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Everything posted by Bej Kerman
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Is KSP2 Created by devs from KSP ?
Bej Kerman replied to Cezary59S's topic in Prelaunch KSP2 Discussion
Bit late to be asking this. You don't have to look far to see that KSP 2 is in good hands. -
The hype train is bad. It's all just a pointless echochamber that almost always results in harm and toxicity when the developers don't do something when people expect them to.
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A Bussard ramjet is possible. In addition, they're meant to scoop up material from Interstellar space, and not planetary atmospheres. I know because this Wikipedia article actually cites papers, and the writers of this article know the physics of what they're talking about. I did my research. Just saying "a Bussard ramjet is meant to collect stuff from atmospheres, the Bussard ramjet wouldn't work, there's a tightrope etc." without any citations is conjecture, which in scientific terms means bologna. Please, research the topic to ensure your conclusions are accurate. This is proper physics and KSP 2 will be getting involved in actual physics, even if simplified somewhat. It's no use saying the ramjet won't work because your intuition says so, even if professional papers disagree.
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A New Kerbal Death Animation
Bej Kerman replied to tizme0810's topic in Prelaunch KSP2 Suggestions & Development Discussion
Kind of a false dichotomy; I don't find anything wrong with the current animation, but I'd be happy to see a new one and the addition of a (not gory) marker Why does there need to be a new animation? I don't mind having a marker, I never said that is a bad thing. I'm saying the current poof works. It's not gory but the other ideas lack the graphicness of seeing the gray innards of your Kerbal exploding and briefly floating in the air from the impact, which should be perfect in establishing that they're now dead and won't come back. Goop sounds a bit too silly, especially the looney tunes idea which doesn't do much to establish that they're gone now. I'm just saying that the current death animation is really good, and as the saying goes, don't fix it if it isn't broken. -
A New Kerbal Death Animation
Bej Kerman replied to tizme0810's topic in Prelaunch KSP2 Suggestions & Development Discussion
What's wrong with the current animation? -
Should celestial bodies in KSP 2 have axial tilts?
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
How new are you to the game? -
Should celestial bodies in KSP 2 have axial tilts?
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
This is supposed to be the way new players are introduced to KSP? It has to be laid out flat. Minmus on its own can be tilted so as to be an introduction to these concepts. -
Agreed. Grass from the KSC grounds should not contribute to the development of heat shields for distant probes, in any shape or form - having different science types would help alleviate that silliness, I think. Grass from the KSC should only contribute to things regarding botany.
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Trains
Bej Kerman replied to BowlerHatGuy3's topic in Prelaunch KSP2 Suggestions & Development Discussion
Why not just autogenerate it? -
Trains
Bej Kerman replied to BowlerHatGuy3's topic in Prelaunch KSP2 Suggestions & Development Discussion
Hyperloop is an extremely flawed system - we've used ordinary trains and subways for centuries, usually for many good reasons. -
I wonder how many solar system would be in KSP2
Bej Kerman replied to Pawelk198604's topic in Prelaunch KSP2 Discussion
The enormous interstellar distances are many times more than in-system distances. KSP1 has limits on how fast you can warp when close to atmosphere, because you need to be able to slow it down again before you crash. If travelling to another system in KSP2 is a long-LONG flight, then maybe being outside the system will let you speed up to another level. 10,000X when you go from planet to planet, 500,000X when you go from star to star. I know? I still don't get why you're telling me this. I said "Making interstellar distances real scale would be odd", not "making interstellar distances real scale would be bad because of time warp limits". I never even said 100,000x would be max warp in KSP 2. I said it would just be odd, not that there would be technical problems with it. Please no procedural generation beyond terrain gen. Procedural generation, as we've already learned, is not a good way to make things interesting. Completely handcrafted games are better 100% of the time. -
I wonder how many solar system would be in KSP2
Bej Kerman replied to Pawelk198604's topic in Prelaunch KSP2 Discussion
Wouldn't be that impossible. They already have 'Cannot warp in an atmosphere' or 'cannot warp while EVA'. Now it's 'Cannot warp 1 Billion X while in System' I'm not sure what you're saying. -
I wonder how many solar system would be in KSP2
Bej Kerman replied to Pawelk198604's topic in Prelaunch KSP2 Discussion
Or the "light year" unit has been scaled so that the Mun is 1.25 light seconds away. Making interstellar distances real scale would be odd. It'd be like if KSP 1 was 1/10th scale when it comes to size and the orbits of the moons, but the planets' orbits were much bigger. I heavily doubt Nate meant to say that interstellar distances would be the same as in real life. -
I agree - comparisons don't belong on a subforum that is meant to be dedicated to KSP 2.
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Should celestial bodies in KSP 2 have axial tilts?
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
They won't have to deal with it at all until they are going beyond kerbin orbit. I just don't think us vets should be speaking for new players when we've forgotten what it's like to be new. -
Should celestial bodies in KSP 2 have axial tilts?
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
Terribly inaccurate to the way ice caps work. It looks pretty though. Realism < Composition of the shot -
Should celestial bodies in KSP 2 have axial tilts?
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
it was probably this terrible - yet official - image from one of the early KSP2 media releases. Terrible? How? -
Should celestial bodies in KSP 2 have axial tilts?
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
Because this is KSP - a game about navigating from the surface of a planet, to space, and back - not Microsoft Flight Simulator 2020. That's why we focus on the navigation aspect and not superficial fluff like seasons -
Should celestial bodies in KSP 2 have axial tilts?
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
The only way to actually know is to ask new players if they want to deal with having everything tilted somewhat. -
Radiation energy and heliospheres
Bej Kerman replied to Hoovy's topic in Prelaunch KSP2 Suggestions & Development Discussion
Perhaps because the radiation isn't as strong as you think it is. I have yet to see you quote anything that tells me the radiation would be strong enough to harm electronics and living things.- 20 replies
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Radiation energy and heliospheres
Bej Kerman replied to Hoovy's topic in Prelaunch KSP2 Suggestions & Development Discussion
Ok, so, I just searched up what interstellar space is called, figured out that it is the interstellar medium, which of the voyager 1 was the first manmade object to reach. Heres the wikipedia page. https://en.wikipedia.org/wiki/Interstellar_medium#CITEREFHaffnerReynoldsTufteMadsen2003 Here is the encyclopedia britannica (For those who don't know what it is, it is literally just wikipedia but people are hired to work on it, not public work so it can't be messed up entirely for a time.) https://www.britannica.com/science/interstellar-medium I just skimmed through this, so I don't know how accurate it is, but here is a white paper on the subject. https://arxiv.org/ftp/arxiv/papers/1307/1307.0712.pdf Sorry if I didn't clarify myself, I meant specifically what told you that the heliopause is strong enough to cause harm.- 20 replies
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