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About JMBuilder

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    Flaming Yeet Machine Flyer Person

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  1. Another little thing that's been bugging me. It would be nice to choose what fuels and other resources automatically transfer between parts of a vessel, including monopropellant. I'd like to have a way to separate monopropellant sources, intake air flow, and other things like that while also letting things like LF flow freely between sections.
  2. I prefer to avoid modding while a game is still being updated. If and when it ever stops being developed, that's when I start modding the snot out of it.
  3. Something that's been driving me a bit crazy as of late. My shuttle-style craft are in need of something between the Pollux and Clydesdale boosters, especially since they use the 3.75m-diameter parts for the external tank. The Pollux is the correct diameter and power, but has no thrust vectoring. The Clydesdale has that thrust vectoring, but is too large and very overpowered. What I propose is the addition of a downsized Clydesdale; 1.875m in diameter with slightly better thrust than the Pollux and the addition of thrust vectoring. There could be some very minor aesthetic differences to h
  4. Legacy Update - Inland KSC (KSC2) updated with old SPH and runway and made into a usable facility, all buildings given a slight graphics overhaul to keep them as pleasing to the eye and EVA-accessible as the standard KSC buildings. - Old VAB and SPH interiors at Inland KSC could be used while building, surrounding the player with happy memories. - All old part models reintroduced as parts and part variants, again with updated textures to match the quality of others. "Beneath the Waves" Update - New launch area offshore near KSC for water-launched rockets, ships,
  5. Something I've wanted to see in KSP for a very long time and really hope it's included in KSP2. We've never been able to build proper hovercrafts and ekranoplans that behave realistically. Ground effect wouldn't have to be as detailed as something like FAR. It could be as simple as an increase in lift and perpendicular thrust values near a surface. It would also be hilariously "Kerbal" to somehow build a rocket that doesn't have enough thrust to ascend, but just enough to float awkwardly across the surface.
  6. Time dilation. The closer you get to a black hole, the more everything but your vessel time warps. Alternatively, if your focus is on a separate craft from the one inside of the black hole's influence, you see the other craft move slower relative to distance. Probably a nightmare to program...
  7. It would be interesting if parts had an option for ablative coatings. They could add mass depending on how much used (like the current settings on dedicated heat shields). They would wear away as they're used in intense aerobraking, reentry, or just supersonic flight. In real life, ablative paint coatings were added to the X-15 when it became clear that the fuselage needed shielding of some kind.
  8. No, not quite the same as actuation toggles or gimbal limiters. These would allow players to specifically tune the gimbal limit in certain directions. In my case, I'm messing around with asymmetrical shuttle-style designs. The Vectors are the obvious choice of propulsion considering the fact that they were added specifically for shuttle replicas, but they have a real problem overcompensating for roll, causing a vessel to wobble a lot if not being kept stable manually. Disabling roll actuation solved the wobbling issue, but left the vessels with little to no roll control. Reducing the gimb
  9. Ever since I joined the KSP community eight years ago, I've been begging for airship parts. There's been a mod or two, but never anything stock. So, eight years and a sequel later, will we finally be getting airships? Think about the potential: Mobile high-altitude launch platforms or carriers Floating bases and colonies, especially amazing on Jool or another gas giant Slow but fuel-efficient and easy-to-control exploration and rescue
  10. More like new buildings or constructible facilities at colonies. If they include launching mechanisms as parts, they should stick with smaller things like carrier catapults.
  11. Not sure. I'm wondering if the higher-tier types could be modular. You might be able to combine cannon types this way, maybe starting with a blast wave accelerator that continues into a ram accelerator or mass driver. Modular rocket sleds could be a thing too, but it's not a space "gun," per se.
  12. I added two more space gun tiers. They're a bit more vague than the others, but still fantastic concepts.
  13. The main thing is just fun and in-game science variety.
  14. I would've thought that using a cannon to yeet things into space would be the most Kerbal thing ever. Also, even a mass driver could only put you on a suborbital trajectory (assuming you weren't going straight to escape velocity), but it would still be dang powerful.
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