Jump to content

LunarMetis

Members
  • Posts

    41
  • Joined

  • Last visited

Posts posted by LunarMetis

  1. All I can really do at this point is hope that it doesn't happen with IG/PD/TT, but it's just been extremely difficult for me to maintain any positivity towards the future of KSP2. What's the point in it if all signs seem to point downward?

  2. 4 hours ago, herbal space program said:

    That's because if they stick to any kind of realistic distance scale without a warp drive, going to a neighboring star system would immediately moot everything else you are doing inside the Kerbolar system due to the vast disparity in time scales, which I just can't see as particularly making for a good gameplay experience overall.  Of the two options for tackling that fundamental problem, I think the major scale-down is by far the most plausible.

    I think I get where you're coming from. I'm not sure if they'll end up deciding to scale down distances between star systems, but I won't be too surprised if they do; it would be consistent with how everything else in the Kerbal universe is scaled. As for the warp drive option, I'm kinda split on whether it should be implemented. On one hand, it would indeed make traveling a whole light-year more manageable, maybe decades long if we're assuming subluminal speeds. On the other hand, it would take an extraordinary amount of energy to maintain those speeds, and I'm not sure if there would be enough available resources in the Kerbolar System to maintain a drive like that, let alone several for a colony fleet. If they decide to go with more practical technology, I'd agree that the times it'd take to travel to the nearest star systems would be way too long to derive enjoyment from. I doubt that KSP2 will add any FTL technology in any case.

    Another concern I have with interstellar is how intercepting different star systems will work compared to, say, intercepting different planets' SOIs during interplanetary travel. Since there won't be a central gravitational well in interstellar space, you would basically travel in a straight line from where you exited Kerbol's SOI. Combined with the fact that other stars will apparently have simulated motion with respect to Kerbol, I imagine you would have to carefully time where exactly you exit the SOI, or you might miss the star system entirely. Alternatively, some kind of computer module that would lock the ship onto whichever star you want to travel to could be implemented in the future, though I'm not sure if that would make visiting star systems too easy, since it'd just turn into a simple point-and-click mechanic. Although I expect the latter option to be more viable than having to be really finicky with where your trajectory goes (and since this is interstellar scale, the finickiness (?) is many orders of magnitudes higher than the interplanetary scales we're used to).

    However interstellar travel will play out, all I hope is that it'll find that sweet spot of long, but gratifying voyages.

  3. 39 minutes ago, PDCWolf said:

    Good to know, I guess they do consider those as "advanced" destinations, specially Eeloo. Wonder how much axial tilt exoplanets might have.

    We'll probably get at least one planet with a 90-degree axial tilt like Uranus in our solar system. Launching from a planet like that might be an interesting challenge.

  4. 3 hours ago, Nate Simpson said:

    Issue 8 - Major post-liftoff frame rate lag immediately above launchpad (associated with engine exhaust lighting)
    Quick clarification: engines had previously each spawned a point light that cast shadows. While this was very pretty, it wasn’t great for performance (and this impact was increasingly pronounced at high engine counts). We have turned off shadow casting for those lights and are seeing an improvement in framerate near the launchpad.

    Hope this bug fix makes it to this month's patch, and it's a very welcome one for me since this bug was among the ones that bothered me the most. The fact that this seems to be a relatively simple (at least I'd imagine it to be) one to fix gives me a little more hope. Keep at it, guys!

  5. Today I landed on Eve for the first time in KSP2.

    My build initially had 15k dV, which was more than enough to get to the purple jewel in the heavens. I initially tried for a mothership kind of design with using hydrogen in my upper stage, but it didn't pan out as well as I hoped it would. Hopefully I'll come up with a better design in the future, but it managed to work. Eve is astonishingly beautiful from every angle.

    Orbiting Eve at around 120,000 m (not the most clear pic of my upper stage):

    Spoiler

    image.png

    Sacrificed pod to Eve, parachutes are deployed a little high just to be safe:

    Spoiler

    image.png?width=1255&height=671

    Splashdown!

    Spoiler

    image.png?width=1427&height=671

    Bob swam a whole kilometer for this view:

    Spoiler

    image.png?width=1270&height=671

  6. Really depends on how long Science Mode will take to finish, so we can get a general sense of how long each milestone update will take. I'm guessing that the Colonies Update will be released sometime between 6 months and a year from now, maybe leaning more towards the latter.

  7. 5 hours ago, Kerbalsaurus said:

    Welcome to forums @LunarMetis!  This game is definitely up your alley. Good luck on college courses!

    Thank you! KSP was actually one of the things that inspired me to pursue my major, and it's only recently (maybe last year) that I started really getting the hang of the game, lol.

  8. Ike is about 6% the mass of Duna, which makes Ike a really massive moon compared to its parent planet. For comparison, the Moon is about 1% the mass of the Earth, and Charon is about a tenth of Pluto's mass.

    In that case, Duna and Ike would technically be a binary planetary system, since the barycenter would be noticeably distant from Duna's center of mass. I made a little graphic below on MS Paint (not perfectly to scale so bare with me) that shows some math and helps to visualize the two-body problem as applied to Duna and Ike. The common barycenter would be inside Duna's radius, but it's far enough from the center to make Duna appear to wobble as Ike orbits it.

    coolgraphic.png

    I don't think KSP simulates barycenters, aside from modders' attempts to do so, but I feel like it'd be a cool feature to have for the Duna-Ike system, especially if it would present new challenges to exploring Duna.

  9. 5 hours ago, CastleKSide said:

    Ugh. I was so optimistic and now I'm just bitterly disappointed. Did not buy it, removed it from the wishlist and have been deliberately ignoring that it ever happened.

    I'm sorta on the same boat as you. I was really excited for KSP2 and also was really disappointed on launch day, so I had to refund it. I'm just hanging on an infinitely tiny sliver of hope that KSP2 will become playable and amazing in the future, but in the meantime, I'll stick to modded KSP1.

  10. I made a successful Duna landing this morning on Sandbox using Near Future stuff, just to give the mod a little test before I start a full Science run with the Other Worlds mod (really amazing mod, of course).

    Hope Bill doesn't mind the weather outside, since he's probably gonna be there for a while. Also, the shot of Ike in the background is perfect. Blew me away while I was landing.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

  11. Hi everyone, my name is Lunar, and I've been checking out this forum for a while since Early Access was announced for KSP2, and I'm excited to officially be part of the forum!

    I am new to posting on forums, so help is much appreciated! I also have about 130 hours in KSP1, and will be keeping up with KSP2's development.

    I'm also a college student majoring in aerospace engineering, and considering pursuing a minor in astronomy/astrophysics.

×
×
  • Create New...