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TBenz

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Everything posted by TBenz

  1. By hacking it together in a way the community won't really be happy with, is my bet. I'd love to see n-body mechanics. But I don't believe Star Theory is going to risk straying too far away from KSP 1's core physics. I would not assume that the inclusion of a binary system means anything beyond Star Theory believing they can adapt the SOI system for binaries. Which ultimately would mean a "binary" system that doesn't really act much anything like a real binary system would, gravity wise. If we get something better than that, I'll be ecstatic, but if we don't then I won't have any expectations crushed. Maybe I've bee following Star Citizen for too long, but I tend towards the lowest possible expectations.
  2. Let's take a peek at the config files, shall we? Note that the Mk25 has twice the amount of Semi Deployed Drag and 1.7 times the amount of Fully Deployed Drag, while also heating up slower (machHeatMultBase is lower and chuteThermalMassPerArea is higher) and can withstand a higher maximum heat. So, despite what the radius values may lead you to believe, the Mk25 does actually function as a more powerful parachute, and in addition, can handle hotter (faster) speeds.
  3. What is the point of posting to the forums if you are just going to ignore everyone? To Reiterate: What we have seen is pre-alpha footage, and it's unlikely that any optimizations have taken place yet. The frame rate we see now is not representative of what they can achieve for the final release.
  4. Sounds like slippery slope fallacy to me. They are willing to take on some speculative technology that might be impossible, but that doesn't mean they are willing to have technology that we currently know is impossible, or have no reason to believe that it might be possible.
  5. The video wasn't particularly high quality, but I'm pretty sure I saw some decoupler-looking trusses holding those engines onto the craft.
  6. Guess I shouldn't be talking about things I don't know much about then. Thanks for setting me straight.
  7. The Orion is an engine, and is carried by the spacecraft. OP wants ground based infrastructure that launches a spacecraft. It would be interesting, especially with the colonization mechanics, but I'm not sure if it's the right fit for stock. I'd love to see a mod though.
  8. This right here. Set up a colony with assembly facilities in low gravity or orbit somewhere, then you can build really big interstellar ships without needing to worry about lifting them off Kerbin.
  9. Who said Kerbin was home? The whole mission could have been launched from a colony elsewhere. Heck, can we even be sure that they didn't just land by their own colony on the Mun, just off screen?
  10. While I like the Switch, I doubt it has the power to handle KSP 2.
  11. https://www.ign.com/articles/2019/08/21/kerbal-space-program-creative-director-talks-ksp-2-community-interstellar-colonies-and-rocket-engines-that-shoot-nuclear-bombs While this is hardly a solid confirmation, the craziest engine I can find on the Atomic Rockets website would be the Nuclear Salt Water Rocket. http://www.projectrho.com/public_html/rocket/enginelist2.php#nswr Essentially, the Orion on steroids. Continuous nuclear detonation just outside the nozzle. Which fits with the other statements that there are some torchship like engines that haven't been found out yet.
  12. I am sooo ready to build some torchships.
  13. Squad has become a marketing company, from my understanding. The remaining game development staff may migrate to Star Theory in time, or may not, but either way Squad will probably continue to exist independently in a different industry for some time.
  14. Easy. Add a way to lock someone to viewing only. Or make it so that other people can only "suggest" changes (indicated by partially translucent parts with a green dotted outline for suggested additions, a red dotted outline for suggested deletions, and a yellow dotted outline for suggested changes in the PAW), and the host can accept or ignore those individually, or all at once. Edit: Or better yet, have different levels of permissions: Viewing only Suggestions only Full editing
  15. As long as you are doing something big enough that a mod struggles to pull it off in a clean and stable way, you are in the clear. See: Breaking Ground and Infernal Robotics.
  16. There would need to be some way to keep them "thrusting" even while the craft is out of focus. I don't want to run physics warp for literal real world hours just to raise my orbit from LKO to KEO. Such a system would also be useful for ion engines and interstellar travel, so I'm not at all opposed to it. But I won't be using solar sails otherwise.
  17. Yes, but if we are stuck with a 2-body approximation model (which I think we probably are), then this is the best way to approximate a binary system that I can think of. N-body is very likely off the table here, and a special case 3-body system just for Rask and Rusk sounds like it could be problematic from a game design and implementation standpoint. I'm aware. Hence: I'm probably going to hurt you even worse by saying this, but they could just slap a 4th, invisible, "SOI" in the middle with no gravity. Hardly a perfect fix, but hopefully a close enough approximation to work with a 2-body model.
  18. So, what? You'd be fine with them selling a $60 full rewrite of the game as an "expansion"?
  19. "I want them to go through all the work of creating an entirely new game for me, without paying them for it." You do realize these people need to eat and stuff right?
  20. It's stated in this same thread, the 5th post. There's a full FAQ.
  21. It's not. It's a very advanced fusion drive, which at the end of the day follows all the same principles as any other rocket engine, and cannot exceed (or even reach) the speed of light. It's essentially just an over-sized Nerv with the ISP kicked up super high (and an entirely different type of reaction going on and likely a completely new fuel... but still).
  22. It runs way deeper than that. The amount of rewriting required to fix some of the bugs in KSP 1 would amount to nearly creating an entirely new game. Which they ultimately decided to do, hence this whole KSP 2 thing.
  23. Warp Drive was stated as not happening in an interview with the creative director, Nate Simpson. While I can't say if we will get binary stars, it has been confirmed that we will get a binary pair of planets, Rask and Rusk. From the official website: and we got a good look at the two in the Developer Story Trailer. Also confirmed on the official site: and in the interview as well:
  24. This is nonsense. Everyone will be able to unlock the tech nodes. Any serious competition will start everyone off at the same tech level and let them unlock during the challenge, with the sole exception of intentionally allowing starting tech differences as a handicap. If anyone wants to complain about the tech nodes they don't have unlocked having better parts, the answer is simple, "unlock those tech nodes then". This is not a classed based game where you pick a class and are stuck with it for the match. Everyone has access to all the parts through playing them game, there's no need to balance everything that draconianly. Please go spend some time playing Space Engineers or a similar multiplayer sandbox game. Your experience with PvP flightsims from the 80s is almost entirely irrelevant here.
  25. Uh, what? Seriously, KSP deathmatch? Do you... Do you understand how any other multiplayer sandbox game works? This is borderline nonsense. There are plenty of ways to do multiplayer that don't involve the kind of arena competition that you seem to associate with "multiplayer". You might want to better familiarize yourself with how a mechanic works in other games if you are going to start a thread spouting doom about it.
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