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Bej Kerman

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Everything posted by Bej Kerman

  1. You're completely underestimating how difficult a space elevator is to build. Interstellar travel only requires you to build a structure that doesn't need to be much longer than the Burj Khalifa and invent rockets that can sustain propulsion and high thrust. A space elevator requires you to build materials millions of times stronger than those found in skyscrapers. You can't just stack bricks to orbit. It does not work like that. You won't be seeing space elevators until way after we've perfected interstellar travel, outside the scope of KSP 2.
  2. Because a bipedal walking gun would be any more efficient than a car with a Canadarm strapped to the top.
  3. That's like saying that we shouldn't say that making the atmosphere of Duna thinner won't affect new players getting to low kerbin orbit. A better analogy would be "we shouldn't say that tilting Kerbin won't confuse new players (starting on Kerbin) that have never seen a Porkchop plot". Kerbin is the start of every player's journey, and tilt could be disorienting.
  4. 1 month means at the start of the turn you're heading towards Kerbin, and at the start of the next turn you've already flown past it back into interplanetary space. Space isn't small enough for timewarpless to be practical either.
  5. Which is exactly what I'm trying to say about timewarp and conflict. A system based on collaboration between players and exploration is going to block a lot of things that are needed for a system that allows for war and conflict. I'm not asking to take conflict into consideration, just merely stating that whatever timewarp system they implement is going to be problematic for players wanting to play with combat and war. There is absolutely no other choice. Coordinating between players with either an admin or a server-wide vote system would be nigh impossible in a small 50x50 arena with only 1-4x timewarp, let alone an entire Universe where many orders of magnitude of timewarp are necessary to traverse distances of many orders of magnitude.
  6. Yep, but how does that go with hostile interactions? In how many ways can the timewarp be abused to either attack or become invincible and avoid damage? It has to be taken in consideration automatically if you don't want situations in which (for example) you can 2x timewarp for a few seconds and de-sync your instance from the missile that was about to hit you. KSP isn't a game about warfare so I find all those scenarios irrelevant. It's a game about exploration, everyone being able to fast forward their exploration missions on their own terms is more important than locking down timewarp just to curb scenarios that won't happen in the intended scope of the game.
  7. I know for a fact the devs won't use that daft solution. Dark Multiplayer solved this issue ages ago with instancing.
  8. Is having 'deploy panels with fairing sep' on Stage n+1 and 'retract panels for re-entry' on Stage n+2 not an option? Why should I not be allowed to have my panels open/close with other important parts that already have staging support? Again, I don't see the point in such pointless restrictions. You only have so many action groups, anyway.
  9. well then you could open them with staging but what about closing them? Then assign the close action to a stage instead of an action group. I don't see the need to restrict stages just to engines and decouplers.
  10. Blaming the game on issues with crafts you built will not lead towards you improving at the game. Reinforce your crafts using struts, check to make sure the TWR, CoM and CoT are all within safe limits and ensure your rovers have the correct types of wheels. KSP is a game about engineering, piloting and trial-and-error - if a rocket explodes, chances are it's the guy behind the rocket that led to its destruction, and they must learn from their mistakes.
  11. There was a period of 'heightened sharing' by the devs. ...And like some do with the girl who smiles when selling a coffee, they convinced themselves that more was there than actually was. Thus, "FRIDAY!!!" became a thing. But like that girl - she was just selling coffee and smiling at all customers - the KSP2 team shared but made no promises. And like the hapless customer who won't get a clue... I heard this thread was made in the first place because people were fed up with the hype train appearing on other parts of the forums. I can really see why.
  12. Use a quote so people know you're replying to them, it's polite.
  13. The vessel landing on Merbel had radiators. There are probably a few other instances of radiators you missed.
  14. Note that you are in the KSP 2 subforum. We're talking about KSP 2 here.
  15. SFS now lets you stage any part that has an action. There's no reason you shouldn't be able to add e.g. solar panels to the staging list of a vessel in KSP as well.
  16. This game does look interesting, but isn't quite what I'm looking for either, for reasons I've stated above. If I want to nuke a rover or outpost because I don't need it anymore, I want to be able to. That's what sandbox games are about, right? You did say you're a military aviation nerd, so naturally we gave you games that put more emphasis on weapons systems than building your own ships. If building and managing interplanetary and interstellar infrastructure sounds like your kind of game, cool. Just try not to expect anything grand from military mods.
  17. More than that there's the fact that KSP is an all around terrible game for war and conflict. Trailmakers, Besiege, Space Engineers, Robocraft and at least 50 other similar titles are all better equipped for that. DCS especially. I'm not sure what a military aviation nerd has with modding KSP 2 to have weapons when DCS simulates just about everything inside the cockpits of the available aircrafts.
  18. It's probably just that they're stylized drawings/paintings. That's literally nothing to do with what I said. It looks like they were drawn then stretched out.
  19. I don't think thats right. If you travel 1ly at 10% the speed of light it still takes you 10 years to reach your destination, so you still need 10y of food and reactor fuel to keep the lights on. You still experience time as if nothing is amiss. Its that your experience of time is slightly different relative to everyone else. So compared to a game with no accounting for relativity your in-transit vessel would need exactly the same amount of food, instead you'd need a little more food for every other part of your program. At 1/10 or 1/5 the speed of light it also wouldn't be that noticeable. It's not until you get up to .6 or .7c where you start to see a meaningful percentage difference, the kind that might effect gameplay decisions. I think this is the reason the devs decided to avoid it--it just creates a lot of headaches for very little (if any) gameplay benefit. Just a brief interjection, they did say a significant fraction of c in the original message, rendering most of this message moot. Also worth noting, I highly doubt there will be any way of preventing players from reaching these velocities, and that as far as my little knowledge in game design goes it shouldn't be impossible to apply time warp to specific entities depending on focused vessel velocity to emulate special relativity.
  20. They look a bit stretched to me. Is that normal?
  21. I stand corrected - I still maintain that regular jets should not be capable of anything above Mach 2 on the basis of the planet being an entire 90% smaller than real scale. Scramjets would also be a nice thing for the more aviation-oriented players to have, as rockets seem a bit overkill for aircraft that aren't intended to reach space (but are still meant to go really fast). I also hope propellers (if in KSP 2) aren't capable of reaching excessive airspeeds as it seems people have done in KSP 1.
  22. Forget being possible. I don't think there's a point to adding it. I have yet to see someone who asked for this describe how it's actually useful (rewarding or challenging), especially in a game like KSP. Let's remember that one of the first selling points of KSP 2 is that interstellar vessels can be built, and I highly doubt players won't find a way to attain near-lightspeed velocities with the available stock parts. KSP already has time acceleration, if you can figure out how to apply that to specific entities in the game then you can do special relativity.
  23. I don’t think they should be THAT slow. Theres something special about seeing your plane glow up from the speed it’s at. A jet shouldn't be capable of getting you fast enough to make your aircraft glow. You should need scramjets for that.
  24. I think the RAPIER shouldn't be a jet and rocket in one, that's a bit silly. Or at least the current RAPIER should be shunted forward in the tech tree with the following proposed engine taking its current place: a hybrid jet containing a jet capable of reaching Mach 2/3 and a scramjet (as opposed to a rocket) for reaching higher velocities in atmosphere once the temperatures needed to operate the scram are attained. Being able to "paint" on heat-resistant tiling a la SR-71 would help. Yes I know, but then there would be no point for a scramjet. Many of Kerbal’s engines are less powerful & less efficient than their irl counterparts for gameplay reasons. This should be no different for aircraft. And that's why I propose a velocity ceiling of Mach 2/3 instead of something more realistic - KSP isn't meant to be a simulation of reality, it's supposed to be an emulation from which people can learn about how reality works. Using a lower velocity ceiling means being able to demonstrate why scramjets are needed for these high velocities, otherwise you'll end up with players thinking a jet is sufficient to attain suborbital velocities. That's not true, and in order to get a more true-to-life behavior that also gives scramjets room for actual use, jet engines need to be nerfed.
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