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21 hours ago, linuxgurugamer said:

I'd also suggest that radiation be left to a mod

It’s already essentially been confirmed that radiation is in the game. In the UI for the VAB, you can see a radiation symbol right next to the drag, lift, and center of mass toggles.

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  • 2 weeks later...

This post should actually be here:

Sincerely I just can't imagine KSP2 not having weather effects (at least visual if not gameplay related).

Edited by Vl3d
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2 hours ago, Vl3d said:

This post should actually be here:

Sincerely I just can't imagine KSP2 not having weather effects (at least visual of not gameplay related).

Visual effects especially on other planets where they might be very strange looking would definitely be cool. Actual wind that effects flight path I could take or leave, but seem fine as a difficulty setting for the hardcore folks out there. 

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14 hours ago, Pthigrivi said:

Visual effects especially on other planets where they might be very strange looking would definitely be cool. Actual wind that effects flight path I could take or leave, but seem fine as a difficulty setting for the hardcore folks out there. 

Even just visual effects can affect gameplay.  Reduced visibility alone can provide 'interesting' challenges at times.  So even if physical wind effects etc are not 'a thing' just the visuals would make a difference.  I'd be happy to see it included.

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52 minutes ago, Vl3d said:

Screenshot-2022-06-30-22-40-04-16-b72a20

I thought that the wind turbines were common knowledge and were being taken into account in this thread, but in case they were not, this is promising evidence of the inclusion of some sort of wind system! Of course, there could always be the option to abstract it to a constant influx of electricity depending on location but not time, such as how Space Engineers handles it, but this raises the chance that a wind system, even a simplified one, might be in the game!

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48 minutes ago, t_v said:

I thought that the wind turbines were common knowledge and were being taken into account in this thread, but in case they were not, this is promising evidence of the inclusion of some sort of wind system! Of course, there could always be the option to abstract it to a constant influx of electricity depending on location but not time, such as how Space Engineers handles it, but this raises the chance that a wind system, even a simplified one, might be in the game!

I'd also note that this is a helical, vertical axis turbine vs a horizontal bladed turbine, which at least gives them the flexibility to deliver constant non-directional current vs reacting to dynamic surface wind. To me the challenge of landing accurately in atmo is plenty challenge enough and very few players require wind to make it harder so I don't see any particular need to add it, but I would like it if some zones near ridges or bodies of water made wind towers more effective and attractive as an option.  

There is a deeper question here about how the game will deal with intermittent power supplies like solar. There is a system for managing resources for out-of-focus vessels, but will it work the same for colonies? If you don't have enough batteries to get you through till morning with constant supply will resource processors shut down? Life support? Can you set resource converters individually to only work during the day when your panels are producing and save batteries for priority uses?

I bring this up because if wind is a dynamic thing and wind tower outputs are somewhat random it kind of means the game has to track the individual output of each one based where they are placed in a broader global weather system on every planet, which it would also then have to track. Might be easier just to give them an output rate or predictable onshore/offshore oscillation at most.  

Edited by Pthigrivi
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1 hour ago, Pthigrivi said:

There is a deeper question here about how the game will deal with intermittent power supplies like solar. There is a system for managing resources for out-of-focus vessels, but will it work the same for colonies? If you don't have enough batteries to get you through till morning with constant supply will resource processors shut down? Life support? Can you set resource converters individually to only work during the day when your panels are producing and save batteries for priority uses?

Games are strange things. I can see colonies being handled like static crafts. All the rules that apply to your crafts apply to your colonies. The lack of power generation or reserves will shut them down like your ship in orbit. 

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  • 4 weeks later...
On 6/7/2022 at 7:20 AM, linuxgurugamer said:

You do realize this is a game, not a complete, full blown simulation?

And we blame the creators every moment of their existence for this.

There is a cool old DOS game called Alien legacy that is perfect for what colonies could be on KSP. Especially if you get out past the original solar system.

 

Edited by Arugela
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