Star Destroyer Accuracy Improvements and Launch Test in KSP 1.12 + RSS

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  • čas přidán 16. 05. 2024
  • I introduce Coaxium and Charged Hypermatter into the game to better match what the Star Destroyer and Death Star are supposed to run on. New mod update: github.com/tylerraiz/SciFi/re...
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Komentáře • 6

  • @michaelherbert9728
    @michaelherbert9728 Před 20 dny +1

    Amazing! Adding those auxiliary engines looks great. (using scaled terriers wan't working). also first

  • @jaypaint4855
    @jaypaint4855 Před 20 dny +1

    Bro acting like he bout to film Kerbol Wars or something

  • @funnelvortex7722
    @funnelvortex7722 Před 20 dny

    Star Wars ships pretty much have unlimited Delta V as long as they got reaction mass to burn to power their main reactor, which isn't infinite but given how stupidly energy-dense hypermatter is and how long ships can go between refueling it might as well be. In fact ships in SW are more commonly found using power to suspend themselves in a point in space rather than orbiting (hence why they fall when disabled) because their energy sources are just that good. You could give the Star Destroyer like 99999999999999999999999999 Delta V or some insane number like that and it would 100% perfect lore sense. The main reason the Death Star relied on orbital mechanics was because it was too big and massive to use repulsorlifts, but Star Destroyers and smaller can go straight to their destination, so basically Delta V is hardly a concern to them.

    • @RaizSpace
      @RaizSpace  Před 20 dny

      I ... will have to ignore that. Especially the suspending at a point in space and then going straight down when disabled thing. We'll pretend that's just a big old misunderstanding about what was going on. Maybe they were at a synchronous orbit and just happened to tilt downward when disabled.

    • @nonegone7170
      @nonegone7170 Před 19 dny

      @@RaizSpace Or maybe, just maybe, Star Wars lore is an inconsistent mess at best written through throwaway lines uttered in the 70/80's : )

    • @funnelvortex7722
      @funnelvortex7722 Před 17 dny

      @@RaizSpace Eh, maybe. But if you already have FTL figured out then just hovering over a planet for days on end (or just for the course of a battle) shouldn't be too much of a concern and makes sense strategically if you're trying to keep an area on the surface locked down. Although it was canonical for ships to use higher/slower orbits to "park" and shipyards and defense stations were regularly put into those orbits. The Battle of Coruscant was fought in the upper atmosphere and the ships there mostly used repuslorlift power and not orbiting (the Invisible Hand burnt up because their repulsorlifts were screwed and they were attempting to achieve an orbit and escape velocity as a last-ditch effort of escape, but failed obviously) meanwhile the Battle of Endor was actually fought in synchronous orbit (Endor was a low-mass body with a fast rotational period of 10 hours so it's synchronous orbit would be lower). Whether ships in the Star Wars universe orbit or use "hover mode" really depends on the situation and battle plan, but they have no problem hovering for a long time.