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How would interstellar travel work in Kerbal Space Program 2?


Dr. Kerbal

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I think that the traditional maneuver node pro/retro compass gimbal widget will still look and function the same,  but the controls will revert to a different scheme once the scale of your maneuver goes beyond a certain magnitude. It might transition from "conventional" to "brachistochrone" or "constant thrust" or "time- efficient" or something when it becomes clear you can continually thrust for a significant portion of the distance. 

Likewise, the patched conic trajectory lines take on much less ovaloid and much more s-like character. 

Or it might be as simple as a new mode on top of "orbit" and "docking", plus some more detail regarding the 'aim at target' auto-SAS.

Edited by starcaptain
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It's got to be something else. The mechanics are different. With interplanetary transfers (as we know them), you change orbits with short burns along the way to get an intercept and capture, timewarping through the bits where you're coasting. With interstellar travel you're essentially on a straight vector from star A to star B, accelerating on the way out and decelerating on the way in. A star is also ridiculously far away, the current system simply wouldn't allow you to plan a burn precisely enough -- you'd miss by several solar systems' widths. 

I'm more interested in how they'll deal with brachistochrone trajectories inside stellar systems. If you've got interstellar-capable propulsion systems, you can use them to travel very quickly between planets, but these trajectories will look quite different too because again you're burning all the way.

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