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I have been writing some of these separately in other threads, so I feel like I should post my list in one place, so please allow me to wish for: Story, game play, adventure: Better adventure, more stories, history, lore and a lot more interesting places to visit (KPS 1 world feels very empty, anomalies are too repetitive, do kerbals actually care about finding life in the universe or just about gravity wells?) - I would love to just not want to leave a planet because there is always something new to discover over the next hill Some kind of separate RPG story modes (pilot, scientist, plane / rocket engineer, mission control center specialist) Better career progression - I want to think about resource / funding scarcity, I want to push the limits of currently unlocked technology and my budget - right now I just feel like if I build a basic craft I can unlock a large part of the tech tree and then I just don't use the old parts anymore - old technology should be used for cheap mass-production, newer technology should be used for expensive missions that push the boundaries Mission Control Center with instruments to fly probes, view onboard cameras and do remote experiments IVA first person mode that integrates all HUD and map mode elements in the flight deck instruments EVA first person mode (I want to see the hatch open to the amazing view of a new planet through the eyes of a kerbal) Probes before manned -> manned airplanes before manned rockets Science system that we actually care about and that gives useful info for future missions, with better writing for experiment results (in real life it's not about points, it's about curiosity, learning interesting stuff and technological pragmatism) Gradual discovery of planets and moons (starting with telescopes, black and white photos, etc.) For probes: a black and white / fuzzy / sepia overlay in 3rd person view, for gradual discovery of exploration details Recorded Kerbal biography, ship logs Dedicated testing grounds and facilities at the KSC, some of these can be abstracted but I really like testing subassemblies during design, before launch (off-road testing areas to simulate terrain on other planets, tethers or weights to simulate gravity on other planets, pool to test craft boyancy, dark room to test levels of sunlight exposure for solar panels and battery recharge, aerodynamic tunnel for aircraft, vacuum chamber to test flight in another atmosphere, some kind of pivot for RCS strength and ballance testing in aerodynamic scenarios - for example to prevent rocket flipping when launching, G-force centrifuge) - these would also help a lot when playing without reverting The Museum / Showroom building: a hangar / garage where we can display and visit our best craft creations Heroes resting place where we can memorialize the fallen kerbals (maybe have mini tomb stones with custom plaques). The Planetarium (a separate building, easily accessible from Map View and Tracking Station - containing all information from the R&D Facility scientific findings archives and the Tracking Station Knowledge Base. All scientific experiments should unlock interactive graphs, images and animations showing the evolution of the Star System, how the planet was formed, its internal layers, atmosphere / seasons / weather, biosphere and other properties.) Achievement / milestone badges Kerbals: More kerbal appearance and personality diversity (I want to be emotionally attached to the crew and individual kerbals, I want to see them grow a bear(d) after a long mission, I want them to have families and pets so I actually care about what happens on the crewed mission) - a competitive space race and "evil" kerbals could also be fun Basic life support requirements (kerbals could be like some kind of plant based tardigrades that go into hibernation when stranded or hurt or missing resources - this could also allow interstellar travel) Kerbal droids, real mech Jebs (initial colony builders) Kerbal idle animations, activity animations for NPC kerbals like in VAB System to order teams of kerbals to do something (crew orders, colony teams orders) Medals, badges, statues for our kerbal heroes. New medics class for life support related gameplay. Interface and game mechanics improvements: Better physics simulation Better load / save file organization and separate auto-saves (I always overwrite and regret it) Recordings / replays (especially before a close call or a crash - great for posting on YouTube) Better control for maneuver nodes - my finger hurts from scrolling on direction icon, I always have to fiddle with the sensitivity slider and if I click+drag a direction I overshoot Better time warp (like the mod) Advanced tweakables should be toggle-able for each part window - have a button that hides the options not used regularly Ability to choose which probe core controls the craft and sets the orientation from the VAB All the VAB / SPH improvements that were announced (multiple crafts inside the same workspace, unified camera controls etc.) Recoverable / reusable rocket stages (being able to fly both at the same time - pause one, fly another, return... not the save / load / switch pretending thing) Automated orbital station keeping (for satellite constellation stability) Electricity usage / generation calculator Maps / planetary overlays (like ScanSat, Kerbnet) Landing trajectory predictions (like the mod, very useful - prevents repetitive loading of saves) - can also be used to calculate skip reentry angle Better tracking station vessel organization (like the mod - have a list per planet / moon) Automated rocket flights (confirmed) and also automated rover / train / airplane / helicopter transports Landing legs auto-leveling on sloped / uneven terrain to keep the craft horizontal without manually adjusting springs Ability to control fuel transfer per stage / sub-craft (so i don't have to individually open all fuel tanks - we should be able to have fuel tank groups or better yet merge tanks together into a single part) Native support for multiple external monitors Craft editor mode (like an improved engineer EVA construction mode from KSP1) for fast repair and modification of large space stations / ships (using only available parts from cargo storage) Construction check-list and note-taking tool Craft versioning system (like git, to track evolution of specific craft models according to part and science progression) Better tool to organize craft families and types (right now I use folders but also sometimes subassemblies and I have to always load / save / rename in multiple places with each save) - I would like a built-in way to organize boosters by capability (tons to LKO) etc. Ability to launch and coordinate multiple small vessels simultaneously (maybe by drawing routes they take in map view before hand) - useful for space tugs to get the big ships out of port, also for exploration probes... Generally because swarms are cool. A list of nearby vessels and control parts (in case I can't click a probe core directly) Machmeter Surface horizontal speed indicator Monopropellant Delta-V Cost per stage while building craft Total Delta-V requirements for all planned maneuver nodes Suicide burn / point of no return indicator Construction time in the stock game Prototype tooling - to encourage building and evolving rocket (booster) families. I feel there should be more incentive to use previously build items. Skipping off the atmosphere (taking reentry angle into account) When building, being able to close a part loop by attaching the last piece at both ends. Right now we have to either build from the middle, attach struts which disappear when staging or use docking ports (which are too big). VTOL engine thrust control / stabilization A way to program fuel usage so that we can control center of mass position (or at least have a stable center of mass) Automation and planning integrated systems, ability to program and control craft using "software modules" and upgradable hardware capabilities of Command & Control Core: this thread for more info Better robotic parts and improved sequence programming (KAL-2000) to allow for reliable and solid transforming craft Sea transport logistics (tanker ships automation) Part comparison tool during assembly (ex. for side-by-side engine stats) Versioning, iterative design and integration topic Part wear and failure on excessive wear (not random) Integrated journey / delta-V planner Mission planner with notes and reminder alarms Visual scripting language (with code generation from journey planner and integration with other game systems) Be able to plant flags underwater (Kariana Trench) Graphical flight profile auto-generated at the end of the mission (something like this) Visualization of antenna range in map view Planner for electricity and antennas Period, biome below, impact location In-flight center of thrust, lift and mass overlay Have the ability empty or fill all fuel tanks at once (have tank grouping) Remove parts count as a limit to progression Allow returning to the past after finishing a mission (merge sequential and parallel mission play styles) Lifting body physics and the ground effect Delivery route craft are all physical and the player can take control of them at will A way to transfer large amounts of kerbals quickly between crafts Giving colonies the capability to be built on / around asteroids Space Race against an AI controlled agency Rewind instead of QuickSave - QuickLoad Coordinated aircraft control surfaces (cancelling out unwanted side effects of control surfaces placed at an angle) Underlined one-letter shortcuts in the Parts Manager menu Gizmos for procedural parts in the editor Visuals (other than general improvements already announced): Footprints, wheel tracks on the ground, visible road marks or rails for routes used frequently to link resource mining to colonies Destructible terrain (holes in the ground when landing caused by engine too close, explosion craters) I would love seeing colonies built by other players, everyone having their own little spot on planets, seeing other players' ships flying around, option to see interplanetary traffic - this would give me motivation to be more ambitious in my missions Skippable cut-scenes: some missions should have historical meaning and others should be routine - the first crewed missions could have animations of crew walking to the craft, saying goodbye to people waving, the kerbal council / president Multiple camera angles (like TV displays) at launch Ship venting, loading propellant, countdown, launch sparks and other effects / animations on the launch pad (I've seen some in pre-alpha footage) Parts should gradually start to look used / slightly damaged Melting parts (eg. landing legs, engine bells, atmospheric reentry) Frosting on rocket tanks and ice falling off - I have never seen a rocket launch without it Rain, snow, storm debris, dust / haze Air heating refraction, droplet effects on the screen Hitting the occasional bird Transparent fuel tanks (as a toggle) - like this video Deployable flares to light up environment when landing at night Sparks and particle effects for friction Non-explosive damage to craft that do not hold fuel (electric vehicles) Liquid effects on craft and surroundings (not only water) Long / persistent condensation / exhaust trails When an engine is turned off, it should not gimbal Environment visuals topic Diverse condensation trails (sonic boom cones) Parts: Procedural parts that are easy to use and look as good as non-procedural Hull cameras Better way to integrate parts (like probe cores) on vessels so i don't lose the part inside - and I also feel like I'm cheating or gambling every time a clip-through parts (besides craft mass should also be a function of total volume if parts are clipped together) Vernor engine and RCS using fuel from all tanks without respecting crossfeed settings causes confusion (fix being able to easily edit priority and internal flow for RCS and fuel usage) EVA tethers / ropes to rappel down cliffs Space elevators / catapult launchers Balloons (to float on planets with dense atmosphere like Eve) - this could also allow floating "blimp" colonies for bodies with very thick atmospheres like Eve or Jool Airbags (for landing on planets with thin atmosphere like Duna) Water craft (ships, submarines, hybrid airplanes etc.), underwater colonies, water launched rockets (so we can build bigger) Sea / ocean based colonies on platforms (stilts or floating) like on Kamino (Star Wars) Resource transfer tubes (like in Kerbal Attachment System mod), colony pipes, electrical lines, conveyors Rocket / jet backpacks, not just the regular RCS backpack Solar sails Continuous tracks / mattracks (crawler has them) Microscope experiments Spectroscopy science (exoplanet atmospheric analysis) Gravity waves science with 3 satellite array (Laser Interferometer Space Antenna) Launch tower booster catching arms (unsure about the need for it when we have landing legs, but it does exist in real life for Starship.. sometimes reality is stranger than sci-fi) Roads (dirt, paved, ramps , tunnels, suspended, rails) Tiny docking ports to secure very small craft (like mini-rovers, karts, helicopters, planes) - the junior ones are too big Wires and pulleys for cranes (so we can build static cranes / mobile crawlers for on / above ground, underwater / floating, sky cranes.. all types of cool stuff) Rover wheels and grip and lack of lander ramps (I just can't build a functional one), the wheel collision algorithm in KSP1 is horrible (either clips in terrain or gets blocked by 1 mm of part sticking out), which coupled with springs in suspension makes any vehicle jump and crash Smart parts (that could even be used as conditional programmable basis for reusability and autonomy) Linear aero-spike engines (also toroidal) Thrust vectoring nozzles (jet / fan) Mech walker parts Ski parts (for snow, ice and water - to build sleds, jet skis) Solar gravitational lensing telescope Utility weight I - (like the mod) - to be placed on top of the rocket to simulate mass Utility weight II - a small procedural part that can be attached to balance the Center of Mass of small probes. Bigger / heavier variants could be used to also balance larger craft. Example: To not waste useful surface / area on a lander probe core. A parachute is big and heavy and I only need to place one and put science experiments and small lead utility weight opposite. Remove dedicated relay antennas, require 2 antennas to make a relay. Remove the possibility to combine antennas (it makes craft look ugly.. just add more antenna types or gain property / antenna power slider). Mass driver colony parts to propel smaller payloads to orbit Propeller parts with customizable number / size of the blades Nuclear jet engines Small "vehicle bay" parts to give large ships the ability to build / modify / repair small vehicles Closable N-sided clampshell fairings Laser power transmitters for colonies Quantum communication parts late in the tech tree Rotating detonation rocket engine (with specific sound) Environment: Weather / seasons / rain / snowing / wind / storms (to avoid of course) Dangerous debris fields, dangerous radiation areas Lagrange points Black hole system with time dilation effects Underwater building and exploration Caves, lava tubes, sinkholes, underground exploration Communication delay caused by large distances and fixed speed of light Merger of CommNet, Kerbalism and RemoteTech features for communications gameplay Solar flare alarms Planetary seasons (freezing seas, melting glaciers) Rivers Canyons Flora and fauna (alien?) New (undiscovered) Kerbol outer planet with moons Oort cloud Moons with very high orbital inclination compared to solar system Spin axis wobble for celestial bodies Comets from outside solar system (like Oumuamua) Crazy celestial body ideas Waterfalls Underwater resources for deep sea mining Shockwaves (created by explosions for example) Allow modders to add planet packs directly to the KSP2 universe through a curating + voting system. Players could explore them with telescopes and download them in-game when planning a journey. Meteor showers, meteors breaking up in the atmosphere Wind, flooding and snow weight that would impact buildings also Unstable boulders, landslides, avalanches Volcanoes, lava rivers Very tall vertical cliffs, crevaces Underground lakes / oceans Asteroid / comet impacts Tsunamis Land slides / avalanches Earthquakes Landing traps: collapsible terrain / quicksand Auroras Shooting stars visible in the sky Sound: Chatterer (both mission control and crew) Ship (stress) sounds, beeps, notifications, (proximity) alarms (voiced or not) More epic atmospheric music (it gets repetitive after a while) Count down at launch (at least some kind of 5-4-3-2-1, engine turbines spooling up sounds) Sonic boom at mach limit Kerbals talking in the pod amongst themselves, saying jokes, making funny sounds, screaming, crazy frog video Propeller / fan noise Environment sounds like wind and thunder Sounds for walking / driving on sand, dirt, ice, snow Multiplayer: It's really hard to come up with suggestions related to multiplayer because I feel it's 100% up to KSP team to decide what is best for the game and for the players. Being a new feature they can take any direction and anything we say is just speculations. But a few ideas or situations come to mind: players participante in a space race between agencies or collab in the same space agency competitive mode: have space-race first-to-plant-the-flag server seasons in collab mode each player controls a single Kerbal when on mission pilot IVA view with players, or have separate IVA areas for types of kerbals build a space station on EVA with other players communicate with players before docking / landing (request permission) build collaboratively in VAB / SPH, split stage / subassemblies design collaborate on journey planner, check the craft players can put a stake on an area (first come first serve) for colony building - for resources or beautiful views reimplement the idea from KSP v.0.20: have custom flags that would remain planted or on ships left behind, the plaque text could only be read when approached on EVA by other players. be able to find ship remains (landed spent stages), flags, plaques, wrecks of previous explorers. implement ship logs / black boxes for more background story that other players can read (log all major milestones of the craft, see accidents and repairs, causes for failures, victims) when (if) they die, kerbals should leave tiny skeletons or tombstones behind with messages written by players allow players to write messages to ship logs, customize IVA cockpit with stickers be able to scavenge or steal ship components, colony parts, resources, capture other craft (pirates!) racing / flying with players through canyons on planets listening for radio chatter / signals from ships / SOS asking other players for help rescuing crashed and stranded kerbals tourism: being able to buy rides / cargo space on ships and explore or start over somewhere) tourism: build colonies with beautiful vistas that other players can visit trade resources trade resources for crafts do extreme sports with friends be able to respawn at another colony (friend or tourist colony) participate in common projects and observational events (huge comet capture for resources necessitating multiple players) create contacts for other players (recover a vessel or a stranded kerbal, put a comms satellite in orbit) witness events and projects done by other players (from a distance, from own kerbal or probe POV): look up from the ground and see huge space stations orbiting (or even destroyed space stations) see in the distance explosions of players that crash when landing or spent stages - example looking from Kerbin at the Mun at night and seeing small flashes and wondering what that was see gigantic ships leaving orbit on interstellar missions (Daedalus, Orion etc.), wishing i went with them see planes flying in formation above witness huge comet or asteroid impact events (on a lander attached to them or with other players orbiting with space telescopes nearby) visit colonies of other players built at great view locations be able to witness interesting launches of craft built by other players see TV transmissions in-game of world-first events accomplished by other advanced players (through their hull cameras or telescopes or if they set up a lander first to record the event) chill on land and take a selfie right before a friend crashes his huge ship behind me coming in blazing from orbit (probably would have to respawn) Other: Everything else KSP 1 + DLCs already have Everything else that was announced for KSP 2 (better visuals, multiplayer, near future technology, interstellar travel etc.) ...lasers! (eg. to accelerate very light probes with solar sails to relativistic speeds towards nearby solar systems) Mission builder, stream workshop Dynamic mod loading (preferably in game) Better RAM / CPU usage, performance enhancements My greatest wish:
Random Compilation Videos
Space Scumbag posted a topic in KSP Fan WorksMy Random Compilation Videos from my YouTube Channel SWDennis. Every clip was created by myself. I hope you enjoy it. The one that started it all: Latest video:
Cool moments compilation.
KHTRE posted a topic in KSP Fan WorksIt's a compilation of some cool moments. Nice footage, awesome music, what else do you need?
KSP Mod Compilation [WIP]
gam_bala posted a topic in KSP1 Mods DiscussionsHi, I'm fiddling around with the available mods for quiet some time now, but until now i couldnt find a nice and balanced compilation of mods. So I thought why not ask the KSP Community to create some kind of Mod Compilation that expands KSP in a way that the early tech might get some love and to include some late game experimental tech. Everything garnished with some must have tools like MechJeb for example. This would help new players to get started with modding and players that might want to enjoy a new approach at the game. If you propose a mod for this Compilation always have in mind that it should not be overpowered its tech level and not make the game too easy. My Goal for this Thread would be that everyone that has an Idea for this Mod Compilation responds to Thread in the following way. I will then add the corresponding mods in this Post. Mod Title: Description: a short description of what the mod does and how it would fit in this compilation Links to the Mod Thread: Links to Mod Manuals: Currently approved Mods: MechJeb ... Kind Regards and fly safe gam_bala