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Developer Insights #21 - Rockets' Red Glare


Intercept Games

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1 hour ago, PDCWolf said:

From AMA1 and 2, resources seems to be a system based on establishing X colony on a world with resource Y and a shipping lane to wherever you want to make use of it to build part Z. How hard it is to build and expand colonies remains to be seen (though AMA2 suggests it's only interacting with a menu).

We're getting a bit far afield from heat. If you'd like to chat more about resources (as I would) we should shift to the money vs resources thread.

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1 hour ago, Suppise said:

Will the colour of crafts affect how much they heat up in a given environment?

I would say the chance of that is nearly zero, as that would negatively impact the aesthetics that painting allows, which is its primary purpose.

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Very cool!  

Two questions - will "too cold" be a thing?  Managing heaters to keep critical components (especially batteries) healthy is very important to certain mars helicopters and other spacecraft.

And, can we persuade kerbal engineers to add overtemp shutoffs to their engines, so that when you hit high warp without extending the radiators, the engines just shut off instead of exploding?

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On 7/25/2023 at 1:25 AM, Master39 said:

The fact that you had to dive into Jool's atmosphere to make heat conduction between parts relevant kinda proves the point...

There are four other planets with atmospheres, I just like the danger of having nowhere to land if things go awry. All of them are relevant barring Duna. Jool is actually the second least challenging because the ambient temperature (within the correct altitude band) is so low.

I have fuel tanker that dives from Minmus to Kerbin and aerobrakes into LKO. IIRC, my desired altitude ended up being about 26km to get the Apo down in one pass. Massive heat load, kind of terrifying. Still easier than Eve.

On 7/25/2023 at 1:25 AM, Master39 said:

The fact that you had to dive into Jool's atmosphere to make heat conduction between parts relevant kinda proves the point...

There are four other planets with atmospheres, I just like the danger of having nowhere to land if things go awry. All of them are relevant barring Duna. Jool is actually the second least challenging because the ambient temperature (within the correct altitude band) is so low.

I have fuel tanker that dives from Minmus to Kerbin and aerobrakes into LKO. IIRC, my desired altitude ended up being about 26km to get the Apo down in one pass. Massive heat load, kind of terrifying. Still easier than Eve.

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  • 3 weeks later...
On 7/21/2023 at 7:45 PM, Intercept Games said:

It needs to work at different scales –  we need to handle a single heat producing part at 1x time warp, and we need to handle 50 heat producing parts at 10,000,000x time warp

Reading through this again, I'd like a minor clarification... Does this also mean that all of these computations will run for every part, all of the time, even if the vessel/building is not currently active (focused on) ? 

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I really like the approach for each KSP2 simulation model that the time warp or switching to tracking station will not be a solution to avoid certain situations. I hope they improve the angular velocity consistency during the time warp too. If you speed up the time the rotation stops. 

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So this is how the devs will introduce the parts failure mechanics... they're using overheating. This should be great, especially if you damage your radiators and don't bring extras, or if you overburn the engine. I'm satisfied with this system replacing the wear & tear alternative. It's easier to monitor and less stochastic.

Edited by Vl3d
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