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  1. Whenever I make rovers in KSP they always feel so... fake. From landing them to covering them for entry to just the parts they use. I'd like to see a rover parts mod in a stockalike style to kind of facilitate cooler looking rovers, rover skycranes, and rover shielding (like the heatshield and fairing that the Mars rovers are covered in). Does anyone know if there is anyone working on a mod that fills these needs? If not, I'd love to see someone develope some parts (I'm still learning C# and blender so if I made it you would have to wait a while). Cheers every
  2. title It gets hard to name my ships in mission summaries when I usually pick KSP up only between weeks, by which time I would forget what contracts I've had a ship and crew working on otherwise.
  3. Hi I know its a Big ask, but is there any mod developers Interested in Making some Larger Landing Legs? I Know there is Mods Like KRE, but the landing legs on that are Designed for Boosters, and don't work as Well for landers. I Have Four Or Five Types of Legs in Mind: - Medium Legs based off the Martians Ares Landers ( there is a mod with these, but I was talking to the Dev about them not Folding away Enough to Reasonably Put in a Fairing ) - Medium/Large Legs Based Off the National Teams ILV - Small/Medium Legs Based off The LM Descent Stage - Possibly a
  4. 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
  5. Hi folks. New to the Forum, hello all! I've been trying for no good reason other than shiggles to get a Starlink type constellation in orbit. Mechjeb2 helps me with the launch timing, orbital plane etc, but I'm having a lot of trouble with distributing each satellite throughout that orbital plane. I start with a launch that's circularized 20km low and then dispense the satellites one by one and orbit raise to 350 as it gets close to the correct location for each bird. Anyway, the point is that keeping a large constellation aligned requires a lot of management - tweaks to
  6. So, lately I've been playing with a lot of visual mods installed, and KSP looks great! But, I just think it doesn't look right without this: Is it possible to make this into a mod?
  7. Greetings to all of this forum. During my ksp adventures i find myself wanting certain parts that no mod had created as of yet. I want to be able to create more creative rocket designs, which aren't in the wholy kerbal style of strapping on moar boosters. Such part ideas include, radial, surface attached heat shields. Kinda like the curved solar panels from Near Future Solar. And maybe an upgraded version of the mk1-3 command pod, I would like to see one with more kerbals crammed in as the current internals allude to lots of space available. I had the idea for the upgraded mk1-
  8. 1, I remember seeing a mod that would show all the places you haven't done science yet, where can i find that? 2, Degrading panels, solar panels always provide power, so i want them to e x p i r e. Is there a mod that takes away the power they provide? i already have a diminishing RTG mod so the solar panels would be the next step
  9. I always like rovers, they're basically useless cause you can send a hopper. So i want it to change, is there any mods that add in stockalike rover parts based off of real rovers and rover based contracts. Basically making rovers useful again, maybe even skycrane parts too
  10. I saw a mod to store entire ships inside a single container. This would be really useful with some interplanetary colonies What is this mod? I cant seem to find it
  11. With the launching of tianwen 1 i wanna do my own indian/chinese missions, but i can't find good launchsite mods. Like a "Kinese/Kindian" launchsite and other primary space agencies launchsites
  12. Landing mods, not just something that introduces new crewed lander parts but something for tings like lunokhod 1, or small mars probes like pathfinder. I.E. airbags, better landing legs, lander science, lander engines, thing for getting payloads to non atmoshpheric places and getting those points!
  13. I've had enough of working in the dark. For those of you who might have seen me on the KSP and KerbalAcademy subreddit, I am the one guy there that loves SSTO's and spaceplanes. I have gotten tired of asking there because I might be seen as some idiot (which I might not be). I have begun to focus my attention to making planets of my own using Kopernicus and KittopiaTech. I tried to make planets based on the basic tutorials made by TheWhiteGuardian to no avail, as my planets either take KSP forever to load, don't load in general, or load up but look like smooth black or blue spheres. Because of
  14. I'll get straight to the point. I haven't seen anything that can make a Kerbal talk. Sure, there's Chatterer and all, but you can't exactly control what the kerbals speak. So here's my request: a in-game Plugin that makes Kerbals talk (In Kerbalese, of course). Preferably connected to animations. How I think it might work: Also, I found this:
  15. Hi modders, I've always wanted to do an career that was no flight view, only cameras from say HullCamVDS, IVA and 1st Person kerbals. Perhaps using Probe Control. The issue I have with the IVA part is that some command pods have terribly rendered Navballs that make it hard on low resolution or small screens. I also use the KER HUDs readouts when in IVA too. Would it be possible please to have a mod that includes a navball part in an IVA? Peace.
  16. Now, I am fine with monopropellent jetpacks, or whatever it's name is, but I think we need some cables to attach your kerbals during Eva, so you can use your Eva-jetpack to go around a certain range and you press a key and the cable retracts to the point where it is attached. Yeah obviously on planets and moons (except inside the Mohole or on Gilly) you don't need a cable, but in space yes. What do you think? P.S: I know about kerbal inventory system but we need stock eva cables
  17. 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
  18. Sorry if this has already been posted, but I could not find a relevant post in my various searches. Given the current limitations of the stock rotors - namely the 5 rpm speed increment limit - has anyone found a workaround or mod that would enable me to make the rotors spin at either a float or integer rpm value? I am mainly looking for the ability to make a rotor spin at a slower speed somewhere between 0.1 rpm and 3.5 rpm for artificial gravity rings. Even at 5 rpm that is really too fast for it to be realistic. Ideally I would like to make the slider in the VAB logarithmic/exponen
  19. Hey all I'm having a hard time designing a lander that can bring three kerbals to and from Eve low orbit. I'd love to see some successful designs form the community! Looking for stock ships that can deliver three kerbals and science gear to the surface, then bring them back. I'm having a hard time designing with the DeltaV and TWR readouts in the VAB, as the readouts dont seem at all accurate when testing the craft. Any and all uploads are welcome! Thank you!
  20. Hello KSPForums! I would like to request a mod that uses the modulemanager to increase the force needed to cause a part to disconnect from another part (via breaking) by a factor of 10, or 100, or 1000. I love to build spacecraft, but after even the slightest sheer forces cause my spacecraft to come apart like a stack of oreos, I feel like I need to modify something. So, my request for this 'mod': It should be a modulemanager file There should be 3 versions (x10, x100, and x1000) so a user could choose their breaking-force modifier The mod should effect ALL connect
  21. Does anyone know if there's a collapsible EVA seat? This would be helpful, especially if we're trying to create an Apollo style munar rover, especially with the new robotics parts.
  22. Basically, just a short-ish ring block (2.5m), simple white texture, bigger would be fine to if I can tweakscale it down without an issue (blend in roughly with the style of the near future mods / vens part revamp). When not deployed, it'd be fairly smooth, just cylinderical, but the skin would open into short aerobrakes to provide a little drag, just to re-orient a rocket, not to stop it on their own. The part should be able to be deployed in the upper atmosphere and remain extended all the way down without blowing up. I'm just being fussy because I don't like putting big unnecessary lumps on
  23. Hi all. I know @Snark has just found a use for some of the new features in 1.6... Could someone please work out how to allow helmets to be removed if a kerbal is within a closed cargo bay. The thinking is that if cargo bay is closed (hiding whatever is in it from aerodynamic forces, even unattached items) then the same ModuleCargoBay could be hijacked for helmet removal. So a kerbal on a command seat in a mk2 or mk3 cargo bay could remain helmetless from KSC into space. Then some idiot (say me), or evil computer AI (kOS/mechJeb/action group) opens the bay door and poof g
  24. The news of Voyager 2 reaching interstellar space interests me, leading me to wonder if anyone has made a mod that allows you to conduct science experiments in the ksp equivalent of interstellar space (that is, any orbits/trajectories beyond the apoapsis of Eeloo)?
  25. Hi, every solar system mod-maker out there, (especially ProtoJeb21) please can I request a new mod to be made (And to persuade KottabosGames to check it out when its done!)? No offense, it's just because I don't know how to make new solar systems. There are 5 new solar systems, but you can add them one by one. Thanks! Also, I'll submit the equatorial radius, to make things easier. Also, this mod is called Interstellar Defense planets rejiggered with moons, because the stars and planets are from a game called Interstellar Defence. I modified each one a bit , placed them with different stars and
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