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Imagining Dragons


Nate Simpson

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Sounds al interesting. Will there be an easy way to extend/retract the nozle (like a shortcut key). 

 

Just a idea of mine. What if you would make the nozzles of engines exchangeable. That would have the advantage of having a lot of engines types without having to scroll through a lot of engines 

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Don't forget about in-flight refueling. As much fun as mission plans that included multiple rendezvous were in KSP1, the colonies and multiplayer features will eventually open up a lot more opportunities to plan through complex missions that extend beyond the current loaded fuel.

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On 4/21/2023 at 1:55 PM, Nate Simpson said:

That said, there’s clearly a desire to be able to do aspirational maneuver planning beyond a vehicle’s current capacity, as was possible in KSP1.

Yes. You can either allow us to use maneuver nodes to actually plan for things (by lying) or you can write a proper mission planning app (beyond a simple list of delta-V requirements). Not giving us either makes it far less possible to play the game with multiple ongoing missions without using external tools. Since you all clearly value your tutorials I would extrapolate that you also believe the game itself should provide the necessary tools to play it.

On 4/21/2023 at 1:55 PM, Nate Simpson said:

Our team is looking at our options now, and we’ll update you here when we have a good solution. Thanks again for highlighting this as a feature that could use some more time in the oven.

Also, it would be great to have orbit controls (or better yet, date controls) on maneuver nodes so we can create them further out. Combined with something like an LKO timing sat which can provide "fake maneuver nodes" to  investigate transfer windows (instead of launching the mission stupid early and just waiting until it seems right, and possibly scrubbing the damn thing) this provides a decent mission planner of sorts.

On 4/21/2023 at 1:55 PM, Nate Simpson said:

Chris Adderley (AKA Nertea) has cooked up some lovely vacuum-optimized engines with extensible nozzles to help fill out the upper end of the methalox progression. Here’s a sneak peek at one of them, built by artist Pablo Ollervides:

Good stuff.

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I second (or fiftheenth) the idea of maneuver nodes being separate from maneuver planning. I'd love to be able to set up a detailed plan of my mission, node after node after node that aren't actual maneuver nodes but work pretty much the same as they do, and then be able to have that plan up in map mode as I'm making the maneuver nodes that I'm actually going to execute.

I still think limiting the node to available dV shouldn't be a thing, unless you are 100% sure in every instance that the dV your game calculated is the actual dV of the craft. And maybe not even then.

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On 4/24/2023 at 11:01 PM, Tiypo said:

As a part of Early Access doing nonsensical tasks is a good thing. A detailed dragon is going to have lots of parts that are interacting in novel ways, there are bound to be bugs that pop up as a result that players wouldn't see in normal gameplay.

I'm saying it would be nice if they didn't do a meme-like challenge...or are they just admitting its useless to try to maneuver anywhere, so just build some LOLcrafts?

Edited by Meecrob
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