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KSP2 Release Notes
Everything posted by GoldForest
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I said next gen tech episode, but I found the specific time. Around 2:30 to 2:40. Also, I was wrong. The conventional bell is atmospheric metallic hydrogen engine and the magnetic bell is vacuum metallic hydrogen. The atmo engine is using water, but the magnetic one does use cesium to control the hydorgen. @Strawberry i apologize. You were right about the atmo engines being water doped.
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Im just repeating what Nate Simpson says in one of the previous vidieos. I believe it was next gen tech. In it he calls one of the engines a torch engine I believe, which uses a magnetic nozzle to confine and direct metallic hydrogen doped with cesium. In that video, they show that specific craft. 1 magnetic engine surrounded by 4. He says there are two mh engines in game when that comes up. Conventional mh and magnetic mh. The outer engines are obviously the conventional bell mh engines and the middle one is the magnetic mh engine he spoke of. Now, things could have changed, and I'd they did, it hasn't been announced. I'm going off last know information and will gladly accept the change to water if it is confirmed.
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Does KSP2 need Kerbal classes and experience?
GoldForest replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
Medics would fall under scientist. And life support would need both scientists and engineers really. -
It's not water doped, it's cesium doped to give the plume magnetic properties, allowing the magnetic nozzle to keep the flames away, thus limiting heat transfer. As for the flame, I don't know anything about magnetic hydrogen, but if I had to guess, it's escaped plumage. Metallic hydrogen that doesn't have enough cesium to be contained and thus shoots out where it can, following the path of least resistance. As to why the heat from said escaped plumage doesn't harm the other four metallic hydrogen engines, well, do you see the number of radiators on that thing? Also, it's probably a titanium or even tungsten metal being used for those engines, so a little more heat it can probably handle.
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My guess is that communications will be handled one of two ways: A) Communications will be split into 2 categories: Probe control and transmissions. No one wants to play KSP with communication delay, but at the same time, it would be nice to introduce it since KSP 2 wants to teach kids, and even adults, about space travel. And communication is a key part of that. So, I think they will implement a two-pronged system. -Probe control: Sending commands to a probe and waiting for it to react to them would be no fun, so probe control will remain instant. -Transmissions: They will implement delay for this, mainly in the terms of science transmission. If you're far from Kerbin, you will beam the science report to Kerbin, but you won't receive science or data from it until it reaches Kerbin. So, like Kerbin to Duna, let's say the journey for a transmission is 5 to 20 minutes (Like IRL Earth and Mars). You will have to wait for the science report to reach Kerbin from Duna. Of course, this is barring any colony. With colonies, you will just beam the transmission to the colony or Kerbin, whichever happens to be faster/closer. Of course, there will be difficulty sliders to change this. Don't want to wait? Bam, instant transmission. Want more difficulty? Turn on line of sight transmission, like in KSP 1. B) Everything is instant, just like KSP 1. I imagine that they will do it the route of A, just to teach since they want KSP 2 to be a teaching game as well as a simulation game. Of course, I imagine if they don't, someone will come up with a mod to introduce communication delay.
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You're right. Mods have better quality than the main game. At least in KSP 1's case. I can't play stock ksp anymore because of how spoiled I am with the art style improvements of parallax, avp, scatterer, planetshine and so many more. And that's just visual upgrades to planets. Restock, BDB, Tantares, SOCK, ACK, all surpass the stock parts in both style and function. Now, from what I've seen of KSP 2, it looks far better than KSP 1's visual style, partly thanks to full on PBR support, giving realistic metal sheen and other texture quality of life improvements. But I still have no doubt that ReStock 2.0 will be made to change the style of some parts that people think should look different. Parallax 2.0 will no doubt make the terrain even more beautiful. Mods can match or far exceed the main game in every way. Look around the addon section of this forum just to see that.
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Most if not all the interplanetary craft and interstellar craft shown had comm dishes. This could be aesthetic reasons, or communication is needed more than ever. Regular dishes will take a while at lightyear distance, but thankfully Daedalus can serve as a comm dish, a laser powered on iirc. But that's kind of off topic for this thread, so a new thread will be needed to discuss comm links further.
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I remember in one of the videos, they mentioned that you can work on two or more assemblies at a time before gluing them together. I would like to be able to see the Dv stats of the sub-assemblies, so that if one of those sub-assemblies is an entire craft, say space plane attached to an interstellar transporter, I would like to know that that plane can get to the surface and then back into orbit.
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Whoops, typo. Forgot a 0. KSP Daedalus should be 0.03, not 0.3 lol. We'll have to wait and see. Realistically the only limiting factor to speed is time and fuel. If you have enough of both, then yeah, reaching just under C is theoretically possible. Then again, Daedalus would take 4 to 5 years to reach 0.12C, so reaching 0.99 will take around half a century.
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Ah... well okay then. I don't know where I went wrong. 1/10th the distance of a lightyear = 9.46 trillion kilometers / 10 = ~946 billion kilometers Times four for distance of Debdeb (Speculated) = 4 LY (Debdeb distance) = ~3.784 trillion Kms 3.784 trillion Kms / (946 billion kilometers * 0.03) .... .... Ah, I see my problem. I used the DISTANCE of a lightyear and not the SPEED of light. Whoops. But I'll just take your word for it that it is 13.33 years and not 133.34 because I'm getting tired of doing the math and messing up lol. Well, IRL Daedalus' top speed would have been 0.12C, though that's because it would have to save fuel and turn around for a decel burn. Realistically, with enough fuel, Daedalus could go to 0.99C. In KSP 2, I imagine that KSP Daedalus will only reach 0.3C (25%) before having to turn around and slow down. I imagine it's the same with other engines like Bussard, Epstein, Orion, etc. We won't be able to exceed a percentage of C due to time.
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No real specific shortening was in mind. 1/10thing the scale might be an option. By your own math 1/10th of 33,328 systems is 3,332.8. Which is still far. You can't really 1/10th the speed of light, just the distance the light travels. C should remain constant, even in a video game I feel. So 9.46 trillion kilometers / 10 = ~946 billion kilometers * 4 LY (Debdeb distance) = ~3.784 trillion Kms. 4 trillion KM journey between Kerbol and Debdeb? Yeah, that sounds good enough. Daedalus at 0.03C would take... dear god... I hope my math is wrong. 3.784 trillion Kms / (946 billion kilometers * 0.03) = 133.34 Years...
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KSP 2 uses all new code, so plugins like MM will more than likely have to be remade from the ground up. Parts mods will definitely need to be remade as KSP 2 uses new PBR textures, which none of the KSP 1 mods support atm. Config files will also probably have to be remade as the setup/code for KSP 2 will more than likely be different then KSP 1.
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Hmm, you may be right. Just did the math for Daedalus at 25% speed. Daedalus was 0.12C top speed, theoretically. At 25%, iirc that's the irl to ksp conversion for thrust, that's 0.03C. 0.4C / 0.03C = 13.34 years. Hmmm. Shortened lightyears is making more sense... We've seen Z-pinch and Metllatic Hydrogen engines in front of other planets. I understand it's pre-alpha, but they would want to test interstellar early to see the feasibility of it, wouldn't they? Sorry, I misspoke. I meant to say that. This is true, and as mentioned above, I am starting to think it is possible we are getting a shortened lightyear. Though the way Nate spoke kind of tells me that we might be getting real distance lightyears, which if the time warp system adds more timewarp, wouldn't be too bad really.
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A little mistake. 60C is not 60% of C. 60C is 60 over C. 0.6C is 60% of C. Also, your math is wrong or you misunderstood something. Going a lightyear doesn't mean you go 1 lightyear in a few seconds. Going a light year means you go a lightyear in 1 year. To go 1 lightyear in 30 seconds, you'd have to be going like 10,000C. (10,000 lightyears a year.) * *this is an exaggerated and thrown out there number. It is not correct.
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They have most certainly tested it, seeing as we've gotten footage of interstellar craft in use, as well as seeing other planets. We're just not getting the planets at EA launch. Either kerbalizing option isnt very appealing if you ask me. 0.4 lightyears is nothing and can be done with chemical rockets. Making it 4 kerbal lightyears might be what they're going to do, but then Nate's comment goes out the door, as a lightyear is no longer showing the "true scope of the distance of a lightyear." We don't know if interstellar engines following the reduced irl thrust rule. Daedalus might still get up to 12% of C at the same rate its IRL counterpart would have.
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Ah, this is true. I also forgot that a lightyear isn't the same as an Earth year as pointed out by @The Aziz, whoops, my apologizes everyone. Don't comment when tired kids, you're brain doesn't like it. So, a lightyear is a lightyear, whether in IRL or KSP. They might lessen it, but I doubt it. They want to give you the real SCALE of how far a lightyear is. Nate says it himself in the video, so I don't see then shortening a lightyear in game. 4 lightyears in KSP is 4 lightyears IRL.