skylifeplays
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skylifeplays started following Intercept Games
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skylifeplays started following Dakota
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Discord AMA 2 - Shana Markham - SUBMIT QUESTIONS HERE
skylifeplays replied to Ghostii_Space's topic in KSP2 Discussion
How would we build colonies? would we start out with a core and expand it through resources or would we launch the parts as inflatable pieces? How would they be able to interact with other colonies with timewarp? -
Release KSP2 Release Notes - Update v0.1.2.0
skylifeplays replied to Intercept Games's topic in KSP2 Dev Updates
can't wait to play it. hoping for a decent FPS boost. -
Solar sails
skylifeplays replied to skylifeplays's topic in KSP2 Suggestions and Development Discussion
Remember these are suggestions, not ingame features. They might add it in the future. -
Solar sails
skylifeplays replied to skylifeplays's topic in KSP2 Suggestions and Development Discussion
I mentioned that you would have to use lasers to accelerate whenever you get too far away from the star. you could also use the lasers for regular propulsion, but it would waste energy. NASA has been working on a solar sail demonstration craft since 2011 here: https://www.nasa.gov/mission_pages/tdm/solarsail/index.html -
Better performance? I am in. I hope the game can run at a better FPS than 3 when I look at the ground. keep up the good work!
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skylifeplays started following How do I rendezvous?
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Even after about a four month experience with the original game before I got ksp2, I still do not understand how to rendezvous. I need help on understanding how to do it, because I feel like its a skill I have been lacking for a while now. I can do landing rendezvous easily, just got to get your craft's trajectory almost right next to the icon on the surface. However, orbital rendezvous seems... complicated. Could anyone give me a simple demonstration weather it be by video, image, or text? It would be a huge help.
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skylifeplays started following Solar sails
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When i hear about realistic interstellar travel, I think about solar sails. This addition could also utilize lasers as propulsion away from sunlight, and use sunlight to move it when in range of a star. And of course a near infinite energy source comes at the expense of a very large craft, and a slow retraction speed when you want to slow down or stop. The thrust would be controlled by how far the sails are extended, the smaller the area, the less thrust.
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I wonder how the bombs would work. After all, nuclear bombs are not liquid. I could imagine you would have something like a rack with like 10 or 100 bombs that could be attached to metal frames or in a cylindrical form.
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This morning when I was making a plane I went to rename the craft, about half what through typing the game switched to the map with the icons you get when you are flying a craft such as the kerbal view in the top right corner. The game also froze and played the space center menu's music. I had to alt-F4 to get the game to work again. anyone else encounter this?
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I think they already have, on minimum settings I can run the game on an RX 580 GPU at around 20 FPS average. that's half the minimum requirements of the first patch. I am sure that the minimum requirements will be lowered even further in the next patch. The only major optimization they need to do right now is with the planets. When I am look up at the sky, I run at 50-70 FPS, but when I look at the ground, it plummets down to 5-20 FPS.
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I got the game a few days ago and just figured out how the new maneuver node system works in the sequel. Is there any more tips anyone could give me (and other new players) on the game. whether it be starter missions or tips to deal with bugs or changed features? Please note that I have had and played KSP1 since Febuary 2023 so I do know how basic orbital mechanics work and how to get encounters with other bodies.
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The optimizations in the first patch made the game MUCH smoother in terms of performance, so hopefully by the end of may we can play 20-40 FPS on an older graphics card such as a RX 580 like the one I have.
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I personally feel like Dres had a recent collision with something like a large asteroid or object of some kind. It most likely ripped it apart with tidal forces. This would also explain some of the larger craters, as the formation of a ring would cause a lot of cratering due to small chunks of the newly forming ring falling to the surface from an unstable orbit. Another possible way is that it simply collected dust from its surroundings due to it being so far out. (side note - I honestly feel like geology & geography is really underused in ksp and I hope ksp2 science will introduce more anomalies and geological features.)