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Found 46 results

  1. Final Frontier kerbal individual merits current version: 1.2.7-3080 Sometimes it's hard to choose a kerbal for a mission because they are all the same... well, they differ in courage and stupidity but they have no history, no personal merits they have achieved. Do you remember who was the first kerbal in space? No? Ok, who was the first kerbal on Mun? Still no idea? The Final Frontier plugin will handle this for you. Each kerbal will get ribbons for extraordinary merits. And the number of missions flown (i.e. vessel recovered), total mission time and total EVA time is recorded, too. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse For modders: Version 0.8.12 and later includes an api to reward ribbons from an external plugin. You will find an adapter class and an example here: FinalFrontierAdapter Planet Packs (for use in 0.6.0 or later): PFCE: Download Kerbol Expanded: Download (WIP, last update 02.01.2015) Ribbon Packs (for use in 0.9.1 or later): RANKS and MILITARY RANKS FOR KERBALS (Base ID 1000) by Araym Expedition/Rank Ribbon Packs (Base ID 8000) bySmarterThanMe Armed Forces Ranks (Base ID 3000) by Shadriss If you want to create your own ribbon pack feel free to do so. But you should use IDs other than in the ribbon packs above. Just set the BASE in the config file to some other number and keep in mind that every ribbon must get an unique ID. (Screenshot of my development copy and not from a real game) To open the Final Frontier Hall of Fame window just click on the button labeled "FF" in the toolbar or press LEFTALT-F (hardcoded at the moment, so it's not assignable to another key). If you are using the stock toolbar you will find some kind of award icon. To browse all available ribbons just press the "Ribbons" button on the right of the hall of fame. Currently the following ribbons are awarded to kerbals: Orbit around a celestial body (including Kerbin) Landing on a celestial body (including Kerbin – kerbals do reward even simple tasks, because most of the time they fail...) EVA in around a celestial body without a stable orbit (including Kerbin) EVA in an orbit around a celestial body (including Kerbin) EVA on a celestial body (including Kerbin – let's hope they will survive...) Docking around a celestial body (including Kerbin) Collision in a vessel Dangerous EVA while not on ground and not in a stable orbit Get into a Kerbin orbit in less than 200, 150 or 120 seconds Accumulated mission time of at least 5, 20, 50, 100, 500, 2000 or 5000 days (20, 80, 200, 400, 2000 or 20000 kerbin days) A return from single mission that lasted for at least 20, 50, 125, 500 oe 2000 days (80, 200, 500, 2000, or 8000 kerbin days) At least 5, 20 or 50 missions flown (i.e. vessel recovered) Done a splashdown landing First kerbal in space A ribbon for entering the sphere of influence of a celestial body (new in 0.2.2) Planting flags on celestial bodies Launching with solid fuel boosters of 10%, 20%, or 30% ship mass Achieved gee-force of 3, 4, 5, 6,..., 17 or 18 g Entering the deep athmosphere of Jool Orbiting the Sun at half or less the distance of Moho Moving a vehicle (hopefully a rover) on the surface of a celestial body Crew member of a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 tons Launching a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (!) tons Landing a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (puh!) tons Ribbons for 1h, 2h, 6h, 12h, 24h, 48h, 96h and 192h in EVA Ribbons for flying a vessel at Mach 3, 4, 5, 6, 8, 10, 15 below 20,000m in Kerbin atmosphere (0.4.1 and later) Ribbons for EVA Endurance, i.e. a single EVA of at least 20, 30, 40, 50, 60, 90, 120, 180, 240 or 300 minutes. Ribbons for entering atmosphere of Eve, Duna, Jool,... A Ribbon for entering the sphere of influence of all celestial bodies (Grant Tour ribbon) A Ribbon for entering the sphere of influence of all moons of Jool (Jool Tour ribbon) Ribbons for completing contracts Ribbons achieving research (while in a mission) Ribbons for first completed mission as an engineer, pilot or scientist Ribbons for altitude, distance, speed and depth records A Ribbon for entering deep space beyond Eeloo (or whatever outermost planet may exist) Ribbons for landing in polar regions Ribbons for landing at high elevations on kerbin Ribbons for landing with less than 5% or 1% liquid fuel More than 500 ribbons in total! If a kerbal is the first one rewarded with a celestial ribbon, he will get the "First kerbal" ribbon of that kind (for example "First kerbal in orbit around Kerbin "). Some ribbons replace some others when earned. For example: The ribbon for EVA in an orbit around a celestial body replaces the ribbon for EVA around the same body without a stable orbit. The ribbon for 20 missions flown replaces the ribbon for 5 missions, etc. A tooltip gives a short description for each awarded ribbon. The ribbon graphics are inspired by the ribbons created by Unistrut (view this thread). But unfortunately I still do not have his permission to include his ribbon graphics into Final Frontier so I have created my own set of ribbons. They are using the same color and sometimes similar graphics (so they will look similar). If Unistrut will give his permission to use his ribbons, I will include them in a modified form with better graphics than mine. Some of the custom ribbons are created by SmarterThanMe and nothke and are used with their permission. Update: I finally got the permission to use the ribbons from Unistrut. But why is it called "Final Frontier"? Well, I'm quite surprised that nobody is asking, but I will try to explain it anyway. I was thinking about this plugin since the personal achievement mod by blizzy78. I liked the idea in general but in a sandbox game achievements for the player doesn't mean to much to me (but this is a personal opinion of course). Unfortunately I'm a Java/C++ programmer and C# is quite new for me, so time and missing skills/experience delayed the implementation until the first days of 2014. Then I decided to give it a try and created a small C# project for testing/learning the basics. The first decision to made was the name of the project. I do not exactly remember how I get the idea for the name, but I searched a bit in Youtube, Google and well, perhaps there was a replay of Star Trek in TV. I really don't know how I got the name, but I created a project "Final Frontier" and so it begun. And I don't like to change the name of a project afterwards without a specific reason. Installation: Important! Please read if you have trouble with Final Frontier. Just unzip the archive into the KSP folder. Don't move the FinalFrontier folder, it should be nested in the folder GameData/Nereid. If you are already using the toolbar you don't have to extract the toolbar folder. Do not change the installation path! Final Frontier must reside under GameData/Nereid Compatibility: Final Frontier should be compatible with most mods. There is one important exclusion from this rule: Mods that are changing names of celestial bodies or add new celestial bodies will cause trouble. All releases from 0.6.0 and later can handle the altering of celestial bodies. There is still one exclusion: All celestial bodies must have unique names. To get ribbons for new celestial bodies, you must install a planet pack (see above). Changelog: 0.7.15-1047: Fix for missing button in blizzys toolbar 0.8.1-1282: Fix for lost ribbons bug 0.8.2-1285: minor bugs fixed 0.8.6-1370: fix for Contract Configurator compatibiliy 0.8.8-1410: Update for KSP 1.0.5 0.8.9-1414: new custom ribbons from SmarterThanMe 0.8.13-1728: 7 new ribbons (includung deep space ribbon) support for external plugins that may award ribbons minor fixes 0.9.1-1749 support for user defined custom ribbons 0.9.3-1792 fix for not properly removed kerbals in hall of fame that were spawned by CC+ new ribbons: Lost And Found (untestet), Significant Contract, Exceptional Contract, Passenger Transport removed some uneccessary log spamming added optional logging of ribbons/achievements (to analyze incorrectly awarded ribbons; see last checkbox in config window) 0.9.4-1798 fix for Lost And Found ribbon and Passenger Transport ribbons (NREs in log) 0.9.5-1819 Minor fixes (if you do not enable the logging of ribbon awards you should be fine) Lost And Found ribbon disabled Reasearch ribbons tuned down a bit 0.9.6-1826 Fix for mission summary window 0.9.8-1882First North Polar Lander ribbon North Polar Lander ribbon First South Polar Lander ribbon South Polar Lander ribbon 5% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1500m Mountain Lander ribbon 2000m Mountain Lander ribbon 2500m Mountain Lander ribbon 3000m Mountain Lander ribbon 3500m Mountain Lander ribbon 4000m Mountain Lander ribbon 1.0.2-2131 Update for KSP 1.1.0 1.0.3-2181 Update for KSP 1.1.2 Minor fixes (e.g. windows stay open in main menu) 1.0.4-2216 New First-Kerbal-In-Space and First-EVA-In-Space ribbons graphics by SmarfterThanMe Configurable hotkey 1.0.5-2223 correct URL for KSP-AVC no other changes 1.0.6-2301 Fix for Closer Solar Orbit ribbon and OPM 1.0.7-2319 Hotkey fixed (hopefully) 1.0.8-2443 no more 0%/5% Fuel Landing ribbons if a vessel is landing with deployed (or cut) parachutes logging of some keypresses to analyze the still not solved hotkey issue 1.0.9-2459 timestamps in log now in kerbin time, if enabled in KSP settings fix for FinalFrontierAdapter (kerbal type applicant now eligible for ribbon awards) hall of fame is now refreshed, if an applicant joins the crew roster 1.0.10-2467 Fix for hotkey issue (maybe) minor fix to prevent NRE 1.0.12-2505 Build for KSP 1.1.3 RSS compatibility 1.0.13-2539 Mountain Lander Ribbon for 4000m now superseedes 3500m fixed a typo in the description of the polar landing ribbons 1.2.1-2650 Build for KSP 1.2 1.2.3-2675 fix for the incorrect data in the mission summary window "show summary window" checkbox in config 1.2.4-2772 mission summary window only shown if crew recovered 1.2.5-2906 Fix for conflict with Contract Configurator 1.2.7-3080 KSP 1.2.2 (no significant changes) The plugin is currently in some kind of alpha beta gamma stage. It works or at least I think it will work. But bugs may occur and don't try this plugin in a current game without a backup. And it its my first project in C#, so don't expect to much from the code . Kerbals are identified by their names. So don't add kerbals with the same name or Final Frontier will get confused. The plugin takes use of System.IO to store its data in the corresponding persistent.sfs of a game and its settings in GameData/FinalFrontier.dat. Release 0.8.x will do a scan for old save games in the saves folder and converts them upon permission by the user. There are no other write operations anywhere on the system. License: Source is included in the zip archive. Final Frontier uses the toolbar created by blizzy78, see If you don't like the toolbar or just want to use the stock toolbar for Final Frontier disable the use of blizzys toolbar in the configuration dialog of Final Frontier. Bugs: Ike and dres ribbons are the same. (fixed in 0.4.20) Decoupling in orbit, leaving orbit and immediatly returning into orbit give Fast Orbit Ribbon (fixed in 0.5.4) A splashdown landing in water give Mach 10 Ribbon (fixed in 0.5.4) Typo" Grant Tour" instead of "Grand Tour" (fixed in 0.5.4) SOI ribbons (and maybe others too) are not awarded when in time acceleration (fixed in 0.5.6) Gee force ribbons don't work as intended if crew is changed in flight (still suspicious) Closer solar orbit ribbons don't work (fixed in 0.6.0) quickload may cause loss of ribbons (fixed in 0.6.3) Ribbons may get lost, after installing new mods (fixed in 0.8.1-1282) Kerbals may get cloned (fixed in 0.8.3-1361) mission summary incorrect in some cases (fixed in 0.9.6-1826)
  2. Welcome to Kerbal Shaming where you shame the person above you. For example, the most recent person to comment on this thread will shame the person above. Then you can think of a good comeback to what they said to the person who posted before them, or lets say their profile picture. After that, you will be shamed by the next person to post on the thread. That will be all you need to know accept for the rules: 1. Don't be to mean to others 2. Have Fun P.S You may shame yourself Start Here
  3. If anyone has watched that Rabbids Invasion series (hey, its actually better than the games), maybe you've had a similar thought to mine. That the Rabbids have a space program that is even more "kerbal" than the actual Kerbals do. Hell, they may even be more kerbal than those warhammer orks (you know, the ones who somehow build interstellar spacecraft out of wood and scrap metal, and basically just crash them wherever they need raw materials to build surface warfare buildings). Typical rabbid designs appear to use things like modified fire extinguishers in place of rocket nozzles. Instead of a runway, one of their launch systems is basically a curved ramp built of 2-by-4s. Anywho, the rabbits apparently have a fascination with the moon. This is actually the focus of a number of episodes. One of the arguably more successful ones being the following. Ignoring the rather cartoony nature of things (including some toon physics, and some nonsense like that weird asteroid belt), it is remarkable just how, well, KERBAL these rabbids are. It kind of makes me wish there were a a Rabbid Space Program mod. Though I suppose there would be some potential licensing issues there... .
  4. Colonists! for 1.2 Colonists! Introduces a new kind of Kerbals the (tadadadaaaa) colonist. (A mashup between Engineers and Scientists). The intention to create them was to have some kind of kerbal wich can be dropped off on a planet with a rover and do some science without mystery goo or materials bay getting useless after the first use and without them and their rover getting stuck because a wheel suddenly broke. Without coding it is just possible to decide wich abilities to copy from a kerbal and wich not. So the possibilities for me are limited. This is exactly what I took/left: Taken from Scientists: Ability to execute experiments in EVA and reset them. Difference to scientists: Scientists can process data in laboratories and provide a science bonus for recovered experiments/vessels. Taken from Engineers: Ability to repair stuff. Difference to Engineers: Engineers boost drilling/converting resources. Taken from Pilots: Ability to provide basic vessel control (activate stuff, steer, etc.) even without connection back to the KSC Difference to Pilots: Pilots provide SAS! Here is what he will learn in detail: Level 0 Reset experiments, Perform experiments in EVA, Full vessel Control Level 1 Repack parachutes Level 2 Repair lander legs Level 3 Repair wheels They will spwan like any other type of kerbal and you can recruit or rescue them. Here you see Jesvie and her description: Hope they come in handy for some of you! Published under MIT License, see source for details. Download (Spacedock): LINK Zip contains the "Colonists"-folder, just drop this in GameData Source (Github): LINK I do love it, but would appreciate some feedback. "Changelog": Deleted the pilot abilities because it was not possible to make the vessel uncontrollable if connection is lost. Without this drawback they would've been too overpowered! Added the "FullVesselControl" parameter to the colonists abilities. So no more pilot stuff but control of the vessel everywhere, hope that is more balanced!
  5. KSP: HISTORIA ESPACIAL KERBAL Tras años de conflictos kerbalianos, que por suerte ya están en su mitigación por completo, el planeta Kerbin se empieza a sumar en la Paz y el desarrollo, y, estos conocimientos se expanden en cuestiones acerca de la existencia de ellos mismos, quienes somos?, a donde vamos? Porque somos verdes? Y muchas más preguntas que creen que pueden tener contestación, explorando el espacio negro que tienen alrededor de sus cabezas, y así surge su denominación, “El espacio”. Con el conocimiento adquirido en gran parte gracias a estos conflictos, y también acerca de su planeta (Kerbin), el desarrollo ha permitido que puedan empezar a explorar mas allá, que puedan ascender a ese espacio y explorar que hay, suponer e imaginar acerca de lo que se encontraran fuera, y, de este modo, empieza lo que se conoce como “La Historia Espacial Kerbal”. Tras su revelación y presentación al mundo, muchas han sido las autoridades y grupos que se han unido a este proyecto mundial. Tras estudiar las características, necesidades y capacidades de todos, la unión y resolución de estos ha creado su central de control espacial, la “KSP Central o KSC”, basada en controlar todo el movimiento, ideas, proyectos y necesidades para las carreras espaciales presentes. 1. KSC - Kerbal Space Center. El principal problema, es que no tenían suficiente capacidad de desarrollo solo en la central, al ser un proyecto tan ambicioso y de duración indefinida, necesitaban algún segundo aliado con capacidades según sus requisitos. Y así nació la “Rivas Espacial Research” (RES), que se centrarían en I+D e ingeniería de los proyectos (cohetes, propulsores e ingeniería constructiva en general), para empezar todo lo que se conocerá como “La carrera espacial”, empezando su Año 1 y sus primeras misiones reales. 2. RES - Rivas Espacial Research. Asimismo, mas tarde se creo el "Kerbal Sistemas de Inteligencia" (KSI), para garantizar y asegurar las condiciones mas preferiblemente optimas, minimizar riesgos, estudiar inconvenientes y tratar la salud de futuros y presentes kerbonautas a lo largo de todas las misiones. 3.KSI - Kerbal Sistemas de Inteligencia. Los integrantes ya los conocemos todos, y seguramente vendrán muchos más, en lo que se desarrolla toda esta historia de ambición y conquista espacial y en poco tiempo sabremos como empieza esta historia, sois todos bienvenidos a conocerla! Fdo. Miguel Angel Kerman (Director del programa KSP) INDICE DE MISIONES: Año 1: - Mision 1: Cohete V2 - Mision 2: Programa Kermes Año 2: - Mision 3: R7-Kemyorka - Mision 4: Satelite Sputnik 1 - Mision 5: Satelite Sputnik 2 Año 3: - Mision 6: Satelite Kexplorer 1 -Mision 7: Satelite Vanguard K -Mision 8: Satelite Sputnik 3 -Mision 9: Satelite Kexplorer 4 -Mision 10: Sonda Kioneer 0 -Mision 11: Sonda Kioneer 2 -Mision 12: Satelite Skore Año 4: -Mision 13: Sonda Luna K1 -Mision 14: Satelite Vanguard K2 -Mision 15: Sonda kioneer 4 -Mision 16: Satelite Kexplorer 6 -Mision 17: Sonda Luna K2 -Mision 18: Sonda Luna K3 -Mision 19: Satelite Kexplorer 7 Año 5: -Mision 20: Sonda Kioneer 5 -Mision 21: Sputnik 5 -Mision 22: Sonda Kioneer P3 -Misiones 23 y 24: Sondas Marks A & B (Duna 1/Duna 2) -Mision 25: Boletin de aviso! Año 6: -KSI: Boletin informativo. -Mision 26: Merkury 2 -Mision 27: Sputnik 7 -Mision 28: Sonda Venera K1 -Mision 29: Vostok 1 -Mision 30: Merkury 3 -Mision 31: Sonda Ranger KM1 -Mision 32: Vostok 2 Año 7 y sucesivos, archivos de mision: -KSC/KSI: Boletin informativo. -KSC informa: La estacion Polaris ESPRO -Archivo SENT.LS.E-V02.1-A7: Kariner 2 -Archivo SENT.LS.D-V01.3-A7: Marks 1 *Proxima mision programada: Misiones Vostok 5 & 6 (SOT.LO.K-V06.1-A8) Inspiración:
  6. I just found this video, it sounds amazing!
  7. I have a funny question. What exactly is this Kerbal doing, and what is the thing he's poking at? Is it a strut? Is he afraid of it? Is it because of the weird physics that happen with struts sometimes? I want to understand this! Theories and ideas are welcome, thanks!
  8. Alternate Titles: The Incredible Hull-kerbal, Big Jeb. A slightly more humanoid Kerbal. I was inspired by some picture of cute characters redone to be big epic characters, and I figured I might try my hand at a Kerbal. I kept in some strange Kerbal proportions like extra long arms and the uneven proportion of upper/lower leg bones. I gave him the half-EVA-half-IVA space suit from my old MultiColorSpaceSuits texture replacer pack, so he keeps his orange suit but also has jetpack, EVA-rated boots and gloves, and a control box on the front. It appears that Jeb is disappointed in being changed, maybe he liked being a cute little blob after all.
  9. I recently got Kerbal Space Program and i'm really enjoying it! Its quite technic in some places, but i'm still learning! Here is the artwork I made
  10. As it stands the 3D models for kerbals seem to be hardcoded into the game as many mod developers have said. This is a shame, and there's no real reason why it should be this way. While Kerbals are adorable, and the current model certainly suit the game, there have been numerous mods to make the Kerbal universe more realistic in a lot of ways, but the stock animations and models are a constant reminder that the game isn't really all that realistic. I personally like the universe around Kerbin unrealistic as it, but the mismatch between head shape and helmet shape has bothered me to an incredible extent since i first played the demo. So the fact that the suit and the kerbal heads can never be changed (at least not as easily as adding in new textures) is kindof a bother. I'm also certain that it wouldn't be too drastic a change to make it possible for the game to use a different model, and make the bone and joint system of the kerbals available to modders.
  11. I want to add methane to Laythe's atmosphere, but i don't know if the kerbals could breathe in an enviroment with that much methane gas. Could they breathe?
  12. Do they kinda wiggle them through or retract them into their heads?
  13. Does anybody have any KSP puns? I have one: You don't understand the GRAVITY of the situation here! Any better than mine?
  14. with a v simple craft using the MK1 cockpit. after going eva I realised that the craft was spinning. (when it wasn't before hitting the EVA button) so i got back inside and stopped the spin with some SAS. then the moment i hit EVA and my kerbal is holding the ladder the craft is spinning again. so i checked the map and notice that my PE and my AP are going down together at about 20meters a second. I've tested this out with a few similar craft but with no luck recreating it. but this one craft always does it. 1.craft this craft is all stock parts but the install does have mods this is the Ckan file. list2.ckan Edit, I've been unable to recreate the problem with a brand new craft but if I use craft that was having the problem to begin with its always there even when I reorganise the parts of the lander and remake it with new bits it still spins. I also saved it under a different name and change the root part.
  15. I am very happy to be aboard and am looking forward to learning all I can about the Kerbal Space program. Thanks for the new ability!
  16. What happens when I rescue more Kerbals than my astronaut complex is rated to hold? I'm at my max of 12, and I have three or four rescue contracts underway... Do I get to keep them if I bring them down, or must I upgrade my facility to keep them? I don't want to lose valuable engineers/scientists this way. -Khorso
  17. Explosions are one of the most funny things in the game since its early releases, but looking closely to them, it seems to me that they're a little too feebles, respect to Real Life: I would like to know if it's possible for @SQUAD or modders, to make explosions bigger and more impressives.
  18. well I have bob Kerman stuck in orbit. but I have a plan to get him back I will use a custom built 3 stage rocket to get Bob Kerman home I got 2 rockomax duel silver fuel tanks a poddle a mk1-2 capsule and a whole ambition.
  19. How many of y'all went to every place in the Kerbol System? Reply if so.
  20. I have a rover with a mk1 cockpit on it. To go inside the rover, you have to exit the cockpit, and walk in. On the pod texture, it looks like it has a hatch on the back, but when I checked it, a "crew hatch" message diddn't pop up. Any ideas?
  21. Hello everyone! Just a disclaimer before I write: I know game development is hard (I'm part of a game dev team myself) but I love giving suggestions and feed back, so that's why I post a lot in this section :P. My suggestion today is to improve the Kerbal Solar System a tiny bit today, and other things that I think would be awesome in the game. Add bigger asteroids that spawn randomly in Kerbol orbit (ones we can orbit, such like Bennu and comet 67P) The gravity there would be enough to have Kerbals walk on it. A sample return capsule to return experiments without returning the full craft. It would be a 1.25M part, with a parachute, the space for 2 experiments, and a little RCS for orbital corrections. Add another star system to the game, one very far away. (It doesen't have to be a big star system, but maybe a Binary with 2-3 planets and a moon of some sorts. With the new star system you need a warp drive, or the ability to go at a percentage of the speed of light. It would take a fairly long while to get there, talking an upward of 20 In-Game years, depending of course on the speed you're going. The Kerbals have invented the warp drive, and can go to a new star system, that means more science, and wasted science is...well wasted, so adding more futuristic parts such as very high reliability high ISP engines, with one major downfall, but isn't one so bad that makes the game unplayable. More powerful solar panels, etc. etc. Underwater Exploration. Seriously, water is cool and all, but we need some sort of boats and submarines, as well as some underwater easter eggs and geography. As in, maybe theres an underwater trench on Laythe or something. Either Revamp or Remove Dres. It's an extra science load, but it's a fairly boring dwarf planet. Make it have more geographically appealing features. I know there is a mod that revamps dres, but it should be in the base game. Give Rovers and Space Stations a purpose apart from experience and vanity. You could make it so that Kerbals will perform things better in EVA while experimenting in space stations. Rovers could be able to explore certain kinds of areas better. Make space stations have maintenance. I'm not the type of person to make things super realistic (although I do like a little element of realism) but Space Stations are not realistic at all. Space Stations should occasionaly have problems that would need to be fixed, like an oxygen leak or something. If not fixed, the space station segment will break off. A little bit of micro-management would be nice on Space Stations, even make it toggolable if possible IVA in command seats, or a first person mode. One other suggestion that people would like to be implimented but doesn't matter if it's not, is EVA'ing inside your bigger Capsules and Crew parts. It's not important, but it would add a nice little feature to the game, for giggles. Anyway, thanks for reading and let me know what you think. Also Squad, you're doing awesome work, and I wish you all the best!
  22. Put Donald trumps face onto a kerbal so i can Throw him into the sun!
  23. How to bring back a lost/dead kerbal?
  24. Personally I would love to do a permadeath series where you bring back Kerbals as descendants or clones. So you could have Bob the 3rd or Bill the 16th or Jeb the 4,013th. Instead of having a name change you could probably have a new field in the character stats called GenNo for Generation Number. You could see how many times you killed the Fantastic Four. Maybe have a memorial wall for all the Kerbals that died too. Yes it is fun to blow up Kerbals but it is even greater fun to save their lives... and having a memorial to all those who you failed to save would make those saved Kerbals lost in the black even more profound.
  25. Luke Kerman's life is about to change forever...Here's something I drew this morning. I wanted to do it for a long time, and today I thought "Why not now?" so I did it. *insert this* I tried to make it look as much like the original as possible, except with KSP parts. Here's the original for comparison: