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  1. So here is my list that I though should be implemented in KSP2, most of ideas are improving "quality of life" for kerbal games. Missing core features: - sorting save files by game time (WHY its not in ksp1? :D,) - sorting engines by other parameters, isp or thrust force (or maximal thrust force, because it can change) - better camera movement in rocket hangar (sometimes I could not see the inner side of outer booster and it was painful to build) - when building, camera orbits around some point, it would be nice to see this point or allow it in settings, its very handy, you can't zoom more sometimes and its confusing, it will improve feeling, trust me. - help with hotkeys, its on wiki, but I think it should be in game - reset / center camera during flight - load save is only available after clicking "load game", to load specific save you must load last saved point, should be available right from main menu -pause time and interact, or at least inspect parts status. this would be nice to check fuel status, other parts, in ksp1 you can pause but only look at ship with F2 - Kerbal rcs stabilization relative to ship, it is always annoying when you wan't to reset some science part, or rearange things in space, you just float away from ship Fuel tanks: If I had tank for example with 2 fuel containers inside, liquid fuel and oxidizer, I wish I could fill both with same fuel. ( I am not sure if some fuel has to be under pressure, I just treat them both as 2 liquid, but even then it would be nice to fill other container ). Container that keeps fuel under preassure could be filled with fuel that does not require pressure. Wings: I always struggled with selecting right wing for plane and there is essentialy no data on lift but I assume that "wing area" is the only thing that is useful, also area weight ratio could be there (more numbers!) It would be nice to see drag vaule caused by front side of parts ( or something similar), I mean only in building mode, when you browse parts. Advanced staging: Once I had this idea, that there could be more advanced stages, for example stage is made of few actions that execute one after another or with small delay. I would love to have this tool in my box. Firing decouplers every 0.1 s SAS Tuning: I don't like when my station wiggles for no reason, and can't stabilize and its a bit annoying. I do know if you gonna fix it somehow or did it, or leave it as it was But this suggestion would fix it. So if I could change sas params like params of PID controller, to stabilze faster, slower, or don't overshoot, this would allow players to adjust it for their needs, for bigger rockets, or smaller. For example having bigger rockets with very high inertia would be best to tune to not overshoot position, but slowly get there (lower D, increase I component). You can always have 2 modes of SAS. pid comonents comparison picture: Automated SAS: Going further with SAS, you can use markers (prograde etc.). I suggest locking some axis of navball to hold some values, maybe one angle, or maybe pitch and yaw, custom markers. I just like automation. Kerbals EVA: Kerbal attached to ship in space with lines. Why not? Its just an idea, ant its pretty cool (or maybe you can do that? and I have not gone that far into kerbals yet).
  2. Common Suggestions. Delta V Display Multiplayer Aliens Axial Tilt Clouds Bug Fixes (These happen with every update) Career Improvements KSP 2.0 Lagrange Points Life Support Mod (insert name here) added to stock Multi-threaded Physics (Done, Unity5 and PhysX supports this) Music! New Parts New Planets N-Body Physics Realism (And Kerbalism) Science Improvements Steam Workshop Two Kerbal, 1.25 metre command pod UI Improvements Suggestions Implemented by Modders. Advanced Technology Autopilot Bug Fixes Clouds Combat and Weapons Improved Graphics Life Support Loading on Demand More Parts New Planets N-Body Physics (lagrange points) Procedural Wings Procedural Other Parts Realistic Fuel Realistic Overhaul Realistic Progression Real Sized Solar System Robotics Tech Tree Changes Two Kerbal 1.25 metre command pod Erm, No. Changing Game Engine (Unreal4 etc) Nightly Builds Old Already suggested thread, old WNTS thread.
  3. This one always annoyed me and kind of ruined the immersion in KSP 1 just seeing objects or Kerbals floating slightly above ground, I hope they find a way to fix it or even better add a ground effect like they showed in the trailer - https://youtube.com/clip/UgwVSDWIxSth4c8F6QN4AaABCQ
  4. I've recently posted two videos to YouTube now. I think they're pretty good myself, but they're not without flaws. For one thing, twenty to thirty minutes long. I think the problem is that I want to add all the shots into the video that I've made. In the second one, I condensed each shot in an effort to try to shorten the video, though the problem is that I repeatedly put very similar scenes (e.g. the space tug reentering the atmosphere and landing) into it, still making it too long for a normal video. You can watch the videos here and give me some constructive criticism and advice so I can note it down for future videos.
  5. I was looking at an old topic about orange version of the 5m parts, so I would to see a revamp of the shuttle/SLS based parts. A, 4.2m wide orange fuel tank because kerbal scale is half of human scale and the Shuttle ET was 8.4m wide. B, The vectors be slightly bigger or have a less powerful bigger version of the vector that is more like SSME (space shuttle main engines) . C, Bigger mono pro engines based off of the OMT (orbital maneuvering thrusts). D, Orion based capsule that is around 2.75m and other 2.75m parts. E, The pollox boosters have bigger nozels, have an aft skirt, be able to gimbal, and have a 4 or 5 segment versions. F, RCS pod on mk3 cockpit like the real one. G, Bigger LES (launch escape system) for Orion capsule. H, For the 4.2m tanks should have a white version, orange and sliver. Sliver for the starship because the starship is 9m. I, Revamp the rhino, mamath (sry for spelling) swivel, reliant, dawn ion engines.
  6. weather its light wind or heavy wind, storm or lightning, turbulence or whatever you get the point, there should be weather in ksp 2, think about it weather affects rockets in real life and it'll be amazing for us to have realistic weather in ksp2 i think there is a mod for that in ksp 1 but im suggesting that there should be at least some form of wind or storm that goes in ksp2 and a weather indicator that tells you the weather for the next 7 days, the weather should also be different on other planets too like raining acid on eve or heavy snow on laythe or extreme storms on jool or radiation spikes on duna, yes it would be a bit more of a task to maintain your crew (or there could be a automated feature that manages your crew in case of such event) weather would be really nice to have on all planets, also can we have kerbals hair blowing in the wind depending on how strong it is and kerbals reacting to heavy snowstorms like putting thier hands over thier heads and squinting thier eyes or wiping thier helmet every 20 seconds or maybe kerbals sweating heavily on planets like moho and eve i know thier thread wont get far but i really hope someone forwards this to nate simpson to add it into ksp 2 or maybe ksp 1.11 because im too scared to do it lol but hey its just a suggestion and if nate decides to actually put it i the game then it wouldn't really matter if ksp got delayed again as long as he and the other ksp devs get it right. :A delayed game is eventually good but a rushed game is bad forever -Shigeru Miyamoto
  7. Having been discussing this, and slowly fleshing out the idea further, I would like to suggest a set of level 4 upgrades for each of the KSC facilities should be available, as well as (as a reach-goal) some way to upgrade the alternative launch sites (the Desert Runway needs an upgrade to its length/width/surface, in particular). Why: - Gameplay progression and "reach" goals for longer-running campaigns by more advanced players (although, these should not be out of reach of any player, they should require even greater Funds cost than the lvl 3 upgrades). - Rule of Cool. Bigger and more impressive facilities are a worthwhile goal in themselves, if it doesn't harm immersion/fun. - Realism. Real space centers, like Kennedy Space, took DECADES to reach their current size/scale. - Mods. Some of the features these level 4 facilities would provide would make some of the harder mods- such as Real Solar System scale-up's, a bit more playable on Career without having to tweak the Difficulty settings yourself. What the upgrades do/ look like: - Lvl 4 Launchpad. Somewhat bigger than the level 3 pad. Located a bit (maybe 10-20 meters) further away from the other buildings for range-safety of colosssl rockets if this is possible- otherwise the default distances should be increased 10-20 m or more (they are too small for realism, and increasing the distances a bit would add more of a sense of scale/size to the space center...) Maybe also adds a big, bare concrete pad nearby that still counts as Launchpad biome (100% recovery) for SpaceX-style recovery missions (the lvl 3 pad is an INCREDIBLY small taget to aim for landing on, and most players, except the truly crazy-skilled ones, just aim for anywhere near the KSC grounds for landing launch stages as a result...) - Lvl 4 Runway. Wider and longer than the KSC runway (currently 2.5 km long, the KSC runway in real life is 4.5 km, and quite a lot wider than the KSC one in game as well. I suggest at least 3.5 km for the level 4 runway, preferably 4-5 km). Maybe a bit thicker surface, for realism of handling heavier planes on it (could also justify then making the lvl 4 runway being a bit harder to destroy than the lvl 3 one). Wider runways will allow players to safely launch wider planes. The runway separation from the SPH should also be increased a bit (at least 10-15 m) for landing approaches of ultra-wide planes, range-safety of massive planes full if rocket fuel, and so wings of huge planes don't collide with SPH if players decide to taxi around near the SPH a bit. - Lvl 4 VAB. Larger/taller inside than the lvl 3 VAB, so players can see more of their tallest rockets (and have less of planes overflow the VAB when they merge really long shuttles/flyback boosters built in SPH, before attachment) without re-rooting of parts and constant shifting of the rocket stack. Larger exterior dimensions too, for immersion/coolness. - Lvl 4 SPH. Longer/wider internal dimensions than the lvl 3 SPH, for even longer/wider planes (having really wide planes that you can't see the wingtips of in the SPH is *particularly* annoying). Larger external dimensions for immersion/awesomeness/impressiveness. - Lvl 4 Tracking Center. Provides higher-powered DSN (so players have a better way to increase this with more immersion/coolness than just pulling up the DSN slider under Difficulty settings. I won't argue the necessityof the DSN upgrade beyond saying it'a both more realistic, and less obnoxiousfor players than building their own more powerful ground-stations on Kerbin and an enormous relay network just to provide stronger comms to Jool, or mods that expand the # of planets beyond Jool) and larger/more impressive-looking satellite dishes for the building. Maybe give the Tracking Center a proper parking-lot too? - Lvl 4 Astronaut Complex. Should provide a discount to astronaut-hiring costs (maybec10-20% off the base cost. 30%? 40%?) By the late-game, when you have a large crew roster, it becomes PROHIBITIVELY expensive to hire more Kerbalnauts (and forces players to just spam rescue-contracts to get more) or replace any lost crew members (w/o respawn). An option to refresh the current list of available hires, for a cost in Funds, for the lvl 4 complex (if you're going to spend a fortune on hiring, maybe you want a Pilot with better Courage, or a low Stupidity scientist? Helps with immersion/fun). - Lvl 4 Science Center. Purely a handout to modders. Lvl 3 center could be given a tech node cost limit beyond anything in the stock tree- allowing modders to lock parts behind a lvl 4 science center (which would remove all limits) for Career Mode balance and realism for futuristic parts taking even longer to obtain... Could possibly be disabled by default (but re-enabled under difficulty options, with a tooltip "just for looks in the stock gsme") if would annoy stock players. Could be larger/ more impressive than the lvl 4 center, so even some Stock players might use it, for coolness. Would of course also be default level in Sandbox/Science modes (so most players would still benefit from the cool model). - Lvl 4 Admin Building. Should come with a moderate (20-30%?) discount to buy-in costs for all strategies, or *maybe* add a few new, more powerful strategies (or allow existing strategiesto be set to 100%- with lvl 3 only going to 80%, and the strategies all being buffed a bit). Would make the game a bit easier if players bought it- but at VERY low Return On Investment (as the upgrade would be very expensive). Besides, most players don't use the Admin building much. This might give players a *bit* more motive to do so. Could also cone with a larger/cooler building model, maybe also a bigger parking lot? (To represent the increased staffing demands of a more mature apace program, and all the complex clerical work that makes modern space programs possible...) These are just ideas for what each of the lvl 4 upgrades could do- amd I'm sure other players could come up with even better ideas! This is a great game, and little improvements like this (or in the case of players who struggle with launching/landing enormous rockets on the puny lvl 3 pad/runway, BIG improvements...) would make the game even better. I don't expect everyone will agree with me on thos, or all the details, but I would like people not to be closed-mindef about this, or respond "there's a mod for that!". Thank you all for reading this! I think some lvl 4 upgrades, as part of the base game, would be a nice way to show appreciation for the KSP community- and by showing players the game is continuing to grow/evolve in a VERY noticeable way to any playthrough, would keep them involved- and more likely to consider buying KSP 2 and any future expansions for KSP as well...
  8. Kerbal players aren't exactly professional pilots (so landing is hard for many of us), and the runway is annoyingly short for some of the heaviest/largest spaceplanes we might build (ESPECIALLY given the lack of any Stock jet engines larger than 1.25 meters- meaning our largest spaceplanes tend to end up light on Thrust..) Thus, I would like to suggest that there be a longer/wider runway, which players can upgrade to as a "Level 4" runway (only effect is having more room to takeoff/land) in Career, or have from the start in Sandbox. While we're on the subject of facilities, a Level 4 Tracking Center upgrade would be nice- potentially allowing players to attain an even more powerful Deep Space Network, for an ENORMOUS investment of Funds (one more thing to work towards late-game) And, among the alternate launch sites, the Desert Runway is a serious pain- could we get a little terrain leveling of at least a few of the dunes right next to it? (like how the area around the KSC is flat) Maybe make it longer/wider as well? Historically, some of the largest/widest runways in the world have been built in desert areas, for aerospace R&D and potentially for spaceplane use someday (Dreamchaser and X-37b were only the start...)- yet the Desert Runway we have to work with is absolutely pathetic... As is the island runway too- meaning we only have one decent runway, at the KSC- and it's still not as long or wide as we might prefer at times... EDIT: since some comments on a Level 4 DSN aren't aware- there is already one for Outer Planets Mod. So it is definitely possible to do! EDIT #2: Since the lvl 4 Tracking Station idea has generated a LOT of discussion, and was only an aside (from the main idea of a bigger runway), I have created s new thread specifically on level 4 facilities. I would ask you take any discussion of upgraded DSN there- but I would ask that you please do not crowd out other parts of the topic people might want to discuss! Thanks!
  9. Here's the thing: Kerbals are a bit... same. They always have the same heads and the same suits, which sort of gets boring. Instead of just 2 heads, they should have a lot of different heads, and would be chosen like the name generator. Now, I know what you guys are about to say. Why not just use TextureReplacer or TextureReplacerReplaced? Hear me out: first of all, they are both very complicated to use for most players, and second, they are both outdated. Instead, an in-game UI like Kerbaliser should be implemented, so when you are trying to edit a kerbal through the cheat menu, you can just select a look and a suit.
  10. Hey. KSP has just updated (version unknown, date 12/05/2019) together with the launch of Breaking Ground, but a lot of things are still amiss. I made a list of points I'd like to go over here, some are bugs, some are suggestions, some are slight rants from issues that have been present since the game launched and have been not given any attention yet. 1) Show game version number at main/settings screen: when reporting problems we are having to resort to giving the date and hoping you guys can at least figure out which version KSP should be updated to by that given date since there doesn't seem to be any way for one to check exactly what version number he's running. This is a very important feature for bug-reporting and is present on pretty much every game. 2) Explanation for new features added (I'm not talking about Breaking Ground itself, but the "free" update): so, not only a performance calculator has been added for the VAB/SPH, but a lot of other small features as well - such as a new option to toggle "same vessel interact" in the VAB/SPH, for which the game doesn't care one bit to explain. This issue will lead into the following 3rd issue that is KSPedia (will talk more about it); it doesn't seem to be properly updated and, even after painfully scrolling through the document (as there are no table of contents for you to jump to) I could not find mention of any of some new features there (part because I may have missed it - there are literally 175 pages - and part because they aren't there) We also have the training scenarios there in the main menu that are pretty much abandoned. Updates came and gone and seemingly nothing new has been added to the tutorials in regards to the features that have been added with these updates. 3) KSPedia: I have made a post about KSPedia removal back in April (here: https://forum.kerbalspaceprogram.com/index.php?/topic/183348-ee-kspedia-removal-feedbackquestions/) but it has apparently received ZERO dev attention on it. I won't bring up all the points I made there here, but pretty much everything discussed there is STILL present and/or important. The sad fact is that with the removal of the KSPedia from the console version we have pretty much traded a relatively functional and intuitive helping system for a poor .pdf file that's quite literally comprised of a series of screenshots of the KSPedia screen, featuring NO table of contents, is all messed up with pages of different sizes (check page 162) and one can't even tell what has been updated or when (although, funnily, as stated by "UomoCapra" back in March, 27; one of the reasons for this change was so that KSPedia could be more easily updated - yeah, right). I mean, honestly, take a look at this mess!: https://www.kerbalspaceprogram.com/files/KSPedia-XB1.pdf The two main issues we therefore require fixed immediatly in my opinion (regarding KSPedia) are the table content and a marker/line/changelog list in the start of the document that shows new players exactly what has been updated in the document; having a KSPedia version number here https://www.kerbalspaceprogram.com/kspedia/ would also not hurt, as I'm typically clueless on whether I have the last version already or if it has been updated. 4) Altimeter AGL/MSL toggle: Is there a radial funtion for toggling this (like we do with the landing gear)? There's a blank option at the 10/11ºclock position when oppening the Action Menu radial which could very well be used for this. Having to move the cursor with an analogue stick to click on the altimeter is painfully annoying. 5) Slider bug: has been present ever since the game came out on consoles, never fixed, never cared for. Two ways you can notice this are by trying to increase a parachute's spread angle to 10 (unless you're extremely lucky you'll end up having to move the slider up and down over fifteen times to get it to 10, more often than not it will go up to ~9.6 and not reach 10); and by trying to select how many sides you want a fairing to break into after it's deployed, in this case you can't select natural numbers like in the PC (that is: 1, 2, 3, 4... nº of sides), but only decimals that make no sense (like: 2.147 number of sides, or 3.879 - you get the picture, how would a fairing break into 2.147 sides?). 6) RESET stage letters are blank (*minor bug): in the VAB on the bottom-right of the screen where there should be the letters "RESET" with an orange background for you to reset the stage orders back to default doesn't have these letters anymore, only the orange background. It left me wondering what that was for, so I clicked on it and messed up my stages, no big deal though. 7) Vertical coloured bar beside kerbal in EVA shows "no text": possible bug? When going EVA we now have the Kerbal portrait on the bottom right. To the left of the portrait there's the vertical bar (which is used to show G-Force/Fatigue when the Kerbal is in a craft), in this case the bar is coloured up to half and, when hovering the cursor over it, it shows (NO TEXT). 8) Allow for time slow down (like a time compression, but opposite)! One of the main issues I have while playing KSP on consoles is having to move the cursor, especially because performance is usually suboptimal and you have to click on that tiny science part while everything is shaking. A very helpful workaround that I came to suggest more than a year ago (and obviously received zero dev attention) is having a system that slows the game down. Now, this system is already present, every time you open the radial menu the game goes "slow-motion" and performance is a LOT better (since the game has time to calculate everything). Therefore, being able to activate this slow-motion mode outside of the radial while being able to move the cursor and interact with modules would be extremely helpful! It would also be helpful when you're managing experiments/crew in a space station/planetary base, since the FPS drops significantly while near these two and it's close to impossible to properly move the cursor and click on the parts you want to.
  11. Here are some things I'm kindly suggesting for KSP 2, most of which are very simple and have great consequences, something lot of people have been asking for years. Most of these have been made possible by mods, but now there is no reason to leave them behind. Let modders deal with fresh ideas. (Order of suggestions is irrelevant.) Cosmetic enhancements: realistic sound behaviour - gradual transition to muffled, deep sounds of rocket engines in low pressure, screechy rumble in IVA during chemical engine operation, Kerbal breathing on EVA with sounds they would hear in spacesuits in vacuum part explodiness inequality - lots of reactive fuel in tank, big boom. Little fuel, small boom. Parts without reactive components, no boom. pitch dark, starless sky in daylight conditions - do not underestimate the aesthetics of real space. Universe is a black void that reveals its beauty only in darkness, making such reveal special. Please don't paint the sky with brown-gray goop and splotchy stars. no convection in vacuum - gases and powders follow ballistic trajectories in vacuum. No swirling. It looks very interesting, it's easier to simulate and teaches you physics. illumination by engine action - simple and looks nice for screenshots planetary body shine - immersive and beautiful realistic engine plumes - looks amazing in screenshots and teaches physics of fluids reentry trails - it's time to use something beautiful that KSP already has, but has never been officially unlocked atmospheric scattering, simple clouds and weather - beautiful and can be done with little downsides visible partial damage for parts - squashed fuel tanks, bent wings, punctured fuselages? Immersive and fun. proper naming of astronomical objects - Kerbol, not The Sun. Mün, not The Mun. Ditch English vicissitudes and pay respect to old, recognized Kerbal goofy names. Gameplay enhancements: astronomical body tilt - it's time to implement it angular momentum conservation - make those RCS thrusters more useful and allow constant spinning. Immersive and useful for centrifugal ships. camera action in docking ports - way more useful than any indicators, immersive simplified thrust curve of solid rocket boosters - no need for complications, a nice neutral curve creates less stress for launches. radioisotope thermoelectric generator power decay curve - one radioisotope with fixed halflife is enough raycast ionizing radiation model - simplified, but powerful in its gameplay impact, just like this WIP; powerful when coupled with Kerbal mortality, makes ship designs elaborate atmospheric curves adhering to same physical laws - in KSP, they are not a balloon - has implications on taking measurements or types of launches cryo-sleep - necessary for interstellar travel if we want same Kerbals surviving Kerbal interaction - chatting, movements, EVA following thermodynamical model with reflectivity - stellar missions with sunshields make Kerbol an active body - Kerbol has been neglected since it turned from a glowing spot into an actual body; this would be great, coupled with Kerbal mortality new planetary bodies - I know it has been mentioned, but I need to remind about great concepts early custom planetary body designers envisioned (a periodical comet, a Vulcan-like sungrazing dwarf planet, ringed planet, binary planet) dangerous surface features - lava, geysers life support, Kerbal reproduction and mortality - it opens vast gameplay opportunities - colonization, difficulties for interstellar travel, etc. sample museum - displaying all the collected and returned items in a special building Kerbals adding mass to vessel when boarding it - immersion and mission planning opportunity - to leave Bob behind on Mün surface, or to strand the ascent crew in orbit? Kerbal EVA building struts and resource transfering - loads of fun playing ballasts - for both airflight and ocean exploration inline parachute - we've been waiting for this for years, come on realistic start of career mode - unmanned start that progresses into manned missions as reward variable sphere of influence - useful for comets At the end of everything, my best advice, and I see it has already been announced, is: no magic stuff, only physics - please, never give up on this crown rule of KSP
  12. Is it possible that when parts with fuel and oxidizer explode, a shockwave is generated and destroys stuff around it?
  13. I think kerbal space program 2 looks stunning. I like the idea of interstellar travel and colonization, but I am worried that we can't keep the freedom ksp 1 had. I would suggest some mandatory things to stay, like the nav ball and all the keyboard controls. Then I would suggest a Gameplay mechanic so we ca place Colonies ANYWHERE. First : launch a factory to the place you want to colonize maybe a beautiful hill or something like that. Second build construction rovers. Third plan your colony, like the way you build bases in subnautica. You can place without you materials but it will only be a hologram. Fourth collect resources, get them to the factory and the let it construct the colony. I would suggest that the modules are built instantly, leaving no room for any time delays that could add micro transactions. I only want to buy the base game and the maybe 2 or 3 dlc's but NO MICROTRANSACTIONS It would really hurt the game. But other than that I am SO EXCITED pls keep up you work!
  14. Just a small suggestion, I think the veteran Kerbals should have their signature orange suits on EVA, it’s slightly out of place to see them change into the ordinary default suit every time you hop out of your vessel.
  15. after we got RemoteTech, InfernalRobotics, PreciseManousers, Kerbal Engeneer, etc as vanilla what i think its nice, i suggest: ScanSat: some dishes sensors scanners to identify biomes altitutes anomalies, so that we can find the new cool breaking ground stuff with our sats and probes via kerbnet. TransferWindow || Alarm Clock: the last missing HUD help thats missing is a transfer window calculator so to find the sweat spot to fly to duna, i think a timer will be the best choice, to you can fly to duna in 241days and the window stays open for 3 days, like that. maybe require astronout complex lvl 2 and research center lvl 2 to unlock
  16. I usually don't mind calculating Delta-v for missions on my own, but this seems to be a really useful tool. In my opinion would be a great addition to the enhanced edition for new and old players. Hope @SQUAD is considering adding this to a future update. Here is the discussion posted by @UomoCapra
  17. Here's a few ideas I had for new spaceplane parts, as well as a few suggestions for the current ones. And I know some of these suggestions are inside of mods, but I would like them in the base game for stock builds. New parts: A bigger Goliath - 3m Goliath anyone? But seriously, bigger engine, more thrust, for those heavy payloads... or just to get a tiny payload moving ridiculously fast. A bucket reverser 1.25 meter engine - Buckets are kool. A 1.8 meter engine - not as small as the J-20, but not as big as the J-90. A middle road jet engine. 1.8 meter aircraft parts Bigger FAT-445 Aeroplane Main Wings - Two new sizes actually. One wing is better than 50 wings glued together after all. Size 2 rounded fuselages Size 3 rounded fuselages - Or parts to make the mark 3 parts round. Pegasus XL styled Fuselage - Basically, a place to hold rockets and a place to tail fins to stick up inside of the fuselage New landing legs in many different styles - Including but not limited to, F-16 style, where they go 90 degrees (About) from the fuselage, C-17 style, Hidden inside a hump that attacks to the Fuselage, and WW2 fighter style, wheels that go up side ways instead of forwards or backwards. Aircraft heat shielding - For when you're going 1400+ M/S and things are getting a little toasty. Basically what I'm picturing is little body conformed wing like structures that you can click on to the aircraft's nose and belly, or anywhere else really. Aircraft antenna - Resistant to both heat and air speed. Edit parts: J-90 Goliath Pylon removable option - An option to remove the pylon from the engine so that when it's inline with the body like a tri-jet config, it looks cleaner. Engine Nacelle Pylon option - Option to add a pylon on to the part Shock Cone Intake animation - An animation that moves the cone foreword or backwards depending on if above or below Mach 1. Plus manual option to move cone forward or backwards. J-404 Model switching - New models that mimic some other jet engine nozzles, such as the F-22, the F-15, the Su-37, and the X-31
  18. Hi guys I'm considering to make a star mod, just like Kerbal Galaxy, and I'd love to have some ideas, as I do not have a lot of ideas for now. You can post system ideas down below, and if you want, you can add textures. My ideas for now: Segit: The black hole in the center of the galaxy. Dalykthen: A blue white dwarf. Eodis: A small red dwarf like VB 10. Kahlos: A T-type brown dwarf. But I don't have planets yet. I'd like some more ideas please. Thank you in advance, and happy posting!
  19. Looking for music that appeal to the Ksp community for a channel debuting in April, Music Requirements: -Copyright free -free -preferably without lyrics If you have any suggestions give me a song title and link below, -theLizard
  20. 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.
  21. Hello, I'm going to try a BDB themed career, but I'm just looking for mods that can spice it up. Stuff like emulating tech/real world designs up to (reasonable) near future tech, and minor base-building/colonising efforts with a nicely-orangised progression. so far, this is what I've got listed: entire Near Future suite (Mid-late game doodads for fun and profit) BDB (The bread/butter of the pack itself, with about a bajillion different parts for launcher variety) ProbesPlus (Probes became interesting to design with this ^_^) RSS @ 2.5x stock scale. (I mean, we gotta launch Saturns from the Cape, right? ) Tweakscale & Procedural Parts/Fairings (Sometimes, you gotta design that tank/SRB/fairing yourself.) BARIS (Having Apollo 13-esque issues in flight spices up routine missions) What do you recommend? I'd love to hear em
  22. Hey, guys. Been killing time waiting for the expansion (constantly stalking the Challenges subforum; lookin' for good ones), and I feel like I need some new horizons; so to speak. It's been about 2,500 hours with the stock game (and nothing really left to accomplish accept a proper Grand Tour), and I'd like to see what else is out there. I've heard the names of other planets and moons enough times that I'm definitely interested. So I was curious which route you guys would go, OPM or GPP? At this point, I'm leaning towards OPM. It looks like it can just be added on top of an existing game; which appeals to me. However, GPP sounds pretty awesome as well. I know I might need a mod or 2 (like better timewarp for the outer planets), but I'd like to keep my game as stock as possible. Speaking of which, I play without info mods or doing any calculations, so I'm wondering if that would still be possible. Basically, guesstimating my rocket based on distance and size of body, payload, etc (part of the reason I've been reluctant to add planets: I know the stock worlds pretty well by now, and adding new ones will sort of put me back to square one). Anyway, curious to hear what you guys think. Any feedback would be appreciated. Thanks.
  23. 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!
  24. For a civilization, there isn't any visible signs of it on Kerbin except the two KSCs, the Island Airstrip, and the Ancient Ruins My suggestion: Add multiple [5? 10? 20?] Cities into the game, each with their own airport Possibly have contracts for ferrying passengers between cities? Airshows? There are really many possibilities
  25. I myself am HORRIBLE at this game, I haven't even made it to the Mun! But, I honestly think that this is a amazing game so I have some suggestions, you can vote for which suggestion you like the most. 1-Detailing the planets more 2-Being able to create bases which you can walk into and decorate on other planets/moons AND being able to make launchpads on other planets (suggestion from panzer1b) 3-Expanding the campaign If you have more suggestions, please feel free to comment!
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