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Will KSC be editable?


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6 hours ago, mcwaffles2003 said:

Just wondering with the innovation of the BAE that perhaps will this also be able to edit KSC or add new buildings to it.

Like moving the buildings? 

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Just now, mcwaffles2003 said:

Yeah, or deleting them, or adding more launchpads/runways/boat launches. 

I wonder. Because in some pre-alpha footage of KSP2 we saw multiple launchpads and runways. So maybe?

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3 minutes ago, HebaruSan said:

That's a neat idea. Expanding the home space center could even serve as a form of tutorial for later colonization mechanics.

Kind of what I was thinking... though if you delete the VAB and SPH while having no cash.... that could be a bad time

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1 hour ago, mcwaffles2003 said:

Kind of what I was thinking... though if you delete the VAB and SPH while having no cash.... that could be a bad time

If they allow editing of the KSC, I bet those two buildings would be off limits for editing. You will kind of need them for awhile. 

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On 4/17/2021 at 9:38 AM, K^2 said:

Now I want there to be a hidden launch facility in the woods made out of gingerbread.

First time you use it it's a bit doughy second a bit toasty, third just dust.

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1 hour ago, mattinoz said:

First time you use it it's a bit doughy second a bit toasty, third just dust.

I haven't even considered the possibility of it starting out uncooked. But now I'm thinking that it depends on size of the rocket. Like, with the smallest ones, maybe it takes a few launches to even cook through.

Which brings up a serious question. I wonder if we'll have any parts of colonies or KSC that require rebuilding due to wear-and-tear. In KSP we already had a possibility of crashing into KSP buildings and having to rebuild them. But it was always the same building in the same location. With base-building, it seems reasonable that you might rebuild differently. And given that you can rebuild things, maybe certain structures have limited lifespan? Maybe instead of a hard limit on rocket size for a launch pad, you could go a bit over the limit, but then you have to repair/rebuild after some number of launches?

Too complex for main game? Mod territory, perhaps?

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  • 2 weeks later...

In KSP 1, one of my favourite things to do is fly around Kerbin and role-play setting up a base / infrastructure to expand my space program (and civilisation by extension).

I'd be very surprised if we don't have the ability to create additional launch centres around Kerbin, imagine a mountain-top launchpad to save Delta-v (especially on Eve)! Or even just at the north/south pole, or in the middle of the giant crater - because it's cool!

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4 hours ago, Nirgal said:

I'd be very surprised if we don't have the ability to create additional launch centres around Kerbin, imagine a mountain-top launchpad to save Delta-v (especially on Eve)! Or even just at the north/south pole, or in the middle of the giant crater - because it's cool!

Yes you will, but you would be using the colony system for that. The KSC itself would more than likely be a static location.

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20 hours ago, Nirgal said:

I'd be very surprised if we don't have the ability to create additional launch centres around Kerbin, imagine a mountain-top launchpad to save Delta-v (especially on Eve)! Or even just at the north/south pole, or in the middle of the giant crater - because it's cool!

We will, with colonies being able to launch rockets, but at that point I don't think I'll add any new launch center down the well, Mun or Minmus sounds a lot better and I want to feel the difference of having to design Mun or Minmus orbital rockets (no atmosphere = pre-fairing asparagus monster KSP Beta look).

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58 minutes ago, Pthigrivi said:

Whats funny is Ive been playing since 2013 and Ive never scanned kerbin for ore. 

Lol, that's the first thing I did when MKS added resources to be collected.

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