Kinetic Void

Kinetic Void

View Stats:
Kinetic Void > General Discussions > Topic Details
Pepe_DeJefe Aug 2, 2013 @ 2:59pm
Kinetic void field: what's its purpose?
My apologies if this is a dumb question, or if it's been asked and answered before. My actual flight time has been limited as I've been playing with the ship builder mostly, but from taking my ships out to fly them "in the field", I'm a little confused about a few things re: the kinetic viod field doohicky.

The only real difference I've noticed between having the field on or off is that with the field on, I get more realistic acceleration. I.e. as long as the engines are burning, I continue to accelerate, whereas with the field off, my acceleration is capped (and capped extremely low for spaceflight at that). I don't understand the purpose of this, as it seems both the opposite of what it should be (field off should be realistic aceleration, not field on), and I can't think of why it would be desirable.

I get the impression it's supposed to be some kind of inertia modifying tech, but the advantage to be had from that woud be in negating inertia, not enhancing it. Turning KVF on should allow for harder acceleration and tighter maneuvering. Only advantage in enhancing inertia would be in countering drag from interstellar media at VERY high (as in relativistic) speeds... or in using your ship as an interplanetary kinetic impact WMD.

Reading the game description, I get the impression KVF is actually a justification for Star Wars style flight. If that's the case, then I don't uderstand why it needs an in-universe tech justification at all, since that only calls attention the question of why any actual spacecraft designer would install such a feature. Star Wars style non-Newtonian flight would be an across the board practical disadvantage relative to straight Newtonian flight. If Star Wars style flight is what you want, it seems better to just make that an artistic license call (like Star Wars does) than to create the "why" question by making it an in-universe technical choice.

Have I got it all wrong? Or is KVE an unfinished mechanic with too many yet-to-be-added features still for me to get a accurate idea of it? Are there features I haven't seen because I haven't used it in combat?

Not slagging the game or the devs with any of this, just experiencing honest puzzled curiosity.
Last edited by Pepe_DeJefe; Aug 2, 2013 @ 3:08pm
< >
Showing 1-8 of 8 comments
To be honest I only understood about half of your post.

The Kinetic Field is to simulate atmospheric (non-newtonian) flight, as you already pointed it out.

I have never gone this deep in questioning the details. In fact, I find it easier to have my fights iwth a toggled Kinetic Field and thats it. Maybe this is the reason behind it? To make ships maneuver more easily?

Guess I wasn't any help at all. Well, nevermind. Just my 2 cents :p
Pepe_DeJefe Aug 2, 2013 @ 3:21pm 
Okay, I'll try to TL/DR it.

1) Simulating atmospheric flight would only make spaceflight harder and more dangerous, not easier or safer, so why would an in-universe engineer do it if they had a choice? I see the logic as a game dev (too many gamers would get all ferklempt wondering why their ship doesn't fly like the ships in the movies, i.e like an airplane instead of like an actual space ship), but that wouldn't requre any justification for gamers who don't understand the difference, and for those who do, a lore-based justification would just raise further questions[], so why bother justifying?

2) The actual game mechanic doesn't seem to do much, and what it does do is both the opposite of what you'd expect (turns atmospheric-style flight into partly-realistic flight, instead of the other way 'round), AND pointless (if I want my speed capped during realistic flight I just... stop accelerating).

Though part of #2 is that there currently is no true Newtonian flight in the game, only two degrees of Star Wars style flight. There is no actual way to merely stop accelerating: the F key acts like reverse thrust instead of merely "throttle down". This is not so big now, but it will be if a fuel mechanic is added later.
Last edited by Pepe_DeJefe; Aug 2, 2013 @ 3:48pm
Don Trump 4 Aug 2, 2013 @ 4:09pm 
The Kinetic Field is like a shield, which slows your ship down. I believe if you look at secondary systems (not yet implemented) you see resistance to types of weaponry.
Pepe_DeJefe Aug 2, 2013 @ 4:15pm 
Shield that protects against weapons = working justification. Cool.

But it doesn't slow my ship down. It makes it go faster. And in a way that doesn't seem to make sense, as I keep explainig.
Don Trump 4 Aug 2, 2013 @ 5:18pm 
I honestly don't know if the KF is on at start (makes your ship cap at speed) or you turn it on remotely (newtonian). But I do know it is some kind of shield.

What I do know is this: divide your foward thrust by your mass, and you will know your capped speed.
Dakili Aug 3, 2013 @ 4:48am 
Kinetic Field always starts online. Turning it off makes you faster. When it is turned on (In the future) it will slow down any projectile weapons which will lower the amount of damage taken. Weapons like beams and lasers will not be slowed down though (because their damage comes mostly from the heat)
Winter Dragon Aug 3, 2013 @ 5:33pm 
Thanks, fixed the description in my guide.
the kinetic field makes you decellerate again when you turn off the engines. otherwise you'd shoot right past your enemies, and have to reverse in the exact opposite direction.
turning off the kinetic field would maked you go faster, wich is good for travel. turning it on would make you brake again. simple as that.
< >
Showing 1-8 of 8 comments
Per page: 15 30 50

Kinetic Void > General Discussions > Topic Details
Date Posted: Aug 2, 2013 @ 2:59pm
Posts: 8