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> On an unrelated topic, I wonder how KSP 2 will make multiplayer work with timewarp

This is what I'm wondering too.

I have had a "multiplayer space simulation with time warp" game design brewing in my head for quite some time, but it's a turn based concept. Essentially you submit a turn saying "this is everything I intend to do from today until Mars launch window 2033", and the server consolidates the moves of all players.

Space is a pretty big place, so direct interaction between two players' spacecraft is a relatively rare occasion. In real-life space mission close encounters there is usually only one "active" spacecraft (e.g. Dragon or Soyuz) and the other party is "passive" (like the ISS). Even when both craft are capable of maneuvering (like Apollo Lunar Orbit Rendez-Vous or Gemini/Agena missions), only one of the spacecraft were assigned an active role.

So I have an idea how you could make a pseudo-realtime simulation with a turn-based multiplayer.

This wouldn't allow going on EVA or doing some rendez-vous shenanigans in real time with your friends, though. And that's the kind of thing I imagine appeals to the "kerbal crowd".

> Recently with Bereshit I learned that before (certain?) rockets can fire their main engines they have to fire small ones to provide acceleration in order to move the fuel in the big tank closer to the main engine. It would have been nice if KSP also took that into account.

Afaik there's a mod for this which adds "realistic" rocket ignition, throttling and the need for ullage motors for liquid fuel rockets.

What comes to space colonies and other sci-fi elements, I think they might be a welcome addition to KSP. Now the career mode contains too much grinding for "science points" and when you've advanced far enough down the tech tree, you get to grind for minerals and biomes. The gameplay could certainly use some late-game goals.



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