Jack Mcslay
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KSP2 Release Notes
Everything posted by Jack Mcslay
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They've just announced new foldable solar panels. Finally we have an intermediate between the 1x6 and the Gigantor
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how would you like research to work in ksp2?
Jack Mcslay replied to jastrone's topic in Prelaunch KSP2 Discussion
You could probably disable it much like the custom difficulty options in KSP1 -
If you have a refueling base on Minmus and another on Bop or Pol you can basically have free travel from/to Jool as long as you have a ship with a lot of Dv
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Asteroid shortage
Jack Mcslay replied to Jack Mcslay's topic in KSP1 Gameplay Questions and Tutorials
Nope. All I have installed is Kerbal Alarm Clock -
I'm getting a weird problem. I used to get so many asteroids entering Kerbin's sphere of influence that there were about 10 asteroids at any time near kerbin, now I barely get any encounters, I get plenty of asteroids near Duna's orbit, others in weird orbits with low periapsis and/or high inclinations, but hardly any intercepts with kerbin anymore. Can sentinels reduce the amount of asteroids detected near Kerbin? Because that seems to be happening since I had put a few sentinel satellites around, one of them around the same orbit as kerbin only a bit ahead.
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Will the community abandon KSP 1 after KSP 2?
Jack Mcslay replied to wpetula's topic in KSP1 Discussion
Consider the amount of people who still play the old doom games. -
Who knows? They might make a KSC-shaped cake as a KSP2 launch party
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Suggestion: Allow players to name planetary features/biomes
Jack Mcslay replied to a topic in Prelaunch KSP2 Discussion
This can get pretty cluttered for someone wants to name geographical features a lot, and it shouldn't require crewed vehicles. Sure you can add markers but that's even more cluttered. -
Mod/Feature idea- Extreme Weather
Jack Mcslay replied to ILikeMods's topic in KSP1 Suggestions & Development Discussion
There was a discussion like this on the KSP2 section, and like others pointed out, it would inevitably result into a random failure generator and waiting for the right weather. There's a good reason space launches are postponed due to weather. You just don't launch under rain, snow or heavy wind. -
Suggestion: Allow players to name planetary features/biomes
Jack Mcslay replied to a topic in Prelaunch KSP2 Discussion
Would also be pretty handy for localized versions, some biome names in KSP1 are awfully incorrectly translated -
The semi-automation features seem to partially make KSP2 into a city building game, so being able to transport tourists just by assigning them wouldn't seem out of the ordinary. Still, there should be specific tasks when arriving at the destination to fulfiil the contracts
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Not really, no. It's generally about the same amount of code to be refactored, the only difference is that the portion of code that you would put into the engine goes into the gamecode instead. In fact it might potentially reduce the amount of refactoring because when you need something so far off the engine's original scope you often times find yourself fighting against the engine creating workarounds that would not be needed if you just patched the engine to the behaviour you want.
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I think that depends on how many planets will have liquid lakes and oceans on them. Only 3 planets on KSP1 have them, one of them being the home planet, and so far there none of the new planets announced seem to have it and it's not worth the effort for the moment, creating an entire set of parts suitable for submarines just for a few celestial bodies. Maybe in a post-launch update or DLC, but I don't hope to see it at launch.
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So far we have nothing about tourists in KSP2, I hoping there'll be improvement to tourism management to KSP2, such as constructing space hotels to yield greater earnings/attract more contracts and possibly implement minimal stay of a tourist, such that you have to add a bit more challenge rather than just follow technicalities (such as touching the surface of a requested body and take off immediately to fulfill landing requirements)
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Have YOU ever had a Kraken attack?
Jack Mcslay replied to CrazedGunman502's topic in KSP1 Discussion
I was landing an orbiter stage when the craft sunk into the ground, catapulting it's pieces all around Kerbin each over 10% the speed of light. Also it seems the Kraken doesn't like me trying to reach minmus, often times when I'm trying to make a transfer orbit it starts to move around either into a collision course or into a kerbin escape orbit -
Heavy Mobile crane trucks, Who all has them?
Jack Mcslay replied to fcdrifter13's topic in KSP1 The Spacecraft Exchange
Now I want a Lego model of this thing -
KSP 1's 10th anniversary is a little over 2 months away...
Jack Mcslay replied to GoldForest's topic in KSP1 Discussion
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A mod to add the KSP1 parts missing from KSP2 shouldn't be hard to do, enabling to convert KSP1 crafts to KSP2 as long as the files remain easily editable. You could then put each orbiting craft from the original save in it's respective orbit , but landed craft might not work, I don't think the geography will remain the same so you could put a base in a decently plain location in KSP1 and the same coordinate in KSP2 is an ocean or a cliffside. Transfer orbits may not work if they change orbital parameters either
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More speed units
Jack Mcslay replied to Jack Mcslay's topic in KSP1 Suggestions & Development Discussion
Adequate speed units are crucial in determining travel time. When I'm driving to a refueling station and it says '38km' it's far easier to estimate how long I'm going to take to arrive if the speedometer says '110km/h' as opposed to '30,6m/s' likewise with knots, as long as it's appropriately adjusted for each body. And mach number can be useful for demanding SSTOs, which can overheat and explode if moving too fast as the mach number is the most straightforward way to predict when your aircraft will start overheating -
KSP 1's 10th anniversary is a little over 2 months away...
Jack Mcslay replied to GoldForest's topic in KSP1 Discussion
KSP gets a major update more or less once every six months, and June 24 6 months and 1 week after the release of 1.11, so chances are good we'll get a fancy update with the annivesary.