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  1. Hey I'm not sure if there is already a mod for this, but I would like that the vessels had its names printed...
  2. I wanted a mod that allow editor camera movement outside VAB/SPH. Why? Because: Offsetting the vessel very very far away to gain starting height or clip to the ocean bottom. Huge rockets. Seeing what's outside the VAB/SPH. SPACE ELEVATOR!!! Freeroam on editor. If anyone found one, please, tell me.
  3. Anyone know of any computers intended just for rovers? While normal computers will do the job, I was wanted to know if there were those who had additional SAS options that allowed for the rover to land on the ground (such as when it flips into the air due to low gravity) or compensate for reaction wheels (since those can alter the traction of the rover). Nothing urgent, just would be convenient to have. EDIT Land on the ground, as in, wheels first, in a prepared position. It's always going to land in the first place, regardless.
  4. I would really love to see a resurrection or partial resurrection of It had a feature that allowed you to disable a folder in gamedata and every part in them, and they wouldn't show up in the part list. Filter extensions does not replace this - yes, you can open a tab with only a specific set of parts, but you can't hide parts and mods that you rarely use, or if you just want to make the default tabs less horribly cluttered. I've been pining for this mod since it ceased updating It's such a help when you have 100+ mods installed.
  5. When playing KSP on my laptop, Kerbal Engineer is a must have mod. Any plans on adding a craft or stage Dv calculator to the craft editor?
  6. Hi guys In map mode: Targets: Orbit is green, target vehicle is green Other: Orbits are grey, vehicles are grey Current: Orbits are blue, vehicle is ...GREY. Can anyone please make a small addon to change current vehicle colour to blue? When I have a ship in orbit and there's lots of vehicles close, it's handy to see MY ship as a different colour.
  7. 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!
  8. Could anyone make a mod like the old Aligned/Formatted Currency Indicator mod, or update it for 1.1.3? I can't find a version of it that works for newer KSP versions and it was a really useful mod.
  9. I was talking with a few people from Real Space Program and we discussed how having a mod that downloads the current real world weather and adds it to KSP like how FSX can optionally add real world weather. This would validate the Range role which is used in real life to make sure the range (Launchpad and surrounding areas) are clear of traffic and that weather is optimal. The weather is anything from storms, heavy rain, wind (a huge factor), ice (where possible), or anything else. It would work by downloading the current world weather when you hit "go to Launchpad" and slowly applies the effects as the physics loads. Now I am aware no mod on this scale (or anywhere near it) exists as it requires adding several aspects that haven't been looked into. This is simply a request on behalf of the Real Space Program Team.
  10. Title says it all, I even think there was such thing one time. It hides all parts that are not purchased in the R&D Building.
  11. 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.
  12. I'm going to perform an experiment, but first I need cars to test it on. So I would like the community to provide their best manned vehicles.
  13. Hello, A month or so ago I was installing tons of mods because I upgraded my PC. I remember downloading some mod pack and there was some mod that tweaks SRB's to be more realistic. Basically what it does is it makes the SRB's decrease the thrust gradually depending on fuel amount. (maybe altitude or burn time, I'm not sure) What is the mod's name and is it currently available on v1.1? Thanks!
  14. So i have been making a shuttle recently, and every time I try to go and change the thrust limit on something I have to click 15 times to get it where I want it. So I would like a mod that replaces all the sliders in the editor with input fields so that I can just type in what I want. I have done some searching for this for the past 3 days, and have had no luck, so I figured it would be best to ask here. Thank you in advance!
  15. So about a week ago I was watching a Because Science video (Kyle Hill) which dealt with the implications of Santa and his reindeer actually delivering all the Christmas presents. The part which really interested me, I guess, was that the reindeer, the sled, and Santa would need to be moving at re-entry speeds to make good time. Which would result in, as Kyle said, plasmafied reindeer. So I wondered if maybe someone would be interested in creating a mod which adds reindeer which can pull rocket payloads into space. Just for giggles, mostly.
  16. I know there was such a mod for 1.0.5 but now I can't find any traces of it and completely forgot its name. Is it still alive? Why do I need that mod: often I have to perform long atmospheric flights to complete surface survey contracts on the opposite side of Kerbin and after 2.5 hours of flight when only 50km is left to the waypoint, KAC says "Tada! Your satellite nears Apoapsis and needs to be babysitted. Switch or die". So it would be quite neat to pause the plane where it is, switch to the satellite and then get back to the point where I've left.
  17. Ok so the newer updates broke a lot of my cars and bikes and pretty much suck. Is there a way to make the wheels simply noclip through the craft so we don't have to find a way to disable wheel blocking or causing krakens?
  18. one big thank you would go to the person who integrates some sort of blueprint top down & profile 2d editor for drawing your craft and then letting the mod size the real craft acordingly ...would be great for wings and tanks (it could include fluid dynamics for wind resistance) Imagine it beeing like a 3d editor with 2-3 views with a palett that consists of different part types like wings, tanks,... You draw the outline of a wing in top down view and then adjust its profile in the side view. the mod then would spawn that part in the hangar for use. you could even draw up compleate crafts with fixed cockpit modules that can be dragged into the editor. you then draw your wings, tanks with different part presets from the pallet or adjust them. when youre ready the mod builds all the parts you drew in the correct size and maybe even unify them to one part (if still needed for performance). all thats left is to configure the tanks, staging, texture and actiongroups it would dramaticly cut down on the parts a mod has to contain and at the same time gives total freadom to the builder. i personaly like to try out interresting new wing arangements for planes or recreate realworld ones. some wing desings are realy hard to get to work because of the limitations of the existing procedual wings or my ability to join them precisely . if i could draw one wing instead of making a combination of multiple parts i would be happy beyound belive. Same goes for tanks especialy if i need special sloped or curved ones. if the above is to complicated i would love to have a way to simply make up a 3d model in 3ds max and hit some import button to import it as chosen item type with calculated lift, drag,m mass and so on.
  19. Ya know how your flag can appear on some parts? (All the stock command modules, and quite a few modded parts make use of this). Can someone please make me a part that is just a lightweight metal panel that you stick onto the side of your ship, but has no function outside of displaying your flag where you want it. (Ideally with the longer dimension of the flag being ~.75m) I need to stop posting the part ideas that come to me while I'm in the shower.
  20. Looking for someone to make or direct me to a good inline greenhouse that I can use for a space station that works with USILS. I have the domes from the life support mod, but they're troublesome because I can't use them inline in a design (can have them hanging off the side but that does not really sit right with me, and its cumbersome to launch.) and have the greenhouses from Planetary Base Systems and USI colonization, but they're meant for ground bases and look great there, but clumsy on stations. Good orbital greenhouse, anyone?
  21. Hey, I found a mod on the forums called KerbalFeels. It looks really interesting, but unfortunately its not even slightly working in 1.1. I believe the license allows modification and distribution of the code, so anyone could technically try and update it. I also checked on the KSP subreddit for any interest, and there was a lot of positive feedback. If anyone knows of a similar mod, please let me know, and if anyone plans on updating the mod, let me know as well as I am super interested. Thanks!
  22. I would like it if someone could make a map of the navball spread out like a globe map displaying the location of all the markers. Can someone do this?
  23. Recently I had decided upon starting a Mun base, which already has two landed pods. It's all been going well so far, except for the fact that I've landed at the equator of the Mun. This normally wouldn't be a problem. Except for the really really annoying fact that, flags seem to only plant parallel to Kerbol, making it impossible to see the flag with light. I've attempted to solve this with many different solutions, like trying different planting techniques (It's a thing, I know.) to no success. I've as well tried to find a mod that did such a thing like I'm requesting, however I have yet to find one compatible with this version that is still being maintained. I think that this mod, though simple, could be very handy in situations like this.
  24. A plugin that maybe uses Hypedit functionality to prevent satellite networks from drifting without having to constantly go back and fix them. It's impossible to get orbits truly close without a lot of luck, since KSP doesn't have the most stable trajectories... So frustrating to see my AP/PE bouncing about 50-100 meters while my satellite is just sitting there. It would need to have a single satellite selected, and match all other satellites in its network to its orbital period/inclination/ what have you. It would need some kind of limitation, such as the AP/PE being within 500 meters of the main satellite, and its inclination suitably close. Maybe require RCS ports on the satellite, and consume very small amounts of monoprop for adjustments. I wouldn't mind having to refuel satellites every ~6 years, it would feel very nice. I have no words for the amount of tears that have been shed as I watch my 10 satellite network ever so slowly drift into chaos as I await transfer windows for years
  25. I need a heavy aircraft lifter for RSS/RO that can carry various payloads. I would like a cargo bay and cargo ramp. Any help is appreciated!
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