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Spiral Maneuvers / Low Thrust Burns


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Try the mod Persistent Thrust, it’s made specifically for this type of thing- though you’d be better off using a chemical rocket to do most/all of your transfer burn due to the much higher TWR.

edit: Whoops, I didn’t realise this was in the KSP2 forum :rolleyes:. I’d imagine that with all the extremely long range travelling needed to go interstellar with big fusion drives and such, accelerating during time warp would be a stock part of KSP2 and even accelerating without having to keep the focus on the vessel- just tell it when and where to go and leave it to it while you do something else; with burn times of potentially weeks or months on some of the more high-efficiency propulsion systems that would be almost a necessity.

Edited by jimmymcgoochie
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This should be relatively simple to add, and like jimmymcgoochie said, the mod persistent thrust can work in ksp1, similar things would probably be implemented in ksp2

the problem isn’t adding persistent thrust, it’s controlling and calculating stuff like that, because it’s really hard to make stuff like maneuver nodes for spiral orbits. 

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2 hours ago, jimmymcgoochie said:

accelerating during time warp would be a stock part of KSP2 and even accelerating without having to keep the focus on the vessel

We're lucky the devs have looked at the shortcomings of KSP and decided to address them with the expansion of the game. I can't imagine doing interstellar in KSP1 without using mods.

1 hour ago, Space Kerbalisation Tech said:

This should be relatively simple to add, and like jimmymcgoochie said, the mod persistent thrust can work in ksp1, similar things would probably be implemented in ksp2

This has already been confirmed to be a stock feature of KSP2.

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