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adding artificial gravity


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I wanna share a idea about artificial gravity. 

In the trailer we saw some artificial gravity rings (inflatable). Would be nice if they add a gameplay reason to use them. Like if kerbals stay longer in 0G, they will get less controllable (can jump less high and move/walk slower). If they stay very long in 0G maybe not be able to walk at all on some bodies. By adding gravity ring to your vessel you could prevent/limit that

an other cool thing would be to be able to contruct bigger rings in orbit. We will get orbital  construction anyway. would be nice if we would have a tool to make gravity rings (like voyager station) with a gameplay advantage 

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  • 4 weeks later...
On 6/17/2023 at 10:52 PM, Pat20999 said:

What if we would make Kerbals in microgravity weaker but Kerbals in artificial gravity are still as fit like Kerbals on Kerbin. 

That was what I meant. Would be nice and probably easy to implement. Would effect things like jumping, walkings speed and overal controllability. Could also be a bar for the kerbal (how fit is he/she). Also kerbals could have a recovery time on kerbin (slowly regaining fitness level). 

 

on planets with lower gravity as kerbin the levels will drop slower and stop earlyer with droppping (depending on gravity) 

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Can't talk about artificial gravity and not mention thrust gravity. KSP2 lets us have proper torch ships with persistent thrust and can be left alone to burn in background. Those need to be considered too. I'm quite sure that time will be quite short between that gameplay loop coming in and someone modding in an Epstein drive or the like.

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1 hour ago, JadeOfMaar said:

Can't talk about artificial gravity and not mention thrust gravity. KSP2 lets us have proper torch ships with persistent thrust and can be left alone to burn in background. Those need to be considered too. I'm quite sure that time will be quite short between that gameplay loop coming in and someone modding in an Epstein drive or the like.

Ofcourse that is also a way for artivitial gravity. the thing is that torchships and epstein drives will accelerate for hours/days (maybe a week).  Not months or years were loss of fitness will be way higher. G forces during (de) acceleration are already been calculated, so will prob not be very hard to add

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Another possible use for artificial gravity would be farming. Even if kerbals could survive indefinitely in 0G, the giant ring structures could be used for farming, to provide a means of generating self sustaining snacks (food)  and oxygen for the kerbals.

That would provide both a gameplay reason to build them, while not adding a feature that might seem like an extra layer of difficulty to some players.  Such a feature could even still exist but be an option for players who do or don't want it similar to re-entry heating, while the farming aspect ensures that the artificial gravity rings still serve a gameplay purpose in both cases.

Plus the mentions of using 1g acceleration ships to simulate gravity would also remain valid in both paradigms. You would just use an "in line" farm rather than a "spinning" farm when you know you are going to be thrusting for a year or so. Then treat gravity as a resource that the farms need to produce food. So if thrust is under 1g, and the farm isn't spinning, the farm enters a dormant mode, or maybe just a low production mode, since I'm fairly certain there are plants that can grow fine in zero g, it's just more difficult to manage them when you don't have linear ground to plant them in? (Starting to get past my game dev experience and it my lack of real life science experience :D)

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