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Found 7 results

  1. Ok so i am not new to modding. i have done a number of surface level modding and even part modeling. i have an idea for mod that goes into the programing aspect which as much as i would love to be able to do it. it is taking me longer to understand how to do in the confines of ksp. i do not know how hard it would be to do this or if it is even possible but anyway, so here is the idea. I think it would be a good a addition to carer mode/science mode if you needed resources to build your rockets. not just funds but also exp.. metal. some parts need resources from specific planets. you need
  2. So it seems clear in the KSP2 trailer that colonization on a large scale will be possible - building up not only outposts but even cities over time. What is less clear is how these mechanics will work on such big projects. Will I have to slowly cart out every little piece of my colony to another star system? Because that would not only be tedious but also prevent many players from seriously making a colony without using cheats. Perhaps a portable VAB? But with a feature like that, the game would instantly become way too easy to build things with, making space stations instantaneous. Colonizing
  3. I was wondering if there were any mods that allowed for 2 different space centers and two separeated careers at the same time. Me and my little brother are going to play multiplayer by this method: It would be excellent to have 2 different careers running in the same game so we could advance at different rates and have a true space race. Dose anyone have any info on a mod like this? It would be much appreciated if you could share.
  4. A mod inspired by 364, that had re scaled the distances to 6.4x and the planetary sizes 3.2x larger. This makes the game much more difficult, but still possible with stock parts, it truly is a game changer. Dependancies Module manager http://forum.kerbalspaceprogram.com/index.php?/topic/50533-130-module-manager-281-june-29th-2017-with-n-cats-physics/ Kopernicus http://forum.kerbalspaceprogram.com/index.php?/topic/140580-130-122-kopernicus-release-4-june-15/ Sigma http://forum.kerbalspaceprogram.com/index.php?/topic/126548-wip130-sigma-dimensions/
  5. At its core, the suggestion to add weather and clouds is simple. Clouds, wind, perhaps even storms. Its easy to imagine how interesting it could be. But before we can really delve into the suggestion, we need to consider different ways weather could be implemented, and figure out what the best way would be for KSP. But first, lets talk about the elephant in the room: The fact that it can adjust difficulty: Weather and Difficulty: The way I see it, there could be a number of basic settings for weather. -Full disable: Weather is disabled. It is always clear.
  6. Hi Guys, Right, I'd firstly like to say that I am very much looking forward to the upcoming release of version 1.2 it is truly looking fantastic. Now admittedly what I'm about to suggest may encourage some to beat me over the head with a chair until it's worn out but... here goes. At the moment AFAIK there will be an integrated network of ground stations dotted around Kerbin, now for the sake of difficulty could it be possible for there to be a setting to disable them? That way players must make the ground stations themselves (of course if the player so desires). Then have relays to boun
  7. I'm not usually much of a challenge seeker. But even so, the incredible successes of NASA, the Russians, and the bright future of other space programs inthe face of difficulty can be inspiring. The more I learn about the perils of space travel, the more impressive it gets. And it makes me want to be bold in my Kerbal career games, sometimes! I've seen a lot of ways to make things harder on onesself in pursuit of realism or raw challenge. I recently started a stock gameplay career on Hard mode. What about you? Tell us all about YOUR most daring, most teeth-grinding, most successful h
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