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  1. I know this has been suggested but my search fu is weak. Can we get the ability to move. All UI elements around the screen? Especially the ones that once were horizontal and now are vertical?
  2. Not a big one at least, I can be small. You see some mods think the whole "battle" between the "krakenist's"(see the " ?) and dres lovers is a massive set up for role playing, but in actuality it's a forum war. You may think "but role playing gets too aggressive." Actually... No, role playing may be a tiny bit aggressive, but that aggression is quickly resolved. So please, KSP forum staff. Add a role playing forum so those who want roleplaying can get it, and they will leave the rest of the forums 99.9% untouched. Please...
  3. Hi, i have multiple playback devices i use. Headphones, speakers in my monitor and a hifi-system. To change the playback device, i use a tool named SSD (SetSoundDevice) wich is doing nothing else as changing the preferred playback device. Most games can handle this and allow to change the output device while the game is running. But with KSP, i have to exit the game, change the device and restart the game each time i want to swap from speakers to headphones for instance. Would it be possible to change this behaviour in a future release ? Thx & greetz,
  4. This suggestion is for a new item in The Daily Kerbal, Spacecraft Saturday. It would showcase stuff from the Spacecraft Exchange, there's some really cool *cough*This*cough* stuff there.
  5. The recent releases of 1.1 to 1.1.2 have created a lot of problems for some people, including crashes, bugs, etc. Many mods are, obviously, incompatible for now, and many others are themselves coming up with new bugs and problems. There's been some complaining on these forums and other KSP related forums because of this. Would it be possible for Squad to make old versions of KSP still available so that Steam customers could choose when to to upgrade to a new version? Europa Universalis does this by making old versions available on Steam via the beta menu options. Such a system wo
  6. Perhaps the game needs some new wheels! Roller wheels! You know! They could help out with tons of stuff! They would look like such: Shorter than the ones on the U2, no need for that extension, but they should serve a similar purpose. More like this, but aircraft quality, not shopping cart quality. Something like this to assist craft as they land, or to help people making turboprops and such!
  7. At the moment, players can take contracts to get satellites etc into exacting orbits/inclinations, and this creates (in the map view) a visible orbital reference with tolerances for AP, PE and inclination And it would be useful if players could use the mission control at KSC to plan missions similarly utilising the same system, being able to create an orbital target like the current contracts provide to get spacing, altitude, inclinations etc spot on
  8. 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 m
  9. I checked the forum and a first-pass search didn't bring up anything except this: Unnecessary Warning Given to Scientist That topic asks the game to detect whether the Kerbal grabbing the data is a scientist, and skip the warning if true. What I'm requesting is a bit different: I would like the ability to shut off the warning entirely via a 'Don't Show This Again' option, much like the one that appears the first time you use physical time warp. It seems odd to me that a game with such a steep learning curve and so little forgiveness for blowing things up would see fit to let y
  10. I have an idea, maybe Squad can make that we can buy whole rockets design (akin stock rockets) for in game money. I just think maybe dev or we players can collects all best rockets design from Curse and other such website and than segregate them for potential mission plan (like MOR\Direct Ascent Munar Landing, best rocket for Duna Rover landing etc. And than allow buy such whole design trough in game money, because some of us are thrill seeking space Daredevil and are not so bright like Bob It would also be nice if we had something like the US Congress or the Kremlin,
  11. Hello guys, Have you seen this: http://spaceflight101.com/beam-installation-on-iss/? It's and inflable habitat that will be installed on ISS for 2 years. I haven't seen/found any mods about that. There's already USI-MKS by @RoverDude that uses the concept of inflables, but for bases. What you guys think about it? I, unfortunatly, don't have the time and knowledge to make it myself, othewise I would give it a shot. EDIT: I didn't look too hard to find a mod about this, so if there's already one, forgive me
  12. The Story So Far: Prior to KSP v1.0, mass ratios of tanks varied wildly. For some fuel types, there was a consistent progression across tank sizes, for others, there was not; and across fuel types, there was no consistency at all. In KSP v1.0, Squad made the decision to standardize all the fuel tanks in KSP to a mass ratio of 9:1 - meaning one ton worth of tankage holds 8 tons worth of propellant. All the fuel tanks...? No! A small holdout yet remains in the northern reaches of Gaul in the form of the xenon tanks. Their mass ratio still sits at 2.2727:1 - meaning one ton of tank
  13. While I love the work of @Porkjet, I think the Mk3 passenger module could do with some improvements. This has been on my mind since .90 Its extremely large for only holding 16 kerbals and no other functions, it has allot of wasted volume. first idea: I would cut it in half (2 windows) and only carry 8 kerbals allowing you to just squeeze in 8 more peeps to your shuttle without cutting out cargo space. if you need to move more than 8 kerbals then add another one OR just put loads of seats in a cargo bay. (this is the most efficient way to move kerbals) second Idea: add service ba
  14. I suggest that it is obligatory to include the date of the last version of the Add-On (Mod / Plug-In / Parts) in the title of the thread. Most threads have only the version, having no reference to the day it was updated. This makes it difficult to view and search for new versions of mods, considering most users do not have to write down or memorize all versions of installed mods. PS: If this post is in the wrong place, please move it.
  15. Hi guys, I've been playing KSP since 0.9 and I truly love it. One of the only games in my life I can say that about. Theres been a couple of occasions I've left the game for a while, but I've always came back with the same original excitement. When 1.1 PreRelease was released I came back after a few months (6-7) away and I'm in love all over again...except the contracts system STILL sucks sweaty balls. My main issue is that theres no depth, no substance. No POINT (other than science) to do missions. They don't feel like they're PART of my Space Program, more like little add-ons. What I
  16. I like the main idea of Science mode. It gives you a path of progression from limited simple parts up to the fancy stuff, but with less restrictions than full-on career mode. The problem is, doing science experiments is not a particularly fun part of the game for me, and probably not for a good number of other people as well. I don't like designing ships around the science parts, biome exploitation is time consuming and repetitive, and "timewarp for science" research labs are silly. My suggestion is to expand the scope of activities that can count toward unlocking parts. Bring in
  17. So, I was wondering if you could make the forum topic adder/editor have it so that you can choose different methods of inputting text and crap, like, there would be the default in the first tab, HTML coding in the second, CSS in the 3rd, and JavaScript (or other html compatible coding languages) . this would help us make our forum posts unique, and appealing (only if you have knowledge of such coding languages) The main reason why I think it's a must-have feature is because I'd like to be able to add custom graphics into my forum posts, and, be able to do other stuff like animations on the for
  18. I mentioned this in another thread I started, but I really wanted to push this idea, since it has grown on me a lot Has it ever seemed weird to anyone else that if I want to send 1 Kerbal to Moho and back (depending on your specific mission architecture) the love-able breadbox with a paint job that doesn't match anything else in the game and a window smaller than -insert your own jokes here- known as the Mk1 Command Pod is the best option? I love the thing, but let's be honest: it's not pretty, it's not got a cool IVA, and it breaks my immersion (hoorah buzz words!) So I have come to
  19. Would it be workable to implement an archive of progression, akin to the existing Science Archives? There is the stack of alerts for the World First Milestones, yes, but those are a) unwieldy to navigate, and b) prone to being inadvertently deleted. A separate, persistent archive would prevent this record from being lost, allowing the alerts to be safely cleared and preventing new alerts from becoming buried in the rest of the stack.
  20. Hi all, I know it's out there. A mod that shows more info about the science, like situation and transmit procentage...plz help Also there is a mod for better description of the range of the antenna and dishes...plz help Thanks in advance
  21. Hey all, Shower thought for the day What would happen if your science return for an experiment was dictated not only by the number of times you'd run it in that biome, but also the number of times you done it on that body? E.g. first Mun surface sample gets 100% (of current setting), second gets 50%, third gets 25%. This would stack up with same-biome diminishment. Reason for thought These forums are full of people who maxed the tech tree in Kerbin's SoI, and I'm not convinced that's "fun"TM Sure, you can dial science gain down to 10%, but that ultimately pushes players to
  22. I would like to propose that in Career Mode when a mission is over, success or failure be presented in the form of a newspaper screen. It could come spinning into view like in the old 60's television shows. The headline would be regarding the failed or completed mission and the sidebars could contain information on the status of current ongoing missions. If only for such as rescues and 'world firsts' I think it would add a level of entertainment. I don't think it would be that difficult to add a little detail, ship's name, Kerbal in command any easy data collectable upon co
  23. Please, for the love of all that is holy, remove the needless mandatory WYSIWYG editor for forum posts. Or give us a button to switch it to plain text or something. Quoting someone, especially multi-quoting or removing centered text, things like that, is needlessly complicated by this ridiculous editor. Please, a plain text option. That's it. Mobile users will love you. Thank you.
  24. I have done a lot of EVA. Using mods I have built stations and ships in space and bases on the ground with a kerbal. Many times have I travelled from one ship to another wearing nothing but a spacesuit and a smile. There is no first person view from a spacesuit unlike ships in IVA. There is an up and down in a spacesuit but not in a ship and of course there should be no up or down. I suggest that the spacesuit be a command pod. A separate entity. Effectively make it a ship. Then when we EVA everything can look the same as it does now except hanging in place on a ladder
  25. In 1.1 each vessel will have 1 CPU thread to play with. In most cases, this won't load your CPU very heavily. I'm gonna cut to the case here, what if you could have multiple vessels rigidly connected, but not considered a single merged vessel according to the physics engine? I'm proposing a type of decoupler or docking port. This could be used for: 1. Dividing space stations 2. Dividing large interplanetary ships (i.e. propulsion stage and lander) 3. (My fav) Dividing payloads from their launch vehicles. Problems/solutions: P: Any time the ships are on rails
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