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RealKerbal3x

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Posts posted by RealKerbal3x

  1. "Write a science fiction story in which the genre's tropes are so overused that even the characters notice"

    Spoiler

    It was the year 2045 and humanity had finally reached the stars. Colonies dotted the galaxy, each one a testament to the ingenuity and determination of mankind. But as Captain Jane Thompson of the starship Odyssey navigated through the vast expanse of space, she couldn't help but feel a sense of déjà vu.

    "Another abandoned alien facility, just like in every other science fiction story," she muttered to herself as the Odyssey approached the strange, glowing structure.

    Her crew nodded in agreement. "It's like we're living in a cliche," said Chief Engineer John Rodriguez.

    "At least the monochromatic color scheme is original," quipped navigator Sarah Kim.

    Despite their cynicism, the crew couldn't help but feel a sense of excitement as they prepared to explore the facility. Who knew what ancient secrets lay hidden within its walls?

    As they made their way through the corridors, they were greeted by the usual array of ominous symbols and hieroglyphics. "Well, that's not creepy at all," said Rodriguez dryly.

    Suddenly, they heard a faint humming noise and the ground began to shake. "Oh no, not the old 'ancient technology activating' trope," said Kim with a roll of her eyes.

    Sure enough, the humming grew louder and the shaking more intense until a massive holographic projection appeared before them. "Greetings, humans," boomed the hologram in a robotic voice. "I am the AI guardian of this facility. My creators have been gone for eons, but I remain to protect their legacy."

    "Okay, I think we've heard this one before," said Thompson with a sigh. "Is there any way we can just bypass the dramatic exposition and get to the part where we have to save the galaxy?"

    The AI paused for a moment, as if considering her request. "Very well," it said finally. "I will provide you with the information you seek. But be warned, the fate of the universe may hang in the balance."

    The crew exchanged skeptical glances, but they knew their duty. They listened attentively as the AI revealed the location of a powerful weapon that could tip the balance of power in the galaxy.

    As they prepared to set out on their mission, Thompson couldn't help but shake her head. "I can't believe we're doing this," she said. "It's like every science fiction story rolled into one."

    "At least we know what to expect," said Rodriguez with a grin.

    And with that, the crew of the Odyssey set out to save the galaxy and fight against the overused tropes of science fiction.

     

  2. 4 minutes ago, RyanRising said:

    I’m by far not the first to come up with this comparison, but I do think it’s rather sinister they appear to be pitching to employees the prospect of a company town. Live on company land, eat at company restaurants, have fun at company sanctioned events, send your kids to the company school, etc.

    This sort of occurred to me when there was first talk of 'Starbase City', I'm hoping things don't end up that way but I guess we'll have to see.

  3. 1 hour ago, Exoscientist said:

    But this is rather ironic because I advise rather than using 30 tons of ballast

    Starship's ballast is also its landing propellant. If you remove that, there's no way to recover the stage short of completely re-engineering it into some sort of spaceplane.

    1 hour ago, Exoscientist said:

    use computerized control to maintain stability as commonly used on fighter jets.

    This is already what they do. The flaps aren't just there for decoration, they move to control the vehicle using differential drag, and can be used to trim it for different return payload masses.

    In fact, Starship probably isn't passively stable at all, so computer control is essential.

    1 hour ago, Exoscientist said:

    This is taken to an extreme level with the F-22 with its large control surfaces at the rear of the plane:

    The flaps on the Starship could serve the same function. Instead of just letting them fold upwards to various degrees against the sides of the rocket, allow them also to rotate forwards and backwards as done with the F-22.

    Now I'm no expert on aerodynamics, but this doesn't seem like it would be much of a benefit to control authority given the high-AoA re-entry profile of Starship. The F-22's all-moving control surfaces contribute decent lift, compared to Starship's which are mostly there to increase drag.

    Also, seeing as they've already had trouble with thermal protection around the flaps, this also sounds like an absolute nightmare to protect from re-entry.

  4. 15 minutes ago, JoeSchmuckatelli said:

    Someone remind me again why they're trying this rather than a propulsive landing ala SX & BO?  I mean, at this point it's been proven that human's have the ability to do this... you'd think imitation would be that most sincere form of flattery and profit making.

    With a rocket this small, the propellant margin required to propulsively land would absolutely destroy the payload to LEO capability.

    Having such a small rocket enables the helicopter catch method, too - you certainly wouldn't be able to do this with a Falcon 9-sized first stage.

  5. If my calculations are correct, this will be my 5,000th post on this forum.  I figured that this would be the only appropriate way to mark such an occasion.

    I've spent a lot of time on this site, and I don't think it's at all an overstatement to say that playing this game and being a member of its community has drastically changed the course of my life. Let's take a trip back in time, to a little over five years ago. 

    The details are fuzzy, but I do distinctly remember scrolling through youtube in early-to-mid 2017 and coming upon a video titled "Kerbal Space Program - 01 - First Flight" by a guy named KurtJMac. Now, I already followed Kurt for his Minecraft Far Lands or Bust series (a journey to the edge of the game's world that still continues to this day), but I had never watched or even paid any attention to his KSP series - I guess judging a book by its cover syndrome had me. That fateful day, however, I clicked on the video and was presented with a little game about building and flying your own rockets - complete with tiny green astronauts. I was instantly hooked - I'm pretty sure I binged the rest of Kurt's KSP series after that - and by the end of the year, I had my very own copy of Kerbal Space Program.

    I was immediately faced with the game's steep learning curve - while I don't remember experiencing that much adversity getting to orbit or even landing on the Mun (I think the latter took me only two attempts), orbital rendezvous stumped me at first. It didn't help that I chose an Apollo-style munar orbit rendezvous for my first ever Mun mission.

    After many tutorials, tracking station terminations, and waiting for Jeb, Bill and Bob to respawn, I finally cracked it. Whether it was by skill or dumb luck, I don't know.  Regardless, the sense of accomplishment I got from simply docking two spacecraft in orbit was immense - and that was only the beginning. To this day, I still haven't landed everywhere, and only just put my first Kerbal on another planet last year.

    I had been interested in spaceflight for most of my life thanks to my dad indoctrinating me, but I don't think I could ever truly call myself a space nerd before I found KSP. I've picked up an intuitive sense of how orbital mechanics works, and I certainly wouldn't have been so deeply entrenched in current IRL space news had it not been for the Science and Spaceflight section of this forum.

    But I think there's one thing that KSP did that stands out. I don't think I would be pursuing a career as an aerospace engineer had it not been for this game. It hasn't been easy, but with the promise of our future as a species waiting at the end of the road, it is by all means a sacrifice I'm willing to make.

    So, I'll stop rambling. I'm sure many others can join in saying a resounding THANK YOU to the community, and everyone who made this game what it is today. Here's to another 5,000 posts, and many more thousands of hours, whether that's in KSP1 or KSP2. 

  6. 1 minute ago, whatsEJstandfor said:

    lmao with the amount of predictions I've made, one of them was bound to be close. I'm surprised it was the one that was purely meant to be a joke, but I'll take it!

    Given how close you were, I wouldn't be surprised if the hex colour of that folder was actually ffdd24, but lighting conditions in the video caused the slight error.

  7. On 10/11/2022 at 2:17 AM, Minmus Taster said:

    Dude if this mad lad is right either by his crazy theory or sheer luck then I think we owe them a moment of thought when we finally get the date confirmed:

    MqbIlbH.png

    I don't think anyone has yet mentioned that this estimate was only two days from being correct.

    @whatsEJstandfor I believe this was you, in which case, fantastic job! :D

  8. A small bit of attention to detail I noticed in the MET/UT readout was that the years section has three digits:

    KnAV2o6.png

    In KSP1 this usually wouldn't matter as 'normal' mission lengths often don't even make use of two digits, but now that we're going to be going interstellar, it's entirely possible that mission lengths could be measured in hundreds of years.

  9. 2 minutes ago, regex said:

    So it looks like building colonies is going to be required in order to go interstellar. That's a big disappointment.

    Technically there shouldn't be anything to prevent you from just firing a probe out there with a giant booster, but any significant interstellar exploration is going to require a big ship, which means orbital construction, and necessarily colonies. 

    7 minutes ago, regex said:

    "pose their own physics challenges" sounds really sketchy, is this going to be a case of KSP1 noodle meta? "aDd mOaR sTrUtS"?

    As far as I know this just means that colonies will be built in a similar method to regular ships (using an editor) and that they'll be subject to physics when you hit whatever the equivalent of the 'launch' button is. Hopefully noodle physics doesn't follow us from KSP1 given that these structures are going to be really large.

    10 minutes ago, regex said:

    Hopefully this sort of thing is "set it and forget it" because the last thing I want to do in a game about spaceflight is micromanage colonies, especially if they randomly explode in order to be wacky like in the early trailer. I should be able to create a colony, tell them what to build and what to produce, and then have it automatically shipped back to Kerbin where I can use it (whether on-planet or for orbital construction).

    There's a lot of different interviews and dev diaries that I'm not going to trawl through right now, but I do remember it being specifically being said (can't remember if it was Nate or someone else) that they want the focus to be on flying spacecraft and exploring new worlds rather than micromanagement of colonies. Unfortunately we don't really know very much about how involved the colony system is actually going to be, so 'micromanagement' may end up being a relative term here.

  10. 16 minutes ago, TLTay said:

    My point is, we've seen ALL they had to show on it or they'd have put new stuff in the delay announcement video instead of... paint. 

    Fans have a valid reason to be upset after being basically told "no" to EA for literally years of delays, that the game would come out when it was done. Then  we were given a launch window in a Nate video, then they tease us with Jeb plushy ticktoks... just to tell us: "LOL LMAO guys, it's full price for EA and none of the stuff we promised will be in there yet, but soon! We're just not sure we can say when."

    Look, if you want to go down to the dealership for a %10 off sale to buy a new car with no doors, windows, or seats just for them to be installed later... enjoy! 

    I'll let the youtubers buy it (or get it free from the marketing budget)  and when it's done enough to call it game, I'll think about it.

    This would've just been very bad news if the price was 20 bucks, but at 50 it's pretty insulting.

    In the end, it all comes down to how you value the game personally.

    I paid £17 (~$19) for KSP1, and if you consider that my play time is probably north of 1500 hours by this point, that's a little under 2 pence per hour - making it without a doubt the best value purchase I've ever made. If KSP2 was originally announced as nothing more than a more optimised, better looking version of the original game (which seems to be what we're getting with the first early access release anyway), I would probably still have paid full price for it, because if the replayability factor is anything like KSP1, chances are I would have gotten at least 1500 hours out of it, too. Being more expensive, the value for money wouldn't technically be quite as good, but I've played and enjoyed games with far worse value.

    The prospect of colonies, interstellar travel and multiplayer is just a bonus - a pretty big one to be fair, one that would probably elevate KSP2 to best value purchase ever - but if we don't get them, it won't be a huge deal. Agree to disagree, I suppose, in any case I'm interested to see what the next year or two holds.

  11. 25 minutes ago, TLTay said:

    I don't want to spend hours (and nearly full new game price) playing a buggy, feature barren Kerbal game just to aid development.

    Then don't. Really, it's that simple.

    If the early access stage goes as planned, then you can always buy it later when it's reached a full release state. If it flops and gets cancelled, you've literally lost nothing, and KSP1 hasn't gone anywhere.

    25 minutes ago, TLTay said:

    They couldn't even put a preview of any of the roadmap items in the video (big red flag) and have mentioned nearly nil about major parts of the game. Instead we get a video featuring procedural wings fins and... paint!?!? Are you serious, you already showed us this in previous videos! It's a giant red flag that there ISN'T ANYTHING ELSE TO SHOW.

    The roadmap is more or less bridging the gap between KSP1's feature set and KSP2's - everything on there has pretty much been the selling point of the game since it was announced in 2019.  Every major element of that roadmap has been talked about or at least displayed in a show and tell or feature video, so unless they've been blatantly lying to everyone and all the gameplay footage is just 3D animations, a significant amount of the work on those systems has already been done. It's not like they're going to be throwing away all of that work and then bolting new stuff on as they figure out how to do it (as we saw with KSP1).

  12. 16 minutes ago, The Aziz said:

    I think it's both. The game has to start making profit after over 5 years, the big deals in T2 office probably wouldn't agree for another delay, so Intercept came up with what we're having. Something playable, with (probably) most planned features just around the corner, only requiring some polishing.

    I mean, Nate once said there's a lot they were not showing, but I say there's a lot they've shown us that doesn't make it to the 24th. Nobody can tell me they just scrapped all the planets outside Kerbol, all the resource extractors, energy generators, the interstellar tech.. it's still there. I don't know if all that is in need of fine tuning, or what, but it can't be too far behind.

    I have to agree. It doesn't look like this is going to be the sort of 'early access' that we saw with KSP1, where new features were more or less implemented as they were figured out. Judging from what they've been showing since the initial announcement in 2019, everything they have planned on the roadmap has actually got somewhere from a technical standpoint. Heck, looking back at what Nate said in some of those early interviews, they might even have had multiplayer prototypes back then.

    Hence why I'm cautiously optimistic that the early access period isn't going to be another four-year debacle. If nothing else, it'll give us time to transition nicely from KSP1 to KSP2, while still giving us a chance to get to grips with the new game in the meantime.

  13. 1 minute ago, Xelo said:

    Unless ofc there's early access modding support. :3

     

    2 hours ago, Intercept Games said:

    Will there be mods during early access?

    We expect modders to dig into KSP2 on day one. We recognize that the modding community has played a big role in the longevity of KSP, and we continue to be impressed by the mods that are released. The intent with KSP 2 is to improve the modding experience even further, and we look forward to hearing feedback from modders over the course of early access.

     

     

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