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  1. So i was looking around the KSP 2 Develpompent ideas, and I couldn't find any "General Ideas" Threads. So I made one. My Ideas: In the colony construction, let us make monorails that can take Kerbal diffent places, or even another colony. The rails would be fairly cheap, but the train part would be much more expensive. The part manufactutear would be KNRF, or Kerbin National Railway Foundaion. Yet another plug to get my fake company into KSP 2. So that is my short idea! Also, please put exoplanet ideas into this thread. https://forum.kerbalspaceprogram.com/index.php?/topic/203802-exoplanet-ideas/
  2. I'm just curious, since I have a few asteroids that I've mined, but I don't know what I should do with them
  3. I would love to have a Camera of the Groundcrew, just like the IVA cam. The Groundcrew could cheer when a Rocket lands on Mun or cry when it explodes.
  4. What do you think about some Spectators who could watch a launch?
  5. Thanks to @Hotel26and his boost glider idea, as well as @swjr-swisand his additional design ideas, I decided to create my own Science Boost Glider for use on atmospheric worlds. The savings on fuel would be great and makes sense to me. I will use a standard launch vehicle to get a return pod and a boost glider to a planet with atmosphere and collect (nearly) all science that I can in what is essentially a single mission! Using the boost glider means it can easily be the same tonnage as my usual landers however the bonus is, with its ability to 'skip-hop' across the planet, I can use the same fuel and vehicle to get science from each biome in a single shot and return in the same mission instead of sending multiple missions or large refueling facilities. My first attempt was the XP-87 Harpy (7.603 tonnes empty; 13.723 tonnes fueled) I used a MK2 service bay, crammed all the science I could in it, and tested it. It flew pretty good and needed only a very short runway to get airborne. Quick shot of the service bay. The problem was it kept hitting an altitude ceiling that was essentially too low for my purposes. Switching modes it still could not effectively leave the atmosphere and skim in with any fuel left. It also had an over heating problem in the RAPIER because of how hard I pushed it while it was still in the atmosphere. I didn't want to add radiators or precooler at this stage since it really wasn't performing as I would like. So... the design was nice, but the changes would switch COM and airlift enough to require a redesign... I just started over and used twin intake and engine from a failed (for my purposes) SSTO design (XP-62) and meshed it with the science, basic wing design from the XP-87 to create a completely new Boost Glider... XP-88 Peryton (10.840 tonnes Empty; 18.940 tonnes Fueled) It may be larger, but the result was great! Exactly what I was looking for! Of course there was some heating on reentry that could be worrisome, but this is it! It is actually more maneuverable than the Harpy due to better lift to COM placement and COM movement during fuel drain. I am now going to finish up the design, put on the lights, RCS, struts and this bad boy will be commissioned the KBG-001 PERYTON in time for Vals return from Mun. Many thanx to the guys with the good ideas (Hotel26 and swjr-swis) and to the kerbals brave enough to test these theories out!
  6. Hello, i just wanted some ideas for Duna lander, becuase i tried to make one, but all of my attempts were unsuccesfull. The final product is wobbly as hell and the landing struts are very unstable, engine efficienty is very poor. I want a lander that can fit and dock. Don't worry i have both DLC's because i'm attracted to this game! I got to the mun like 67 times and it's getting boring, so i wanna go to Duna, but my spacecraft is very unstable, wobbly and inefficient. You can give me any ideas you want, i am an ace at maneuvering and redenzvous. Thank you!
  7. I had a mad idea last night. If this isn't fiesable for the game, I sure hope it will be for a mod: Monorails. Inspired by Lego Space sets, perhaps surface-based trade routes between different colonies on the same world could be strengthened by building a monorail. Gameplay-wise Monorails would be faster, deliver more resources and cost less to operate than regular surface trade route missions, but require a major investment of time to build at the outset. I've included pictures to show what I mean. Here is a representative colony on some planet/moon, with the vehicle assembly building and some other attached modules. The red building is a buildable module that serves as a kerbal passenger station and freight loading depot. As far as trade routes are concerned, this building is what's functioning in the player's economy. Everything else is just cosmetic decoration for their surface base(s). At the station, the player can easily adjust the frequency of train departures and arrivals to match their economic needs or whatever. Or perhaps just put a dial that says "send a passenger train every 15 minutes". Forgive the crudity of these models, it's all simple illustration. Yellow indicates track, which is procedural generated (see below). Red towers are the support columns for the track, and these are the things which cost the aforementioned time to build. They're plopped on the surface like Deployable experiments. Once deployed, they cannot be moved or affected by outside forces and behave like invincible structures. Between the center-points of the deployed tower structures, a virtual curve is interpolated. A straight line is virtually drawn which points to the previous tower (cyan). This straight line drives the control points of some kind of spline (blue). This spline then is offset for Left and Right track paths (black). The track is then procedurally generated along the virtual path (orange, shown above). This also becomes the governing path of where the train vehicle goes, which is then animated when a train is sent to or from a station. No, I'm not trying to imagine KSP2 as a game that competes with Surviving Mars or Per Aspera or Cities Skylines. It just occurred to me and I thought I'd share. Again, if nothing else, it's a novel idea for a mod.
  8. 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.
  9. So I've been thinking about some ideas for Breaking Ground and maybe some solutions for ideas. Let's get into it. If you would, when contributing, please leave your idea, a short description of your idea, and when Breaking Ground comes out, please come back and edit your post to say if your idea worked. Problem 1: -Rotors/Servos too slow to be used as propellers. [evidence = watch ShadowZone's review] Possible solution: -Put the tiny jet engines on the rotor and set the rotor to free spinning/free pivot mode. -Crossfeed seems to work from what I've seen his ShadowZone's video, or at least I saw no fuel lines. Anyway, the jets would be completely perpendicular with the aircraft, meaning no jet thrust would be propelling you. If this works, it would spin the rotor fast enough, possibly, for props to become actually viable. I would suggest going for a 3 bladed prop with 2/3 jets spinning it. You could even pull a trick with making a radial engine possibly. Worked: Yes, it works, but the rotor osculates with the jet engines on. I did a test. One rotor with just the motor, one rotor with jet engines, and one rotor with both jet engines are the rotor. The rigs: Rotors: EM-64 Heavy Rotor All 3 rotors have 3 Elevon 1s set to about 45 degrees roughly. 2 rotors have 3 J-20 jet engines set perpendicular to the rotor. All 3 rotors have Aerodynamic Nose Cones. Test results: Rotor with only motor: Average: ~299RPM Max: ~299.1 Rotor with only jets: Average: ~337RPM Max: ~340 Rotor with both jets and motors: Average:~387RPM Max: ~394 Conclusion: Jet powered rotors with the assistance of the motor do work, but are unstable as they osculate pretty badly. Use with caution. Problem 2: -Some of the parts seem weak [evidence = watch ShadowZone's review] Possible solution: -Put multiple of the same part then attach the parts using struts. If struts are immune to the stretching glitch that fuel lines seem to have that is. If the Struts hold and don't stretch, I think they could be able to aid the first robotic part. Worked: TBD Problem 3: -Rotors provide torque, meaning for a artificial gravity ring, you would need two Possible Solution: -Instead of two gravity rings, make one and add two more rotors in front and back of the ring, spinning the opposite direction to counter the torque rotation Worked: No, not for me at least, couldn't figure out how to get the rotors to cancel each other out. Actual Solution: Stick two rotors on the gravity ring center piece, one on each side, and then place Girders going from the part in front of the forward rotor, to the part behind the rear rotor. Now attach struts to the girders and the station parts, make sure not to attach it to any of the gravity ring parts. This cancels out any torque caused by the rotors since it can't spin the station parts now. Important Note: You do need TWO gravity rings in order to cancel out the torque completely, one spinning in each direction. Important Note 2: Set the RPM limit to 10 for a comfortable speed. Don't leave it at max at all, it will be too much and not even the counter rotations will stop the torque as the rings are heavier than the station and the torque wants to spin the lighter object. Wouldn't hurt to take a few reaction wheels. Side note: Time warp STOPS the rotation dead in its tracks, but it will restart again. Build advice: -Make sure that the small rotating disk is touching the GRC and not the big spinning disk. -Build your gravity rings like this: -Make sure no struts are touching the rotor or the gravity ring center. Struts won't let the rings spin at all. M - Motor set to clockwise GRC - Gravity Ring Center M - Motor set to counter clockwise Spacer part (Fuel tank, crew compartment, etc) M - Motor set to counter clockwise GRC - Gravity Ring Center M - Motor set to clock wise Craft File for anybody who would like to study my design and learn how it works: https://www.dropbox.com/s/78322rrpgykejh3/Artificial Gravity Ring Tester.craft?dl=0 Picture of the internals: https://steamcommunity.com/sharedfiles/filedetails/?id=1756796840 Made a tutorial video on how to make a gravity ring station (Not the same one as the craft file above): https://www.youtube.com/watch?v=pdJxUUbcWSE&feature=youtu.be Idea 1: F-14 Tomcat Idea 2: The drill ship from the movie The Core Idea 3: Reverse thrust on a leer jet style plane using the tiny jets and rotors/servos. Idea 4: B-36 Peacekeeper - 6 turnin 4 burnin Idea 5: Thunderbird 3 Idea 6: Any and all rovers Idea 7: Restackable rockets - Think SpaceX Starship and Star Booster.
  10. Recently I have been getting into model rocketry and have always been a true KSP fan, and one day had an idea. BTW, this is only a suggestion, which I think would be a good idea. My suggestion is that KSP starts selling paratrooper (figure with parachute attached) kerbal action figures that can be put in real model rockets. They would fit in the fuselage above the parachute and have their own parachute, or be placed in payload fairings. They could be sold at either gaming or model rocket stores. Again, just a suggestion, but I think it would be a good idea. I do not know if something like it already exists, but I think it would be a nice touch. Let me know what you guys think! (This is my first thread so I don’t know if this would be the right category or tags.)
  11. Recently i have been browsing on the internet and I have found this awesome fan art: This gave me an idea: what if there will be a mod that allows any landed "debris" to be "swallowed up" by the terrain? For example, if there is some piece of junk in the desert, it would be gradually covered up by the sand until it is fully covered up and then it would automatically be destroyed. Since i am not a programmer, and I think this is a great idea for a potential mod I, therefore, am calling out to anybody seeking for a challenge and/or inspiration to make this mod.
  12. Hey everyone! I have built a ship and it seemed to work. But, it didn't (as usual...) The problem: Every time I do a broadside with the 12 M1-Abrams at once, the ship's opposite side instantly rips open and nearly always crashes the game... So, can someone help me with this? Here are the mods required 1.)Firespitter 2.)BDAc (BD Armory Continued) 3.)TweakScale (I think so...) PS: It might lag, it has over 1500 parts, you see. (If you have a CoreI7, 8GB of RAM and Intel HD960 Graphics AND a x64 bit Computer Expect to wait around 2-5 MINUTES before seeing the craft and, it has a tendency to break upon splashing things...) I will upload the craft file shortly... (If you decide to use this craft, go ahead but, please give me credit for spending around a week building it, I had exams in the middle...) Thanks.
  13. I'm chock-full of ideas for stories and novels. Most of them sci-fi, but some aren't. Here's a list of my ideas and the order I'll be doing them: Here's my books already being written: http://forum.kerbalspaceprogram.com/index.php?/topic/149532-fly-higher-a-scifi-novel-chapter-2-update/#comment-2794024 https://www.wattpad.com/333316704-world-war-iii-a-war-story-part-1-wip-chapter-1-a (Warning: Violent and potentially offensive) And the books I have completed: http://forum.kerbalspaceprogram.com/index.php?/topic/143762-my-book-outpost-update-chapter-18-the-end-completed/#comment-2675169 As I get started on more ideas, I'll be posting the links to their individual threads above. As I get more ideas, I'll be putting them down in the comments below. If you have any suggestions, please put them here!
  14. Hello, this is just an open decision about the design of KSP Military Aircraft. Feel free to upload pictures of aircraft. Feel free to have constructive conversations about these aircraft.
  15. So, I have played this game for (according to steam) 357 hours but I have been playing for at least double that and I am losing interest in the game. I see these wonderful missions to Jool and Eve and all these monstrous crafts and I want to do something like that but I'm losing my creativity. I would like some advice to "rediscover" the game and get some more replayability from it. Anything would be great.
  16. So I wanted to start a discussion. On realistic designs and have a good collection of pics.centerd around station builds. And to add some challenge I want it to be completely in Stock KSP parts.
  17. I know this topic has been brought up, but I wanted to expand and say some things that I would like to see in a KSP Toy. It's probably going to be pretty long, so I'll ad a TL;DR at the end. Recently I came up with an idea for Rocket Figures that weren't launchable, but you could take them apart and build your own with the different parts from different sets that you buy. The rockets would be based on the Stock Rockets. The rocket building sets would include little Kerbal figures, like Jebediah Kerman (the quantity of the Kerbals would be based off of how many Kerbals can fit in the Rocket's capsule) that you could bring our of the rocket as well as place them back in the Capsule. Certain sets could have movable parts, such as a Munar-based rocket could have a capsule with extendable/retractable landing struts, a spaceplane with extendable/retractable landing gear, etc. Probably one of the Figures would be the Kerbal 1 rocket, which has two boosters and an Mk1 capsule, which would be the cheapest rocket in the rocket set series because it would be the simplest. Although the prices may vary in different countries/states or different stores, the price would depend on the size and how many parts are in the rocket. All parts on the rocket that are attached to decouplers (along with the decoupler itself) would be removable from the rocket to build your own rocket. An idea for the final, most expensive rocket would be the Kerbal X Stock Rocket, which has six boosters and an Mk2 capsule. This rocket would be larger than the Kerbal 1 Model and much more expensive due to the size and the amount of parts. Other Ideas for sets would be Space Shuttle kits, like the Learstar A1 or the Dynawing rocket. There could also be smaller sets that would be just a Mun Rover or a small Spaceplane, which would only cost $4 to $7. TL;DR Sell toy model rockets that are based on Stock rockets that the user could disassemble and reassemble into their own rocket.
  18. Can somebody please give me rocket making tips, so I can know lots more about rocket making. I know lots on how to make some but also I would like to expand my knowledge.
  19. Hello everyone, Is Squad going to add more stock parts? I know they have added some in the past, the making history expansion will be coming out and the recent release of 1.3.1 patch but I was hoping they can add more modern parts into the game. Does anyone know? Also, what do you all think they should add?
  20. I'm starting up a YouTube channel soon, and I'm looking for some ideas, specifically space stations and bases, but you can show me anything, because I can use anything. In advance, thank you.
  21. Okay while being bored out of my mind i thought, Why not in ksp there's an option to go from that solar system to our solar system
  22. Planet Staus: A Concept, No ideas or textures. Just Started making, May be a name and texture. First Prototype. May be planet pictures. Pre-Release: I will leave a link to download the planet for peeps to test. I want some feedback if you were to test it. PLS This means the planet is complete and it will be downloadable in a planet pack when it is released. The Planets A Hot-Jool Planet at about half the orbit of Moho with alot of moons Moon 1: A lava moon. May have another small moon orbiting it Moon 2: A less Lava-y Moon. May have a big crack in it Moon 3: A very small red Asteroid moon Moon 4: Another moon may be a small moon or an asteroid one. This planet would have rings Fazo/Faza : An asteroid Moon of Moho Moho may be re-textured A third Kerbin Moon/Probably a asteroid Moon 2 water planets, 1 between Eve and Kerbin and one between Kerbin and Duna Get rid of Ike for 2 smaller duna moons. Sarna: A Gas Giant bewteen Duna and Jool Dres and Vall are moons Will Probably add more moons Jool will have many more Asteroid Moons and will probably. Goal 20 moons. Uarnus: Has a odd ring and many moons orbiting in weird inclinations Nedo : A Planet with a heavy atmosphere which gives it oceans Neiden : A Light Blue gas giant with not as many moons as Jool. Will have many weird and Interesting moons. Armedia: One of a few dwarf planets on the kerbol system outskirts Pluti : Another Dwarf Planet. Erno: A third Dwarf Planet Xi : A ROuge planet that entered the outskirts of the Kerbol System Stars: Sol: This star holds our home system. Alpha Centari Trappist:1 A couple rouge planets. Maybe a random pulsar. A made up 2nd solar system. Contents unknown This are my ideas so far. If you have any ideas or name suggestions pls comment them. I want more things and this is a ll i got
  23. So after seeing @richfiles, and @stibbons controllers, I've started thinking about maybe (key word maybe) making one of these things. Bear in mind that I have no experience with arduino, or anything other than wiring motors and lights to batterys. Here are my basic ideas. Please tell me if some really aren't possible. Kindle fire for streaming navball from Telemachus 7 segment displays for velocity, altitude, apo/periapsis Joysticks for rotation/translation Toggle switches for SAS, RCS, and etc keypad for action groups, maybe a gutted computer numpad Stage button, one of those buttons with the clear cover for abort action group Master caution, like when my ship reaches critical temperature I don't know if this is possibe, but a terrain alarm, with a button that would light up and yell "terrain!" at you, if the ship is under a certain altitude, going above a certain speed throttle lever ??? I might add more to this list, remember that this is all in my head, and I don't know all that much about electronics, so keep that in mind. The main problem about this is money, as I'm not an adult, and I don't have a job. I would love to make this dream a reality, but we'll see...
  24. Hi everyone! I'm Geek0saurus, a starting youtuber (for fun). Over the last months I've been growing more and more into Kerbal Space Program. Because of this, I wanted to make a full playthrough of the career mode with missions, objectives and fun stuff. For this, I could maybe use the help of the community, since I will need a lot of feedback and maybe we can share ideas of bases and things like that. The idea of this thread is to share my journey into our beloved solar system with you and maybe let it become "our" journey All feedback is appreciated and welcomed and I cannot wait to hear any ideas of base designs you would have to share! The first introduction to my journey can be found in the following youtube video. Hope you enjoy it! Introduction to Kerbal Space Program | Career mode
  25. I'm not sure if I just suck at googling as of late..but if I'm the first so be it. I've been trying to figure out how to give suggestions to the mod community. I don't have many and I started this thread only thinking about one in particular. But if there isn't any other place, id like this to be a place where players can give their ideas, some may be extravagant, some small and practical. but I've always wondered how all these mods get created without some central brainstorming type area. I could plead to ksp devs themselves, but this seems more promising. If I'm in the wrong place, please kindly point me in the right direction and ill repost there, or a mod can just move this..to there, thanks. Anyways lets get it started. Suggestion: (Asparagus style?) [3/4/6/8]Multipoint Struts Reason: structural integrity/rigidity Practicality: (-)part count, stockalike? Balancing: scale weight based on number of connection points (3 point= 1.5x weight, 4 point= 2x weight, etc, etc) Idea Summary: a few extra stock alike strut parts. placing large amounts of aerodynamic wings or engines in symmetry, requires many struts sometimes. this will help ease the part count, and prevent your wings from doing the "dragonfly wing effect" as id like to call it when trying to fly without ship rigidity. googling dragon fly slo mo videos will help you understand my analogy if you dont already. . Cheers!
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