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Helium-ion

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  1. In KSP1, the game simply tells you which scientific instruments need to be used in a vacuum and which don't. I would suggest removing these restrictions in KSP2. When you don't use scientific instruments correctly, you just damage them or get the wrong data, and those wrong data don't get you science points. You may be reproached by the ground personnel when you recycle the wrong data. For example: With the M700 Survey Scanner, when you're not in a stable polar orbit at a medium altitude, you can still scan, but you just don't get the full data. I want KSP2 not to limit the player's behavior, but to tell the player what the result of doing so is. If you don't know about these scientific instruments, you should be able to learn to use them in the tutorial.
  2. Add a planet that is escaping from its star. When we start a new save, a planet is in the escape orbit of its star. Over time, it leaves its star entirely. Eventually become a lonely planet in space. If we're fast enough, we can get to it before that. Feel the precious light and heat that the star brings to it. It can even be seen moving away from its star and gradually moving towards "death". Otherwise we can only see endless darkness on it, which will pose a great challenge to the landing. It's unique in the game, so there's plenty of reason to explore it. Educational significance: Not all planets are lucky enough to stay in stable orbits, and some will eventually embark on a journey without an end.
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