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Everything posted by intelliCom
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What will Rask and Rusk be called when they merge
intelliCom replied to SSTO Crasher's topic in Prelaunch KSP2 Discussion
Eventually, in the same amount of time it would take for you to watch a tree grow up and die while KSP is running at 100,000x timewarp. That is, if the planets even had manipulable orbits anyways. They're all on rails for gameplay and performance reasons. If Jool operated under a proper physics simulation, all the moons would be flung out due to the instability caused by the other gravitational fields and their proximity. -
There's a new definition for planet being proposed, which would essentially consider moons to also be planets of their own, ignoring the "clearing of the neighbourhood". Also, as an important note: If a planet could only be a planet if it's cleared its neighbourhood, would this make Saturn a dwarf planet?
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Will Kerbals die of old age now?
intelliCom replied to Nerbal The Second's topic in Prelaunch KSP2 Discussion
Who said you can't use your EVA pack on Laythe or Kerbin? -
Will Kerbals die of old age now?
intelliCom replied to Nerbal The Second's topic in Prelaunch KSP2 Discussion
"Pro-tip: To extend the amount of EVA fuel you have, just fill your stomach and lungs with monopropellant! Your body will store the energy and expend it when needed!" -
Just spit-balling ideas on how being made in low gravity could affect the kerbals. Another thought I had was engineers who grew in low gravity have less strength, meaning they'd have lower thresholds in EVA construction.
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Will Kerbals die of old age now?
intelliCom replied to Nerbal The Second's topic in Prelaunch KSP2 Discussion
Werner Von Kerman is a thing, it's implied that he's some old scientist, so age is a thing in KSP. However, I like to think that this aging is practically endless, as you can theorhetically timewarp to billions of years in the future, while practically nothing changes for the Kerbals. This is likely just an intentional 'oversight' for the purpose of cohesive gameplay. Would be interesting to see death from old age though, since it introduces the potential for using cryogenic stasis over interstellar distances, allowing the ship to be controlled by a probe while the kerbals sleep. -
From how I would understand it, they would have a production cost (That being water and food, naturally.), and it will take time to grow/raise new Kerbals. They'll likely be stored in something like a Hitchhiker storage container (likely with much more capacity), and no more would be made until full capacity is reached. They'll likely only be put into the kerbal storage container when they're adults. Another interesting thing to see is the potential for their muscular ability to be affected by the environment they were made in. For example, engineers who were made in a zero grav environment have very low G-force tolerance, while those made on Ovin are practically superhuman superkerbal, able to take the g-forces imposed by a metallic hydrogen engine or torch drive. For those who have read the Dune books, it reminds me of the Saudaukar from Salusa Secundus. edit 1: unfinished sentence "They'll likely..."
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[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Problem is that all other mods that are 1.8 will also be considered compatable with my game, and I don't think that's the case for all of them. I know about the game version thing, had to do it for 1.11.x -
[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Someone ought to update CKAN then. How are the textures though? -
Ah, yes. Pascal's Wager. Always do it so being misinterpreted as rude never happens, compared to not doing it and suffering for it.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
intelliCom replied to Gameslinx's topic in KSP1 Mod Releases
I know I've already seen a few people mention this, but there haven't been any updates on it. I was wondering if anyone has made a Parallax config for OPM yet? It would feel out of place to have amazing surfaces on every surface except for those outside of Jool. Makes me treat the two as mutually exclusive mods.- 3,138 replies
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[1.12.x] Near Future Technologies (September 6)
intelliCom replied to Nertea's topic in KSP1 Mod Releases
Unfortunately, CKAN says max game version is 1.8.3. Not sure if I could. Perhaps @linuxgurugamer could resurrect this one? -
Here's a more realistic idea: Drag from the matter ejected in a comet tail? At least the movement of the tail pushing a spacecraft away from it?
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Then we repeat the message to make sure they don't forget. Just because they say they won't doesn't rule out the possibilty of it happening, it just reduces the chance.
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I second this. No microtransactions.
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This is essentially the reason why I proposed a latency penalty. Actually having to wait ages for every input to be applied is crazy, so there should be a time penalty to simulate the sending of new commands to the probe, which apply in real time. My headcannon is that all the probe cores have A.I. comparable to a Kerbal's intelligence (which isn't that hard to accomplish), and as such, can commit all the thought that a kerbal can. This is obviously restricted without a connection to a human pilot though.
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I've recently been playing a stock campaign, and I've filled the tech tree and gotten 20 million funds almost exclusively with probes. Some exceptions include sending an occasional kerbal to another celestial body (almost exclusively to gain experience, 5 star engineers are VERY valuable with ISRU), or if I need an engineer to repair something. It would be wise to find a way to balance out probes. In that case, would it be wise to basically add the features of a KAL-1000 controller to all the probes, so automation is more possible with actual light lag? (With restrictions applied to different tech levels of probe, of course.) I also hope we can use this to automate rovers. It's a real pain in the ass to sit for hours moving a rover to a new biome, only to get impatient, use physics timewarp, which then attracts the kraken, who destroys all of the rover's wheels.
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The problem with applying a speed-of-light system is that there is quite literally minutes, hours, even days of latency. I don't exactly want to press "G" to deploy landing gear, only for it to take actual years to do so. I suppose the way that this should work is that if you were to switch to a probe in the map view (flight or tracking station), it will add a time penalty when loading that craft. This could happen either through a timeskip, or allowing the probe to load the next instant, but forcing the player wait the latency minutes to control it in realtime. As an example, let's say we want to control a probe that is at Jool from Kerbin. The smallest gap that could happen between them is around 55 billion metres.* 5.5 x 10^10 metres divided by the speed of light (2.99 x 10^8 m/s) = Approximately 3 minutes. When wanting to control a probe from Jool at 55 billion metres away (3 light minutes), 3 minutes of latency will occur when you accessed the probe. After the timeskip, you can control the probe in 'real time'. Of course, 3 minutes to Jool is too quick for latency, so I propose dividing the KSP speed of light by 10, such that the shortest time in light minutes between Kerbin and Jool is around 30 minutes, which scales properly to the closest distance between Earth and Jupiter being about 35 minutes. Therefore, a probe 30 light minutes away will force a 30 minute latency when switching to it. This should be different when using remote access (a pilot controlling a probe), where the distance between the nearest pilot and probe also has latency in light minutes. As such, this would also allow for a Project Daedalus style chaining of relay probes backwards. I suspect that we may need a Daedalus relay to get extra research from interstellar travel, allowing for the development of interstellar-relevant parts. TL;DR: Probes that are 'X' light seconds away should take 'X' seconds to control in 'real time'. * = just subtracting their semi-major axes to get an approximate distance, this ignores differing orbit inclination and Jool's periapsis, since this requires a very specific time, while the 55 billion meter distance happens around once a year, a much more realistic occurrence.
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Pats selection: How many more options?
intelliCom replied to TLTay's topic in Prelaunch KSP2 Discussion
Question: Does your "couple dozen parts" estimate include different fuel types, such as LF + LOX, LH + LOX, LF only, LH only, orion bomb units, metallic hydrogen, and 3He + 2H? -
Looks really good so far! Hoping to see more in the future. Also, I'm not sure if anyone noticed this, but red dwarf confirmed!
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Why have they stopped posting show an tells
intelliCom replied to SSTO Crasher's topic in Prelaunch KSP2 Discussion
Not sure why there's no Show & Tell or Dev Diary today. The KSP 2 episodes didn't delay anything before, so what happened? I'm not upset, just feeling a little sad that my fortnightly KSP 2 serotonin dose is absent. Curious as to whether anyone has any idea what happened?