![]() ![]() But at any rate, this is a change that they could easily make toggleable in the difficulty settings. When starting out building their first rockets, they would simply come to the realization that they need to have some Control parts, just like they come to the realization that they need an engine, or a parachute. IMO, I don't think that it would even be that difficult for beginners. To me, it is as obvious a flaw as is Sonic walking at a leisurely pace around loop-de-loops in many of the 3D Sonic games. It's not just unrealistic, it's ridiculous. Saturatable Reaction Wheels By cyberKerb Decemin Prelaunch KSP2 Discussion Share 1 2 Next of 2 cyberKerb Members 486 884 About me: Hardware Tinkerer Posted DecemJust wondering if there were any plans for Saturatable Reaction Wheels in KSP2 Or a hint of alternative tech / methods. The only thing that would affect me is having to choose my landing sites a little more carefully, which I think would actually add to gameplay and increase the challenge and be even more fun.įor a simulator fine, you want this, for a game where players don't want to be punished by some little known effect that leaves their craft spinning uncontrollably, no, you don't want this.Ĭonsidering that rocketry (and KSP) is based on Newton's third law, I don't think that the basic conservation of momentum should be a "little known effect".Īt present, small rockets don't need to have any thrust vectoring, RCS, or control surfaces of any kind. I'm already paranoid about building balanced craft. But when the ship has unbalanced thrust, the reaction wheels would eventually reach saturation in order to maintain heading, right? Same thing when landed on a slope sufficient enough to tip to lander over, regardless of the gravity of the planetary body, you would eventually tip over because you reach the limit of what a reaction wheel can do, right? If I've got this right, then I would like to see changes made to way reaction wheels currently work to more accurately reflect real life. You start the ship spinning, and then stop it at the desired heading and net change of angular momentum is zero. As long as the ship is in space, then you can change heading with reaction wheels. ![]() I think I've got a basic understanding of what's happening though. Ok, I've read some more and realize I probably need to study some more to get my head around this. ![]()
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