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will there be several launch sites in the future?


H0FF1

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Multiple launch sites already exist in various mods.

The DLC added a second launch site to the game.

The KSC marker is something we've been wanting since the beta days,  It's a real pain to locate the KSC at night on the map without a marker or a flag or  rover at the KSC.

 

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36 minutes ago, Gargamel said:

The KSC marker is something we've been wanting since the beta days,  It's a real pain to locate the KSC at night on the map without a marker or a flag or  rover at the KSC.

That always felt weird.  I would like a system that automatically adds toggle markers to any landmarks the player encounters in a career.  KSC, obviously to start with, but either on Kerbin or elsewhere I would like discoverables tracked to aid in navigating back to them once they are first reached.  

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8 hours ago, Gargamel said:

The DLC added a second launch site to the game.

Two, actually. The island runway is also showing up as a launch site marker. Perhaps you can select it from the SPH the same way you can select Woomerang from the VAB. But I'm not a plane person so I never bothered to check...

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1 hour ago, Streetwind said:

Two, actually. The island runway is also showing up as a launch site marker. Perhaps you can select it from the SPH the same way you can select Woomerang from the VAB. But I'm not a plane person so I never bothered to check...

You can. It starts you next to the hangar and you have to taxi onto the runway. To my mind this has limited usefulness though, as its only a stones throw away from the main runway. It would be nice to get a runway on the other side of kerbin (maybe near KSC2)

Edited by severedsolo
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14 hours ago, severedsolo said:

You can. It starts you next to the hangar and you have to taxi onto the runway. To my mind this has limited usefulness though, as its only a stones throw away from the main runway. It would be nice to get a runway on the other side of kerbin (maybe near KSC2)

I find it is a good site for running quick tests of aircraft.  Its rougher terrain and shorter runway mean a craft needs to be able to reach lifting velocity much more quickly when taking off.  Likewise, it can be a challenge to land on, especially for heavy craft with high stall speeds.  The short distance between there and KSC also means that missions to cross that distance do not take very long to execute.  After all, how frustrating would it be to fly halfway around Kerbin only to realize your plan lands like a brick after spending all that time in the air?

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Try KerbinSide or code KSCSwitcher!

On 3/15/2018 at 5:39 AM, severedsolo said:

You can. It starts you next to the hangar and you have to taxi onto the runway. To my mind this has limited usefulness though, as its only a stones throw away from the main runway. It would be nice to get a runway on the other side of kerbin (maybe near KSC2)

KSC2 would be nice for a launch site.

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On 3/15/2018 at 4:36 AM, StarStreak2109 said:

Question: has any of those very talented modders in this community checked out, where the model for the launch site resides? Maybe it can be swapped, expanded upon or whatever?

Based on my reading of the API, the “LaunchSite” is just another PQS City that gets added. It should be relatively trivial to add other elements to the remote launch sites much as things are added to the existing KSC. I might experiment a bit with that this weekend.

I’ve been too busy the last two weeks to really poke at it though, and I haven’t quite unfolded all of the API related to the new LaunchSite class in my mind. (I keep hoping so ebody else would get to it first.)

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On 3/23/2018 at 1:39 AM, purpleivan said:

Yep, KSC2 is a prettier launch site that the regular KSC.

I sent a rocket (by rocket) to there for an Apollo aniversary a while back, to do a Mun return mission from it.

I like how the heat shield in the second screenshot is just casually sitting there like it belongs there, looking like a giant, naturally-grown mushroom.

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