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GoldForest

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Everything posted by GoldForest

  1. Ooo, I didn't even think of that. Oh! Polar colonies to launch rockets from the north or south pole!
  2. I have another thread where I speculate there's actually 5
  3. KSP 1 is supposed to be small in comparison to real world planets. As for KSP 2, they said they weren't going to change the original planets much if at all. As for the new planets and moons, no one knows.
  4. No, old textures won't be coming back. In fact, the textures from KSP 1 probably won't be in KSP 2 at all.
  5. You can fully pilot ships from IVA in KSP 1. It's difficult, but doable. Colonies can be used as launch points once they achieve a certain size, this has been confirmed.
  6. Not a Saturn V, but I know. But I still want a MASSIVE plane. Double runway wide massive. I like my planes big.
  7. Here's a map I made. I'm no artist and I'm no map maker, but I drew this by eye the best I could. Green is the land we can see. Red is the land we can't see. Red is also me speculating on the location of the launch pads and helipad we can't see. Tiny rectangles are launch pads. Circles are helipads/booster landing pads Blue is of course water. I made the map running north to south as I thought I could see an 18 at the end of the runway, but thinking about it, that might be a 09 or even 24. I believe the VAB and SPH and other buildings are just above the top circle. I speculate that the rocket launched from the top right pad. The one just left of the unseen helipad.
  8. Well, the runway isn't even near the ocean. It's actually on the inland side of the KSC it looks like. I'm attempting to draw a map, I will have it up soonish. It's a rough map, so artist style is going to me.. meh... that and I'm terrible with drawing based of a picture. But to answer your question, we have to cross land to get to the ocean. I say having a water way right near launch is actually a good thing.
  9. Can anybody make a rough sketch map of the new KSC? I know it might be tough.
  10. True, but one giant plane able to launch a Saturn V is a nice prospect as well.
  11. I thought of the biggest feature that multiplayer needs... The ability to save designs from other people. Basically, right click their craft, and have a button that saves it to your local files.
  12. Opss didn't realize what topic I was in.
  13. @JPLRepo @Just Jim Can you or anyone else at Squad confirm March is the release month?
  14. I literally have to hide layers and layers of wings inside the fuselage of my craft to get the COL to be near the COM in the right spot. Somehow they still generate lift. I hope this exploit isn't gone from KSP 2. I'm hoping the binary twins of death with allow figure 8 maneuvers of space craft and stations. As well as points where the station just hovers between the two planets, no movement at all. Lagrange points?
  15. 1) This would have to be permissioned access as to not allow players to jump in and mess up someone's flight. 2) Mod lists would be nice. 3) I say let the computer/server decide. If the server can handle 50 people, go for it. If it can only have 5 people, then it will only allow 5. 4) This is a bad idea as with KSP 1, if you don't have the mods, the file won't open at all, thus, in KSP 2 I suspect in multiplayer, if you don't have the mods, you can't load the server or craft files. 5) This is also a bad idea. No in VAB/SPH team building should be allowed. Too much room for abuse. Besides, you can build a space ship in orbit by docking modules together. 6) IVC would be nice, but in-game IVC's are usually sub par.
  16. I know COL still needs to be in the right place, what I meant was it shouldn't have to be a guessing game as to if you have it in the right place or not. in KSP 1 it seems to me with stock aerodynamics it has to be in just the right place or your plane won't fly well, if at all. Maybe they've already increased the size. On the other hand, solar system distances could adjust for the OPness. Daedalus can only reach 12% of C. Make a system 120 light years away, that's 12 hours in game, give or take. Make it 240 light years, that's 24 hours in game. But you'll have to reach that 12% C. It will take you years to get up to 12% C, then you have to worry about slowing down. Ah, okay. Yeah, I got confused. Destabilization I'm fine with. I've had it happen to a few long range satellites. I put them so far out that when the Mun came by, it grabbed then and flung them out into interplanetary space, and I was left thinking, "Wait... how'd that happen?" until I looked at the orbits of the other satellites in orbit and saw the Mun was grabbing and fast balling them away.
  17. And with mods like better time warp or another mod that increase time warp speed, you could time warp there within minutes rather than an hour. As for multiplayer, I'm sure they're working on a solution. Multi-instance servers for instance. In the current multiplayer mod, there's a master instance, then every player can time warp in their own instance. Oh, and it's 12% not 18%. Man, I have a terrible mermory XD. I suspect KSP's Daedulus to go no faster than 25% the speed of light. Also, that's 12% the speed of light after 4 years of burning 2 stages evenly. 2 years up to 7.1% then 2 years to get to 12%.
  18. Daedalus can only achieve 18% of C according to the wiki. But people shouldn't really worry. We have modders. Modders will make warp gates, warp drives, etc.
  19. The Kerbol system they said they wouldn't change much if at all. The only real changes would be terrain difference on Kerbin as well as better textures for Kerbin, Mun, and all the other entities of the Kerbol system.
  20. Optimization is a given. They're building KSP from the ground up and they're a team that has game making knowledge. Axial tilt plants would be nice, but I think it should be only for a few planets. Keep Kerbin 0 degree, that way it doesn't mess up old KSP players too much. Improved aero and hydro dynamics would greatly be appreciated. No more making sure the COL is in the right place compared to COM. If it has wings, it should fly. No need to add wings hidden inside the body. Larger body? Mmm, I don't think it would be such a good idea for people used to being able to get into orbit with small rockets. But, I'm not against the idea. Varied Propellants are coming. Star Theory has said they plan on adding more resource types. I say keep Kerbol the way it is. Just give it a face lift. As long as the orbit doesn't decay over time, I'm fine with orbital mechanics changing a little bit. Colonies sound like they will be like a lego set. You have to build them yourself and make sure they're stable. They said in the interview that if you build a platform too far out without supports, it will snap and fall away. Lift support, only if it is toggable. I don't play with life support because I don't want the hassle of making sure my kerbals have everything and then forgetting to refuel and resupply them. We saw pre-alpha footage. And we only saw small bits and pieces. Give it time. They'll give us varied terrain like they said. Built in recovery for single player would be nice. Something like that mod that sends you back in time. And you would be able to use the helipads near the runways as landing pads. Procedural parts, mmm, my opinion is leave that to modders. Procedural parts doesn't seem like it should be stock imo. Although, a resizable wing would be greatly appreciated.
  21. Most rings are mostly dust iirc, but I would like to see asteroidal rings. Maybe they could do fake rings and asteroid rings? Depending on distance from the spacecraft. IIRC, there's actually LARGE amounts of space in the rings themselves. There could be just dust particles with few giant rocks floating around. I do remember seeing asteroid fields in the trailer though, so we may be getting rocky rings.
  22. The more people say they don't want warp drive, the more I have to agree, though I would love FTL. But then again, that's what modders are for. I expect to see a fully working Enterprise a month or two after launch. In fact, I suspect people will build solar systems so far away that we need FTL drives. But again, I'm starting to agree, leave FTL to the modding community.
  23. From the video above we can make out a few things about the new KSC. -The first and foremost thing is that the KSC is now separated into islands in a marsh/pond like area. -Second, it has not 1, but 2 very larger runways, I would argue these are longer and possibly wider than KSC OG Runway. -Third, next to those runways are helipads, or if you're a propulsive landing fanatic, they could double as landing pads for boosters. I only catch a glimpse of 4 pads, but I assume there are five or more due to the placement and how equal distant they look along the runway. -Fourth, there are 4 launch pads, possibly 5 or more, all ranging in size and shape. At least one pad has a launch tower, but it can be argued they all do, ranging in size and shape. --The launch towers are on crawlers. Whether these crawlers are able to move or be controlled is unknown at this time. -Fifth, buildings, launch pads and runways do not have a destruction feature built into the game as of yet, but as they have said they want to put everything KSP 1 had and more in, I don't doubt that at release destructible entities will exist. -Sixth, the communication array at the KSC seems to be altered from three dishes to one massive dish. -Seventh, the rockets on the launch pad have chill or cooling effects. You can make out mist falling off the rockets, a sign of real world cryofueled rockets. This effect also lasts for a few seconds after launch, and possibly further. -Eighth, launch pads have or can be outfitted with engine igniters. This might be a sign that engines are more realistic and have starter fuel. This also might be a sign that fuel tanks might need to be settled before engine ignition can begin. Watch out for your upper stages if this is the case. -Ninth, the launch pad the rocket is sitting on may be a part. Modular launch pads my be stock in KSP2. "It didn't explode though." It may have a higher tolerance or may not have damage programed into it. It may be an immortal part as of this footage, but may change at launch or just before launch. -Tenth, The launch tower may be a part, modular launch towers may be stock. "It didn't explode though." See ninth point. -Eleventh, The crawler the launch tower is on may be a part, crawlers might finally be in game. "It didn't explode though." See ninth point. These are the things I noticed in the pre-alpha footage. If I missed anything, please do say so.
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