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Grubbbee

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  1. I like these ideas of a comprehensive mission planner where you can add nodes and build orbits before building a ship. That sounds amazing. While, in my rant I was mainly just trying say - I like the idea of the mathematically more accurate maneuver calculations, but I really want the system back from KSP1 in it simply not being limited by the fuel/staging of the craft, but I do like your visions/ideas of a "fully capable" mission planner as well.
  2. KSP1 has "DeltaV planning" (sort of). It supplied the number of seconds of burn required to achieve that DeltaV. Players then learned to calculate a burn solution to achieve the desired DeltaV. A bit of crude math, but it works well enough, I never had issues. KSP2 has "Burn planning". It figures out exactly when to start/stop a burn based on your spaceship (engines/staging/fuel). This is a cool concept using some improved math, but it DOES NOT REPLACE the original DeltaV planning - mainly because it doesn't work if the vessel doesn't have enough fuel, or isn't stage correctly. I started playing KSP2 again with Exploration mode now out, and my ship ran out of fuel and will need a rescue for Valentina. I discovered since I was out of fuel that I couldn't even create a maneuver node anymore. This is really frustrating. KSP2 still needs to have DeltaV planning. I suggest coming up with a way to plan DeltaV changes, and then on top of that a mechanism to "calculate engine burn solution". Everyone playing KSP2 loves space and exploring it in their own way, but I can't be the only one who finds this new system to be lacking something. I might learn to adjust to the new system (I have other frustrations though), but it still needs to have a way to handle the "not enough fuel" case and still let me play with maneuvers. Maybe I will refuel a ship or jettison shuttles, or a multitude of other things, some of them possibly irrational (but not all of them). I feel I'm on to something when I say "DeltaV planning" and "burn planning" are two separate things though, and that might be the root of the problem here. In KSP1 players could do the burn planning approximation without too much fuss, but in KSP2 you've taken away the ability to do open-ended DeltaV planning with the tools available, and this is supposed to be VERY open-ended and fun (it is still a game after all).
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