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What do you think of the new water system.


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2) The old 0.90 aero was bad. 1.0 was supposed to make it better*. A simple look at all the comments complaints about it since then gives you an idea of the reactions we can get with water physics. Less people build boats though, so I expect the forum to be less of a civil war than with 1.0. There will be people complaining though, no matter how good the update is.

I'm not sure Squad could have done anything with aero that would have made everyone universally happy.

Is the water the start of weather on Kerbin?

Are different oceans different temperatures?

Does Kerbin have El nino?

Are warmer oceans softer?

Are the lakes fresh water?

Are they harder on landing than the oceans?

Will water ever not be just a repeating texture of blue and white?

I think i think to much about the water system.

There is no weather in this update.

Ocean temperature is unchanged...this is a buoyancy update.

Kerbin does not have El nino.

Water 'softness" isn't based on temperature.

There isn't salty or non-salty water on Kerbin, because it's all simulated electrons. If you mean does water on land have different density than in the ocean, no. Water is water.

Who knows about the texture in the future, but it's only buoyancy for this update.

You should still need parachutes/wings to land in water.

Yes.

"boat eating sea monster filled sea of pain" there's not going to be much complaining done about it.

It's still a game about going to space...not exactly a game about building boats. This is a buoyancy update, not a full on hydrodynamic model. And yes, I'm certain people will be mad that it didn't go far enough, or that it went too far for no reason.

Well, we all know how Squad likes to implement real world physics into KSP, judging by the aerodynamics.. I suspect the implementation will fall quite short of what hydrodynamicists consider real world physics. Bear in mind that stock 1.0.4 KSP aero doesn't model radial occlusion (only stack based), it doesn't care how aerodynamic a fairing is and that rotating a nosecone 180 degrees has the same effect as if you hadn't rotated it (i.e. flat side = pointy side, as far as aerodynamics are concerned)..

Well, it's unfortunate that you have such a pessimistic view. There's no such thing as radial occlusion (but I get what you mean), and it does care about how pointy a fairing is. If what you say about flipping nose cones sideways is true, that was an unintentional bug and not part of some grand design to ignore physics. And yes, this is only a buoyancy update. Not a new hydrodynamic simulation.

I don't care about the water so long as I can still safely land my command pods in it. I doubt squad has tested that. Last time they didn't even test bringing the small command pod back from space with a heat shield. Not sure if squad team goes to space any more...

Again, I'm sorry you have such a pessimistic view. I could probably tell you exactly what happened, but people would think I'm just lying to cover something up...or that everyone is just plain incompetent. Perhaps in the future you can apply to be on the experimentals team and lend a hand.

Cheers,

~Claw

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Well, it's unfortunate that you have such a pessimistic view.

Heh, my dad says the same thing.. I'm just not expecting grand things and I suspect it won't work out for me the way it's been described in the devnotes (last time I tried to make a boat, it reach a blistering 12m/s with a jet engine on the back, then fell apart and got completely obliterated after 30 seconds. Buoyancy had nothing to do with that, which is why I'm not expecting 'boats and seaplanes' to be completely viable for me).

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Well, we all know how Squad likes to implement real world physics into KSP, judging by the aerodynamics.. I suspect the implementation will fall quite short of what hydrodynamicists consider real world physics. Bear in mind that stock 1.0.4 KSP aero doesn't model radial occlusion (only stack based), it doesn't care how aerodynamic a fairing is and that rotating a nosecone 180 degrees has the same effect as if you hadn't rotated it (i.e. flat side = pointy side, as far as aerodynamics are concerned)..

I'm not saying it'll be rubbish, I'm just saying that keeping in mind the previous physics overhaul, it's probably wise to not expect things to act as you think they should.

Also, yes, no-one apart from Squad can truly say what they think of it, because no-one apart from Squad has had a chance to play with it. Everyone, including me, is basing their opinions off of what Squad has said it'll be, which may or may not turn out to be not what they expected it to be.

Do you see?

Scott Manley made a video of it.

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I can actually land in water (and even takeoff with the right design) without needing to spam intakes below it and strut it like insanity.

I think thats a positive chance, ohh, and i can actually float at a decent speed, unlike right now where even massive stacks of engines push you at a maximum speed of like what, 20m/s or so.

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What I personally look forward to are boosters which do't explode when they flip over splashed down on water. Also I hope they penetrate a little deeper inside the water so they don't actually flip over just come up smoothly into a horizontal position as they do in reality aswell. However, that's just speculation I have not seen a booster recovery on KSPTV yet. Just btw, KSPTV was streaming 1.0.5 the whole weekend and they showed plenty water action. So far it looks really good, someone managed even to land a regular plane (no "fuselage legs" or something) at 50 m/s and it was not destroyed. We can also now build extremely stable water bases and barges to land rockets on. I think we really need some propellers in future which we can use underwater aswell. Just think of a Quadcopter-like craft which uses its propellers to sink underwater. Epic!

Edited by KerbalEssences
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I'm with the "haven't played it yet, reserving judgement" crowd - but I do feel a little bit of hype. I'm hoping that it increases the forgiveness of the water when plunging directly into it...

I believe former mod attempts to deal with water's issues kinda glossed over the 'direct impact' issue (specifically, a longer terminal stage falling over and breaking all the science juniors and/or the 'hitting the water at 7m/s destroys all parts with a 6m/s tolerance whereas crashing into land only destroys the bottom part and acts as a lithobrake' issue) and concentrated only on the 'ditching spaceplane' issue. I'm hoping both can be addressed with this update, although I'm in my 'expect the worst/hope for the best' mode already...

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