Strawberry Posted November 2, 2022 Share Posted November 2, 2022 (edited) Presumably for the initial early access release, we're going to get a lot of later game engines that aren't really designed for the kerbal system. Currently the ksp1 system is designed around the engines in ksp1, and unless if ksp2 increases the distance between these planets, I feel like this excess of delta v of these higher efficiency engines will skew peoples sense of balance. For before we get DebDeb, would it be possible to scrap together a (likely) temporary planet/planetoid farther out from eeloo that's similar to Sedna that is around twice as far out in order to test plasma engines and other engines just outside of ksp1's reach, and a planet thats insanely far out (in the realm of 50 to 100 AU (While this isnt much for Sol, eeloo is less then 1 AU out at apoapsis)) to test your torchships and baristchrome trajectories? These planets dont need much work to be put into them, they could be tiny little things like Gilly, or they could just be recolored Jool, or frankenstiens of assets that went unused. These would just be a good testbed for your later game engines, and give a fun goal for players before they get the goal of interstellar travel. Edited November 2, 2022 by Strawberry Link to comment Share on other sites More sharing options...
Bej Kerman Posted November 2, 2022 Share Posted November 2, 2022 50 minutes ago, Strawberry said: I feel like this excess of delta v of these higher efficiency engines will skew peoples sense of balance. The point of some of these engines is that they let you do constant-burn trajectories between planets. It's like telling the Sims that buildings and skyscrapers skew the sense of balance because they're so much more advanced than little cave dwellings, or that Besiege feels skewed in terms of balance because your machine does all of the killing without a single fist having to be thrown. It's the point. Link to comment Share on other sites More sharing options...
GoldForest Posted November 2, 2022 Share Posted November 2, 2022 51 minutes ago, Strawberry said: Presumably for the initial early access release, we're going to get a lot of later game engines that aren't really designed for the kerbal system. Currently the ksp1 system is designed around the engines in ksp1, and unless if ksp2 increases the distance between these planets, I feel like this excess of delta v of these higher efficiency engines will skew peoples sense of balance. For before we get DebDeb, would it be possible to scrap together a (likely) temporary planet/planetoid farther out from eeloo that's similar to Sedna that is around twice as far out in order to test plasma engines and other engines just outside of ksp1's reach, and a planet thats insanely far out (in the realm of 50 to 100 AU (While this isnt much for Sol, eeloo is less then 1 AU out at apoapsis)) to test your torchships and baristchrome trajectories? These planets dont need much work to be put into them, they could be tiny little things like Gilly, or they could just be recolored Jool, or frankenstiens of assets that went unused. These would just be a good testbed for your later game engines, and give a fun goal for players before they get the goal of interstellar travel. The engines in game won't be for interstellar travel. They'll be for fast and/or efficient interplanetary travel inside a solar system, so no need for any temporary planets or planetoids. For example, It takes many months to get from Kerbin to Duna with current engines in KSP 1. Metallic hydrogen engines will probably cut that time down to a few months. It takes over a year to get to Jool. Again, MH would get you there in the time it takes to get to Duna with conventional engines. Link to comment Share on other sites More sharing options...
Strawberry Posted November 2, 2022 Author Share Posted November 2, 2022 14 hours ago, Bej Kerman said: The point of some of these engines is that they let you do constant-burn trajectories between planets. It's like telling the Sims that buildings and skyscrapers skew the sense of balance because they're so much more advanced than little cave dwellings, or that Besiege feels skewed in terms of balance because your machine does all of the killing without a single fist having to be thrown. It's the point. Some, a lot of the systems later on in the game will likely have increased distances between planets to make it a challenge to get from planet to planet. Im more concerned about engines that are designed to help you for when you get to other planets (Like advanced plasma engines and other very high efficency engines) then I am about torchships because the latter are intentionally overpowered. I think some indicator of where the engines are supposed to be on the tech level would be good as well. Link to comment Share on other sites More sharing options...
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