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  1. So I had an idea for multiplayer (did you really? its only in the title, tag and first sentence!) So this would be for a large multiplayer server, maybe the main one. Everyone starts in their own solar system, gradually building their way up to interstellar travel. People can send trading envoys, and establish relations, working together to build up a galactic civilization. No one has to join, it just makes your journey easier. The people you can communicate with (i.e chat) are people inside your antenna range. You can have colonies anywhere and spread your kerbals out, but in a rac
  2. Hello. I was wonder what kind of craft I should make on kerbalx. I use tons of mods so you can give me a suggestion even if it is mod. Thanks
  3. I've been playing with Kerbalism for a while and I can officially say it's my favorite Life Support mod. With the unconfusing layout, once you get the hang of it, you can easily make your missions feel so much more lifelike. But I recently got inspired to make one of my own after an unfortunate Mars mission. After my Mars lander exploded into about a million tiny little pieces, Artemis Kerman waited above in the Orbital module. As she was alone, she was consuming less than three kerbals would, so that was alright. The big issue, though, is that I had failed to bring extra Nitrogen and th
  4. Hope this is really new, i couldn't find any similar design for a spaceship. What you think, the design is feasible? My idea is a cheap spaceship with electric propulsion (low thrust, high delta-v) which could be used as a probe or small (tens of tonns) cargo hauler. The ship contains few parts connected with 1mm steel+copper cables - two propulsion modules (can be more than two, connected in triange/square/etc shape) and large solar panel array (flexible panels or multiple small panels with flexible connections between). Basically, it is hammock in space. :) After launch - propulsion mod
  5. There been a lot of talk about this with people ik irl and people saying similar to this idea but I feel like we are missing out if they don't add this mode. When it comes to me I had played ksp for years but was never really any good at it. But when the career mode was introduced it forced me to learn each step and vitalize the items I had on me. I made me feel like an engineer to face the problem of money restraint and vitalizing my designs so they do exactly what the need to do. All though if I had to add a system with it it be a rival space industry race me for contracts and we need to mak
  6. (Firstly, let me add a disclaimer that I'm writing this late at night based on a rambling note I made on my phone at like 1am the night before, so bear with me if this starts to lose coherence.) Something I've found rather dissatisfying about the base-game science system (ignoring career, which I have other issues with) is that there's generally no point, mechanics-wise, to keeping a scientific mission in its final orbit after you fire off all your experiments. No reason to keep that first crewed orbiter in orbit for more than it takes to click "save crew report", no reason to go for an o
  7. Has anyone had the idea to to try and find a way to use these deployable panels as a method of providing power to bases on the the surface of say like duna. If there is a mod to do this please direct me to it. Maybe i am overthinking it and if not could someone try to do this i would absolutely get that mod. Or if lots of people want this i might make a poll. ----------------------->
  8. One thing BetterBurnTime / Basic ΔV / KER / MechJeb / et al are missing: a way to 'reserve' x amount of ΔV to 'burnback'/deorbit/land a stage. So what I am asking is an addon with a small footprint that adjusts the active stages ΔV to reserve a set amount of ΔV to deorbit that stage - that 'reserve' amount would not show up in ΔV burn time / available ΔV for that stage. (In a way , like landertrons are not included) so active stage has 1000 m/s ΔV burnback ΔV is set to 100 m/s ΔV active stage only shows 900 m/s ΔV and any autostage will see only 900 m/s ΔV and
  9. I've seen other games use the Steam Workshop for community mods, but I haven't seen it used for KSP at all, only for Craft files.. I'd like to see KSP 2 utilise the Steam Workshop better for Community Mods rather than just Craft files. Is this something that the developers have to set up in Steam or is this something users would categorise when uploading to the Workshop ? If it is something that the developers need to set up in Steam, could you please consider a category for Mods for KSP 2. This will save users having to place the mod in the correct folder locations, missing parts et
  10. One of my biggest dreams in ksp was having AI that could do mission for me so i could watch like i was in mission control. I wonder in the new game we will have something that will let an ai launch our rockets and do certain missions like going into orbit.
  11. For the developers.. I'd like to see made as part of the KSP2 game rather than a mod add-on, cameras and to be able to access them also if a part had disconnected from your rocket. The MAS mod is fantastic with the LCD / CRT screens in receiving the images with extra info to access, so I don't think the game needs to look at reinventing the wheel so to speak in this regard but a general viewing screen won't hurt as a standard in-game cockpit addition. I'd like to see the cameras also work on a craft (fitted with the screens) if within range, or be accessed if within signal range of a
  12. For the developers.. As news starts to come out on various things that have been 'locked in decisions', some consideration please on how the current moving / animation of parts we have with Action Groups could work a little better. I'd like to see already assigned keys for all moving parts if at all possible rather than action groups and maybe a simple highlighting of the item for that particular part to move. Yes you could do all this currently with action groups (assign 4 keys for movements) however I'm finding that my modeled parts need to be separate and connected via the no
  13. Hello, dear colleagues. I am thinking about making an addon with fuel lines like these: Ideally, is should procedurally route its path on and around the craft when the player is choosing the endpoint placement. But I'm totally new to KSP modding, fairly new to Unity, somewhat familiar with C#, and (thankfully) more or less experienced with a couple other languages. It seems like there are enough comprehensive intros to KSP modding around the Internets, so I'm going to start lurking asap, but at now I'd like to know if this kind of procedurality during part placement is possible at all.
  14. I had an idea and want to suggest it: a DLC similar to Making History, but instead of the past of spaceflight, the future of spaceflight. It would have parts themed after upcoming rockets in the future, and would add parts that also are in use today, such as proper landing legs for rockets.
  15. One of my biggest gripes with ksp is that once you get all the science for an experiment in a certain biome/situation, that's it; any further missions with the same experiment to that same location will not gain any further science points without science labs, though that only allows the experiment to be run once more per lab. I have thought it over numerous times and I have now thought up a potential solution to this problem: leveled science experiments! The idea is rather simple: any experiments you have can be upgraded by tech tree advancement to where you have higher level experiments
  16. Basically, it's the Portal Gun from Portal. In Portal, the device exists in the form of a futuristic-looking gun that works by shooting a pair of portals onto surfaces coated in moon rocks (and the moon itself) to instantaneously transport information and matter across space. Only two portals can exist at a time (save for co-op multiplayer, which will be ignored) and work both ways. In KSP, the portal device would exist as a large-ish part that could transport ships and their cargo (passengers, resources, momentum(?), across space to a duplicate of itself. To do this, both parts would req
  17. I am not a very creative person and I really want to make a mod for KSP. If you guys have any concepts plz tell me and I'm gonna probably make a mod out of it.
  18. I've always played career mode only since it came out but I've grown tired of the same grind to get to where I want to be and I never seems to get there. So I've decided to start a sandbox game instead but I miss the objectives and structure aspect of career mode. So I've made this "guide" to help me stay on target with my vision of my space program. I thought I might share it with you guys in case someone else was looking for something similar. Space Program Master Plan Recommended gameplay mods: MKS USI Life Support Kerbal Engineer Redux • Disable stock ground towers.
  19. Hey short Idea, I hope there is not add-on like this. I am planing a big Space Station with shipyard in Orbit of Kerbin. Therefore I need a lot of storage transports to the station. My idea: I build a test Rocket with an "Payload Container" on it. The Payload Container carries for example 1t of Cargo and has a specific amount of Space in it. Before I start the Rocket I have to Click record on an GUI. Then I fly the mission. If I reach the goal , I have to stop the recording. The Plugin saves: Stating place Amount of cargo ( e.g. 1t) How much fuel was us
  20. Just a quick idea I had. Not sure where this goes..or if its even a thing or not. Basically I started a new science game. built the basic rocket with command pod parachute a flee engine and some science to start. my tech tree hasn't even been touched yet. Launch. well on the right side tool button menu for all the mods i have installed...there's well...all the buttons(for me theres like 15-20. I meen...i dont think ill need fmrs to land my srb straped command pod. would I? ive caught myself noticing im scrolling a lot on the menu to find a button or 2 I use more often than others.
  21. I was wondering if there would be any lore due to the Duna sstv transmition if there isn't i guessing someone would have to make a mod for that.
  22. As probably none of you know, I am TheKorbinger, a huge fan of this game, as I have well over 1500+ hours in this game, tons of experience included. More recently, though. I have started building in-game replicas of planes that exist in real life. (Jets only) If you'd like to see them, view my profile and look at my posts. links for download, and pictures included. I would like to know more of what people would like to see so I can keep busy. (I need some ideas on what to build.) Thank you for giving me your time in reading this, and I hope you will give
  23. Hey all I was playing my KSP and in the middle of capturing an asteroid, when I had this idea. Why not make it possible to land on Jool? I was thinking that they should keep the green gas cloud totally around it to impossible to see anything but green, until it disappears like 150M from the surface and then give Jool a planet surface that always looks like it is night time. I thought this would be fun challenge to, not only make Jool a Kerbal destination, but to also make a cool challenge for someone to try and land on a planet where you can't see the ground until you've almost landed. Any tho
  24. Ok, so, I was playing KSP one day, and when I turned my engine on in space, there was a flame, but without oxygen, no flame. So, can anyone make, or does anyone have, a mod that takes the flame out, but still makes the engine have thrust?
  25. so the general idea requires 2 mods we all know and love 1 is bd armory the other is the unwieldy red headed step child extra-planetary launch pads- thank god for the stock parts addon for this . iv seen sw denes add bd armory guns onto a single part model before so if and this is a big if you could take the craft file of the player made ship drone rover etc whatever your going to use to attack with and it takes the parts and aero data from it but turns it into a single part model for low parts count and adds in a bd ai then you should be on the right track for haveing a battle without murderi
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