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KSP2 EA: Physics simulation quality tests


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Just now, snkiz said:

Not every pod has SAS

AFAIK, everything has SAS, even before you unlock the other direction holds.

Just now, snkiz said:

or reaction wheels

That's bad design and something to be fixed in the VAB. This game is about engineering primarily, and when a player finds their rocket is borderline unmaneuverable their first instinct should be to analyze their rocket and figure out what's wrong with it.

2 minutes ago, snkiz said:

Depending on mass you may not have enough.

Then A. wait longer or B. add more

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Let's just say that if (when) the new game is wildly successful in it's stated primary goal of being more approachable to more players. And Half this forum is raging that X realism feature didn't make it into the final cut. My point will be proven.

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2 minutes ago, snkiz said:

Let's just say that if (when) the new game is wildly successful in it's stated primary goal of being more approachable to more players. And Half this forum is raging that X realism feature didn't make it into the final cut. My point will be proven.

Your point is..? If you add safety nets to KSP, you quickly degrade its engineering gameplay loop. If you want to stop your craft's rotation but can't, go back to the VAB and figure out what's wrong. If people who were introduced to spaceflight through Star Wars get mad that they don't have a fix-it-all (and stop rotation) button at their disposal, tough.

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2 hours ago, snkiz said:

It can take an incredible amount of skill to figure out how to stop a spinning craft.  The us space program almost didn't happen due to not being able to wrap their head around orbital maneuvers, Despite having the math backing them up. It's enough that a novice might just give up. Saying just add Moarr Reaction wheel is like saying Moarr boosters, but less obvious. Sure you can brute force it. Hell if the reaction wheels are as still as op it won't be much of an issue. But it can be, how much reaction force you need is also a learned skill.

I assume an craft with SAS set will slow its rotation like in KSP 1. I found this to be mostly an issue with huge ships you had to rotate for circulation burn or burn to target. First one was either way to little rotation control or relying to much on mechjeb. 
Later, because in KSP 1 your position drifts relative to node during an orbit so you need to stop and reorient before it become time to burn, mechjeb does an stop 9 minutes before burn to correct rotation. 

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11 hours ago, snkiz said:

Let's just say that if (when) the new game is wildly successful in it's stated primary goal of being more approachable to more players. And Half this forum is raging that X realism feature didn't make it into the final cut. My point will be proven.

I’m hoping the devs will have chosen the path of more realism with good built-in tutorials.  Most of the difficulty of KSP1 was due to having to scour the net for how-to guides.  Building actual teaching right into the game will flatten the learning curve, probably massively.  Let’s face it, pretty much all of how we play KSP is a combination of very high level slightly better than layperson but not good enough for NASA theoretical understanding and application of rules of thumb that we’ve learned by rote, YouTube and trial and error.

I’m going to go out on a limb and say that KSP is not hard, and that its fearsome reputation is just a product of bad game design in this area.  So we can have a game that’s much more realis… er, has more Cartoony Verisimilitude(tm), and is much more accessible.

Edited by Wheehaw Kerman
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