious, and saddening at the same time. Whatever happened to sitting down for a few hours to watching intriguing episodes of the land of talking trains, for example. Now everything is so bouncy and bright, I feel like I'm going to throw up. Anyway.... KSP 2 is for us older folk, and that isn't going to change any time soon.
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Helium-3 and mining it for fusion engines discussion
M_Rat13 replied to GoldForest's topic in Prelaunch KSP2 Discussion
Crazy thought, but would an atmosphere like Eve contain Helium 3? -
If it's something obvious that I've missed, I apologize. However, what I'm looking for, is how do you know how much Delta v you have consumed? Stock, preferably. It's for measuring efficiency, you see.
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We are talking about interstellar travel here, something that many people already consider in the realm of fantasy. Big problems require big solutions, and the fact we can still point to the real world and go 'look, this is meant to represent that', is an achievement in itself. My only real worry, is if these new engines make a planet like Eve, easy to get off of. As Matt Lowne has said, Eve is the boss mode of KSP 1. To take away that boss mode in KSP 2, would make the game feel too easy. Regardless of the tech we have, KSP should always have something to challenge us.
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I've been thinking about the tech tree myself a little: I think a lot will depend on when interstellar travel is supposed to happen. If you can start it around mid game, then you'll have access to simpler interstellar engines, and as you get to later game, more advanced engines unlock. The alternative would be, if interstellar is late game, that there would, as you said, be different paths for interstellar travel, and you pick which path based on the advantages/disadvantages of that engine type, but maybe also on the access to different resources. It all depends on how the devs view progression. Is it multiple choices or one thing is inherently better than the other?
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What I'm curious about, with the new sizes, is what fuel type they'll be. Becuase given we are getting new engine types, that will likely require new fuel types, and that these larger ships appear to be launched from a space dock, I think launching from a normal launch pad will still be very similar to KSP 1, which is a shame. I'd love to haul a massive load into orbit from the KSC.
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How are Rask and Rusk going to work?
M_Rat13 replied to EnderKid2's topic in Prelaunch KSP2 Discussion
See. Already we have someone up for the challenge, and with an idea how to do it. Nothing's impossible in KSP, unless it's hard coded. -
How are Rask and Rusk going to work?
M_Rat13 replied to EnderKid2's topic in Prelaunch KSP2 Discussion
Challenge accepted. Well, not by me, but someone will try it, trust me. Especially if it's a small object like Gilly. Never underestimate a KSP player. -
How are Rask and Rusk going to work?
M_Rat13 replied to EnderKid2's topic in Prelaunch KSP2 Discussion
And suddenly, it all clicked. In KSP 1, you couldn't change the orbit of a body in the solar system, even something as small as Gilly. However, for Rask and Rusk to work, they need to be able to change each others orbits, so they force themselves to rotate around each other. A 'simple' privilege system would do the trick, like a dev mode. In Dev mode, you can affect orbits of everything, but in normal mode (our mode), you can't. You'd have to somehow have both run simultaneously of course, which might have an impact on performance, and you'd have to find a way to stop players accessing Dev mode (apart from say, mods, to create you systems or tweak old ones), but, it would work. -
Thinking about it, the stars orbiting a black hole could be really cool. It'd probably be a pain to code a black hole, but it'd definitely be something unique to visit.
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It isn't an intended feature, and you can only really do it if you are aiming to do it. The velocity difference between going to a planet, and escaping Kerbol, is vast. In the new game though, it's an intended feature, and you will be aiming to escape Kerbol anyway, so if you miss the star you are aiming for, boom, you're in the void. You miss a planet in KSP 1, All that happens is that you orbit Kerbol.
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I ask because, in KSP 1, you aren't designed to leave the solar system without either glitches, or a lot of time spent accelerating. But, in KSP 2, it is intended that you leave the solar system. However, what is stopping you, for example, not pointing towards an new star system, and just going off into the void of empty space? While it might be funny to fling a spacecraft away, never to be seen again, if it happened by accident, it could be really annoying. So, will there be some sort of on the rails paths you can't deviate from between stars, or have the given us absolute freedom that may end up in disaster?
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PLEASE READ ALL FIRST: So, with KSP 2 announced, and interstellar travel soon to be possible, I had a fun idea to get people in the mood for KSP 2, and it revolves around a single mission. To prepare for the journey to the stars, you must first leave our own, in KSP 1. Now, while this is just for fun, I do want screenshots, to track how many successes there are, and there will be rules, which I will state later on. Now, while some of you know what I mean by escaping Kerbol, the sun, but, others don't, so I'll quickly explain what I mean. If you go to the star map, and you zoom out to the planet orbital lines, the line of your craft should be a line pointing away from Kerbol, the sun, and shouldn't have an orbit of it's own around the star. Hope that makes sense. Now, the rules: -No cheating. -No hacking. -No glitches. -Stock parts, DLC allowed. -Gravity assists are allowed, but only once per body (planet/moon/sun). Choose your path wisely. -Must be manned. -Command module only, no command chairs. -Must contain all scientific equipment for scans at the destination, and must allow for crew rotations of said equipment (mainly the lab), as well as communication equipment to transmit the data you find back to Kerbin. -Must not lose power while on escape trajectory. And that's it. Have fun, and boldly go where no one has gone before. To infinity, and beyond! (Yes, I know it's sort of already been done, but just try to have fun with this, for the sake of the KSP 2 hype train). -
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Life support and/or habitats?
M_Rat13 replied to ThatGuyWithALongUsername's topic in Prelaunch KSP2 Discussion
The problem I have with that idea, is that it is completely different from KSP 1. In the original, zero infrastructure is required to reach the entirety of the solar system. All you need is science and/or funds if you aren't in sandbox. If, as a company, you wanted to have your old player base come over to the new game, you'd want at least the basic experience to feel the same. Of course, with colonies and interstellar travel, those are new features, and you can add whatever you want. But, for the base exploration experience, the core of KSP 1, it has to stay the same, or you'll hemorrhage loyal fans. -
How are Rask and Rusk going to work?
M_Rat13 replied to EnderKid2's topic in Prelaunch KSP2 Discussion
Ok, I'm probably going to butcher real science, but what about some kind of push/pull system. As one planet gets too far from the 'rails', the other planet pulls in the veering planet, but this then pushes that planet away from the rails. The opposite then happens for each planet. Basically, the two planets allow some give and take, so they can change orbit a little, but then still ultimately right themselves before catastrophe strikes. If someone understands what I mean, and can explain it better, please, do so. I'm really bad at this sort of thing. -
Life support and/or habitats?
M_Rat13 replied to ThatGuyWithALongUsername's topic in Prelaunch KSP2 Discussion
I also suspect these colonies will just be for interplanetary ship builds. So, building them on a low gravity moon would be the best route. To build interstellar ships, it looks like, from the trailer, you'll want to build a large spacedock, that can handle these ships, that you provide resources for, from your colonies. -
So, does this mean we'll get a planet like Uranus, and have the chance to make funny jokes about it?
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Part of me thought I recognized the tanks before the smaller engines, and the single engined craft. At first, I thought they might be large Xenon engines, but they look nothing like the Dawn. Then, I looked at ore tanks, and it's surprising the similarities. However, what this means for what these types of engines are, is beyond me.
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Using colonies for interstellar travel?
M_Rat13 replied to M_Rat13's topic in Prelaunch KSP2 Discussion
That actually sounds like it might be true, even just looking at the trailer. We only ever see interstellar type ships around orbital stations. Although, if you wanted to set up a station orbiting Jool, it's probably best to get resources from Bop and Pol, and maybe Vall. -
Life support and/or habitats?
M_Rat13 replied to ThatGuyWithALongUsername's topic in Prelaunch KSP2 Discussion
module four, Imperial Slaves.... Wait, wrong game..... -
Life support and/or habitats?
M_Rat13 replied to ThatGuyWithALongUsername's topic in Prelaunch KSP2 Discussion
We see ships both with and without these modules. My thought is, interplanetary travel, requires no life support, like in the base game, but, with interstellar travel, certain modules are required to make such a vast trip. Also, some modules, such as tanks and containers, may be for the colony building side of the game.