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Bej Kerman

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Everything posted by Bej Kerman

  1. Skill? Practise? You really don't need anything special to land on target - you just need to put as much effort into learning to land your rocket as you did when you were first learning to get into orbit. Trajectories accounting for atmospheric interaction would be handy but it really isn't too necessary. Recalling my previous attempts at recreating the Falcon 9, it was quite fun actually trying to land the boosters anyway despite the difficulty. It helps we have quicksaving and quickloading.
  2. And you base this on absolutely nothing, correct? Moot point given that rockets are already risky, orbital mechanics already requires stupid precision like skyhooks will, and skyhooks would reduce the size of rockets and the amount of explosive substances they have to take.
  3. That's the lame answer. The exciting answer is: hopefully yes. KSP 2 will have better modding support.
  4. FAR does not massively spike the difficulty of the game, you simply have to get used to having to put more effort into ridiculous stunts. Besides, you'll have more things to be concerned about, like three-body orbits around Rask and Rusk, and interstellar flight.
  5. There will be challenges beyond just getting into orbit, which is a chapter KSP 2 has moved past. The focus has been shifted from getting into orbit and getting around with what little Δv you have to creating interplanetary and interstellar infrastructure - tell me, how would you begin accomplishing this just with the KS-25 and nuclear engines of yesterday? Besides having lots of Delta-V, you'll need to get used to flip-and-burn trajectories which lend themselves to landing too close or too far to a planet or star if done wrong.
  6. *cough* metastable metallic hydrogen engines *cough*. About as silly as metal birds with people inside, but you don't know what physics has up its sleeve.
  7. Skyhooks as well while we're at it, utilizing KSP 2's far superior physics. Such structures could be used for Kerbin as well.
  8. You build them on sight KSP 2 will be much more optimised than KSP 1, which has been known for a very long time. Well it will be lol.
  9. The oberth effect is a completely different phenomenon. It was not said that gravity assists are allowed.
  10. Sounds over 100-200hz should get quieter, not the whole spectrum, I still want some sort of feedback when doing stuff in space.
  11. It doesn't matter, orbital decay would only serve as a distraction from actual gameplay. You will have unstable orbits in proximity to Rask and Rusk to look forward to though.
  12. Realistic Spaceflight means nothing when you're sitting in some adjacent room eating popcorn while MechJeb does all the work
  13. lol well said! :fistbump: Strawman Fallacy
  14. KSP 2 will make tutorials better so we'll see faster development in newcomers, nor will newcomers find themselves completely unable to rendezvous. Action groups do not automate spaceflight and have to be manually assigned; you are pulling a strawman fallacy as hotkeying the process of digging inside your craft for 2 thermometers is completely different from an autopilot doing everything for you. Then you can just sidestep the core of the game; flying your vessel and furthering your skills in orbital flight. Alright, good day to you.
  15. Orbital mechanics works pretty much the same for all vessels, so I don't get where you're coming from. Any other newbie could have just let MechJeb do everything and never learn how to rendezvous themselves. Besides that, KSP 2 will be improving the tutorials, so learning how to rendezvous should not be an issue. MechJeb can be a good mod, it just doesn't work in stock where everything is supposed to be hands on. Kerbin's gravity is the same as Earth. Everything in the Kerbol system is 1/10th real scale, but to counteract that, everything is much denser.
  16. Same for anything else in KSP including orbital mechanics, difference is that people haven't been practising barge landings in KSP since 2011. If you practice as much as you do orbital manoeuvres, then it'll become easier. You could apply the 'it's effing difficult' argument to anything and claim that it should have an accompanying autopilot module, but that just culls away the challenge and fun of doing such things. You could theoretically argue that the entirety of MechJeb should be in KSP because everything is effing difficult. Overall, if you find barge landings difficult, good because you'll have a lot of fun landing boosters until you get really good at barge landings. It could be a part of the auto-milkrun system, but landing boosters is way more fun than shipping resources to a colony. This ties into MechJeb discouraging actually getting good at flying. The point of KSP is, as I've said may times over, to develop an intuition for spaceflight, and saying that MechJeb should be in the game because booster landings are difficult / driving rovers is boring / flying is boring and difficult is not a case of automation, it's a case of getting better at these things. Booster landings difficult? Practice. Good thing about KSP is that Kerbin has no laws so you could aim for a larger continent instead of aiming for a tiny barge - unless you like that challenge. Driving rovers is boring? Get better at precision landings. Flying boring and difficult? Set challenges for yourself and push the capabilities of your rockets. Full automation has become a go-to subject for those who are either getting bored of the core gameplay (in which case you're not doing enough exciting things, ), or frustrated with having to figure out their landing/maneuvering skills. The solution isn't MechJeb, it's what you do with the game. The only issue is repeated milk runs that subject you to the same thing over and over again, and that's been fixed leaving more time for fun and challenging things like booster landings and precision landings.
  17. KSP 2 won't go the KSP route of loading everything at startup, so that should not be a problem.
  18. To add to your statement, you also still have to do a milk run once, so it's not like MechJeb where you learn squat.
  19. Yes. Rules? What rules? @WeedmasterP, cmon
  20. Not familiar with KSP? Kinda goes against the base of the game, fly a rocket and get from A to B while doing cool stuff.
  21. KSP 2 is introducing automated milk runs that happen in the background for transporting lots of resources. The best thing is that there's no autopilot; newbies can't sidestep having to develop an intuition for spaceflight in order to be good at flying. Mechjeb has no place in a game where to objective is to get good at flying through space without having to use training wheels You can do all that but you won't actually be developing an intuition for orbital mechanics; you're not flying rockets, just building them and not leaning how to space.
  22. Yes, and I can imagine how awkward aligning every satellite would be just to reach a little further to a distant vessel. Again, this idea just overcomplicates trivial things that do not need to be overcomplicated. If it isn't broken, don't fix it.
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