Jump to content

Search the Community

Showing results for tags 'mod request'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

  • Developer Articles

Categories

  • KSP2 Release Notes

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Hello modders. Is it possible to make a teleport pad? basically something like the size of a 1x1 structural panel. requiring one pad at the initial site and the second at the destination. setting/costs I reckon should be included/considered:: should be gated to at least Advanced Tech should cost at least qtr million to buy the tech or build within the build menus. requires the living to operate - no objects can me ported, only kerbals requires maybe 40k EC per teleport (must be stored-cant be generated) (battery banks). Max range - distance that isn't overpowered something like 10k or physics range. must have groovy lights when its on :) -- reason. having multiple bases on planets/moons and transferring crew between them etc What do you think? does anyone think its a good idea? does anyone want to do it?
  2. Hi guys, I'm looking for a part that could generate billowing clouds of smoke (and with the option to adjust the smoke's colour). Not talking about changing engine smoke colours, but a part (which would probably masquerade as an engine with 0 thrust) that could kick out clouds of smoke on demand. For doing daft things like this, or maybe pretending to be a crop duster! The only part I know of that comes close is the smoke counter measure from BD armoury, but that just puts out a fairly thin puff. I'm looking for a continuous stream of thick coloured smoke. Any suggestions?
  3. I have a suggestion for a mod, which makes the stock solar system a little more realistic. Moho Given a thin atmosphere A slightly more inclined orbit Eve Slightly less purple-ish Kerbin Roughly the same Duna Added a small potatoid moon Dres Bright crater at top More cratered Jool Replace Laythe with Io-esque moon Vall has white splotches and more cracks Cameo for Callisto Bop and Pol are less defined in shape Possibly more moons Eeloo Given a more diverse color palette (red spots, brown areas) More moons More dwarf planets around farther away than Eeloo OPM Add-on Sarnus Hale even more lumpy Make Eeloo more ridged Tekto is less green Possibly more moons Urlum Polta and Priax smaller Tal is farther away from Wal Wal's equator will be not as hilly Neidon Triton is more ridged and is bluer Plock Make Plock's colors more like the real Pluto More moons Dwarf planets past Plock That's all. Not all ideas have to be implemented; I'm glad that you're even reading this. Sorry if I made any of you angry at me. Have a nice day!
  4. I have seen the BD ARMORY mod, VESSEL MOVER. It is great for use on ground, but what about there being a mod for generating a wormhole for moving craft from one orbit to another? Something that you could easily transfer a vessel from one place to another. I know, this defeats the purpose of things, but I still think this could be neat.
  5. This is an idea I had, to implement weapons into the game via KIS. It would be an arsenal like that in the WORMS games, and would share similar functions. Arcing in flight, timers, etc. Yes, I know, there is a way to tweak weapons of the BD ARMORY so that Kerbals can wield them. But what I had in mind was something intended exclusively for Kerbal usage, rather than tweaking of other mods. And, these weapons would be relatively weak, in comparison to BD Armory. I think a slightly different damage system would be a good thing in this mod, maybe less of the heat destuction than what BD Armory does. I have been taking some 3D modeling classes, so in my free time, I could make models of the weapons. If i'm really serious on working on this mod myself, I'll post some pics of the finished products.
  6. 1. Is there a mod that can limit a craft's altitude? Or one that can maintain a hover? Or at least cause a craft to maintain a speed of 0 m/s when not in use? I ask because I am unsure and haven't found one. I think this could tie into the "vertical velocity" because of this: I have tried making a hover tank via jet engines and BD Armory, but my tank only either goes up or down, not a real hovering point. 2. A mod that could slave engines to RCS would be interesting. Why? Ever notice how in space combat games, the craft are so much easier to control then in KSP? The above mod request could couple well with this one, if used in space. RCS is not exactly strong, and trying to get a craft to quickly stop without changing it's course to prograde (or retrograde?) while docking to avoid a collision. Point is, I was hoping for something that could increase the mobility of a craft via engines controlled by RCS. I can see this mod as not being a very logical mod, that it only works for a small niche of things, but I thought it would be neat. 3. I have not found this anywhere, so I would want to request this. This is where the questions come in: I have seen planet mods, things that add new planets to the game, etc. But what about a mod that brings in a Halo from the Halo games? the gravity for dealing with a Halo would certainly be quarky, since there is no center to the Halo. Not even sure if these things have any real gravity. So, how possible would it be to add a Halo structure/planet to the game? Hopefully these are decent and not ignorant questions.
  7. So after playing with @RoverDude's Otter Submarine mod (which you should definitely check out if you haven't) for a while, I noticed a few things. One: It's very fun to drive a sub all over Kerbin, and two: that the stock underwater effects are extremely unaccomodating. Not only is it impossible to see the sea floor beyond a certain depth, and the surface of the water at all, but the fog does little to create an illusion of depth, with it's ridiculous lighting effects which look more like the souposphere of pre-0.90 than water. In short, while the mod is extremely fun to play with the way stock handles being underwater, while obviously far better than olden days, is still terribad. In short, what I would like to ask is whether or not it is feasible to ovveride the stock Water System with a better one. I believe @Fengist was working of something of the sort before he left the forums, but I haven't a clue about the specifics of it. Screenshots for emphasis:
  8. im a player that needs direction and a goal to play a game that being said ive still chaukled up 1600 hours of kerbal time on steam in the last few years, and its save to say career mode even on the hardest possible setting is still pretty easy once you know what your doing, so i thought of a mod idea that would maybe provide a little extra gameplay once your tech tree is unlocked it would incooperate contracts to upgrade/improve stock parts to give better efficiency/thrust weight etc etc for example in the tech tree there is a unlock that say costs 2000 science that inturn will unlock a mission in the contracts ... that would require that mission to be completed within a certain parameter for example fly to the mun and back using x dv or less will improve x engine efficiency by 1-2 % or tie it to weight to reduce part mass etc etc u get the idea sadly i have no clue about programming so im putting this out here to see if other people would have a desire to see a mod like this so that maybe some of the modders out there might pick up the idea and develope it
  9. Would it be possible to have a mod let you select the island runway and upgrade facilities there as if you were upgrading facilities at the KSC? If that is possible, could someone also allow you to upgrade other things like the old KSC found on Kerbin or the pyramid or anything else that is a feature on Kerbin?
  10. As title says. Is there any mod puts some sort of hud that shows the trajectory in flight screen? I want to see my orbital trajectory in flight mode as a curve. If not, I might make one. I'm not really familiar with ksp modding but have some background in unity modding. Anyway, is there any?
  11. I just thought of a mod that would be very useful. An underlay/overlay picture system. Instead of flipping from KSP to your browser then back again to see if your build looks like the photo you have up, I was thinking why not have a mod that display the picture inside the hangers? This would be very useful for creating replicas. I know it would be hard to do, but if someone could do it, I would be very thankful.
  12. Heyo I have recently started using the EVA Enhancements mod - and I am in love. It's making finding research locations during EVA so much easier - its delightful. However, I've been thinking: Are there any mods that augment the EVA jetpacks? Perhaps tied in with some science? Like, something that makes EVA jetpack stronger - make the EVA suit more impact resistant - something to slow down 'tumbles' when you fall down hills or hit the ground at too high horizontal speed Is there anything like that around or being made?
×
×
  • Create New...