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Pick the side of the runway


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In the thread name. Sometimes I'd like to launch west, or play with something on the other end of the KSC, but driving there from the far end takes ages. Can't do anything from the launchpad thanks to the barriers and general distance from the actual ground.

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8 minutes ago, The Aziz said:

In the thread name. Sometimes I'd like to launch west, or play with something on the other end of the KSC, but driving there from the far end takes ages. Can't do anything from the launchpad thanks to the barriers and general distance from the actual ground.

We have two runways now, maybe one could head 27 and the other 09.

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I always thought this should be a feature of KSP 1 as well. It'll be even more important in KSP 2 if they decide to add wind and other weather (which, they might, now that they have clouds in the stock game). Then you'd want to chose your runway based on headwinds and cross winds. They might even want to add a 3rd runway that crosses the other two, running north south, down past the landing pads, to give even more options in the face of winds.

... Now that I think about it, I wonder if the combination of colonization and career mode will lead to more customization of KSCs layout.

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4 hours ago, Daniel Prates said:

We have two runways now, maybe one could head 27 and the other 09.

Or four options in the picker: Runway 09R, Runway 09L, Runway 27R, Runway 27L
 

13 minutes ago, justmeman117 said:

I always thought this should be a feature of KSP 1 as well. It'll be even more important in KSP 2 if they decide to add wind and other weather (which, they might, now that they have clouds in the stock game). Then you'd want to chose your runway based on headwinds and cross winds. They might even want to add a 3rd runway that crosses the other two, running north south, down past the landing pads, to give even more options in the face of winds.

... Now that I think about it, I wonder if the combination of colonization and career mode will lead to more customization of KSCs layout.

We're gonna need someone to make a wind rose for KSC

Edited by whatsEJstandfor
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51 minutes ago, whatsEJstandfor said:

Or four options in the picker: Runway 09R, Runway 09L, Runway 27R, Runway 27L
 

We're gonna need someone to make a wind rose for KSC

Yeah, if they do ever add wind, they should absolutely change the runway layout to a wind rose.

It'd make KSC huge (like DIA. I live right next to that airport). But it'd be worth it. I got a weather mod for KSP 1. It rendered some of my larger planes unable to take off in anything but mild cross winds, as they'd get pushed off the runway.

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8 hours ago, Daniel Prates said:

We have two runways now, maybe one could head 27 and the other 09.

4 hours ago, whatsEJstandfor said:

Or four options in the picker: Runway 09R, Runway 09L, Runway 27R, Runway 27L

Yeah, that's how runways work IRL.

The designation, I mean... I'm not saying that pilots pick from a list and their airplane magically appears in the right place :lol:

Edited by TheOtherDave
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4 hours ago, whatsEJstandfor said:

Or four options in the picker: Runway 09R, Runway 09L, Runway 27R, Runway 27L

It might be a good idea if the vessels spawned on the taxiway next to the correct entrance to the given runway, rather then actually on the runway. Mostly as spawning on the runway might cause issues for multiplayer depending on how it's implemented. Imagine coming into land and another player decides that they want to take off on the same runway, at least spawning on the taxiway could check if it's obstructed first.

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37 minutes ago, Robin Patenall said:

It might be a good idea if the vessels spawned on the taxiway next to the correct entrance to the given runway, rather then actually on the runway. Mostly as spawning on the runway might cause issues for multiplayer depending on how it's implemented. Imagine coming into land and another player decides that they want to take off on the same runway, at least spawning on the taxiway could check if it's obstructed first.

Maybe that should only be a feature in multiplayer, then. Or, the conflicts could be part of the fun. But, given the size of the vehicles possible, I feel like taxiing with them is going to not be pleasant

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22 minutes ago, whatsEJstandfor said:

Maybe that should only be a feature in multiplayer, then. Or, the conflicts could be part of the fun. But, given the size of the vehicles possible, I feel like taxiing with them is going to not be pleasant

Hah, good point. Oh! Or maybe you'll need to upgrade the taxiways & runways so they'll be big enough to launch your vehicles? Not sure how that'd work with people making things even bigger than the anticipated biggest plane size.

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