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  1. Hello everyone! Put on your seatbelts, Kerbal Space Program 1.6: To Vee or not To Vee is here, and with it moar explosions and fun! With our 3rd major update this year, we are thrilled to continue with our goal of advancing KSP and improving our players’ game experience by delivering substantial releases. To Vee or not To Vee is filled with new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We’ve also done some tuning work that includes stock craft improvements and the rebalancing and fine tuning of a number of Making History parts, particularly the engines. From the very beginning KSP has been shaped by the amazing community around it and we hope that To Vee or not To Vee serves as a testament to our appreciation of our players and our commitment to continue supporting, updating and improving our game. Let’s go through some of this update’s highlights: Delta-v per Stage and Delta-v Tool App Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope. Part revamps To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful! Navigation Icons to Launch Sites A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites. Helmets Off! You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel… Click here to see an animated gif showcasing this feature. And much more! To learn more you can read the full Changelog here: =================================== v1.6.0 ============================================================ 1.6 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option. * Stock and mobile launch sites are now navigable in all game modes. * Performance improvements for DV calculations that are used by Burn Indicator. * Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red. * Performance improvements for craft browser menus. * Craft browser menus now check for craft compatibility. * Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key. * Generate reflections of the environment to be displayed on shiny parts. * Improved part search in the editors to give more relevant results with short search terms. * Adjusted shadows from The Sun to be more precise. * Add new idle animations when the kerbal is standing in the ground. * The command parts now have an option to change their 'forward' direction in the PAW. * Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere. * Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN. * Allow wheel spring and damper advanced tweakables to be set up to a value of 3. +++ Localization * Localize the phrase “Advanced Message App:” in the Mini-Settings dialog. * Some Community feedback for localization strings applied. +++ Parts Updated Parts (reskinned): * Mk2 Lander Can * 48-7S Spark * RE-L10 Poodle * LV-909 Terrier * FL-A10 * FL-A5 * ADTP-2-3 * Rockomax Brand Adapter * Rockomax Brand Adapter 02 * TVR-200 Stack Bi-Coupler * TVR-1180C MK1 Stack Tri-Coupler * TVR-2160C Mk2 Stack Quad-Coupler * TVR-200L Stack Bi-Adapter * TVR-300L Stack Tri-Adapter * TVR-400L Stack Quad-Adapter * Small Nose Cone * Aerodynamic Nose Cone * Advanced Nose Cone - Type B * Advanced Nose Cone - Type A * Protective Rocket Nose Cone MK7 Color Variants: * Mk2 Lander Can (New “Lander” and “Rover” color variants) * 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants) * LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants) * FL-A10 (New “White” and “Orange” color variants) * FL-A5 (New “White” and “Orange” color variants) * ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants) * Rockomax Brand Adapter (New “Black and White” and “Orange” color variants) * Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants) * TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants) * TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants) * TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants) * TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants) * TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants) * TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants) * Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants) * Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants) * Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants) * Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants) Other Part changes: * Fixed the normals maps on the Stayputnik. * Fixed the normals maps on the Okto. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant. +++ Bugfixes * Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes. * Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator. * Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator. * Fix flashing Burn Indicator and display of DV when vessel are prelaunch. * Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report. * Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips. * Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH). * Fix fuel being drained from tanks when fuel availability icon is double-clicked. * Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters. * Fix double quotes in stock craft descriptions. * Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode. * Fix Drills can operate and generate ore only when deployed and proper surface contact. * Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default). * Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH). * Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly. * Removed unnecessary horizontal slider in the mini settings UI. * Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range. * Fix flickering of fairings in editor scene. * Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario. * Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel. * Fix NRE is no longer generated when rockets crash on the Launchpad. * Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX. * Fix cost of fairings shells now is included with initial vessel load. * Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship. * Fix last part of interstage fairings not having correct variant applied when vessel is loaded. * Assigned the correct category to the cfg of all engines. * Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT * Fix Vessel without name cannot be saved in the editor and no longer generates an error. * Fix part hover highlighting no longers shows from inside IVA or Internal camera. * Fix inverted interstage fairings not being able to activate when a decoupler below them has activated. * Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars. * Fix potential NRE when completing an orbital survey. * Fix Words no longer duplicate on contracts. * Fix Burn Bar and Orbit stays the same when a new target is selected. * Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves. +++ Mods * Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene. * Variants can now disable animations and events. * Alternative control point orientations can be configured on ModuleCommand. * Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet * Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE +++Miscellaneous * Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists. * Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher. * Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel. * The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals. 1.6 Changelog - Making History DLC ONLY +++ Improvements * Open mission menus now check for craft file compatibility. +++ Localization +++ Parts * The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat. * The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50 * The following Structural Tubes were rebalanced: T-25, T-37, T-50 +++ Bugfixes * Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog. * Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left. * Fix Kerbals now appear swimming in the correct position on the water when spawning. * Fix undo function will no longer ignore copied nodes in mission builder. * Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator. * Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE. * Fix Localization description of craft Valkshod 2 on trouble in the Void mission. * Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission. * Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission. * Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned. +++ Missions +++Miscellaneous Kerbal Space Program 1.6: To Vee or not To Vee is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.6: To Vee or not To Vee. Happy launchings!
  2. Lithobrake

    The Dungeons & Dragons Thread

    I was wondering if anyone else on the forums played D&D, and If anyone wanted to discuss it here/post stories.
  3. Hello everyone! For those years, as I played KSP, there were too many mods about Telemetry, Remote Gauge, etc. Some of them have used WebUI, some not. I think if they all have only one, similar to each another, mod protocol, we just can have only one backend and many frontends to it. Without total rewriting of frontends. What about it? I knew kRPC and Telemachus(I am active maintainer) comm. protocols, but I think we should create one unified protocol over HTTP/WebSocket based on JSON. Thx for attention
  4. I would like this discussion to be a place to share personal interests related to KSP. Aerodynamics, rocket science, physics, chemistry, etc. People can ask questions about real life topics they're interested in and learn about things others are interested in.
  5. Figure I would get this particular topic rolling With lots of modders using custom categories, we're starting to bump into each other. Is there interest in establishing, similar to CTT and CRP, a Community Category Kit (CCK)? If so... What categories are you currently using? How are you placing your parts in those categories? (Paging @Angel-125 and @Nils277 since those are two off the top of my head where we may have conflicts). Discuss [Heads up - will move this to a proper release thread, but here's the current Github link for interested parties :)]
  6. Hummingbird Aerospace

    United Airlines discussion

    So this summer break I went on a trip to C@N@D@ with United and on the way here I encountered a whole lot of crud like this: Being delayed by United Airlines Losing Greencards and getting them back at RIGHT BEFORE the late flight, which wouldn’t be able to go with my connection. Staying in a hotel with no working water Running out of Dill Pickle chips (yes, I actually like those) Realising I have to be stuck in the same clothes for three days straight since the trip took two days and United delayed my bags So what are you encounters with United Airlines? Good (unlikely)? Bad (likely)? Tell me your opinions on United.
  7. Fraston

    HyperEdit Discussion!

    Discuss all the stuff you’ve done with HyperEdit!
  8. Do you have a theory that you just want to let the world know about? Do you have ideas about the latest discoveries in astronomy, astrophysics, and cosmology? There aren't really many places to do this stuff on the forums, so here's a thread that includes it all. Users are free to post their theories (try to make them short), comment on others', and express their ideas/concerns about recent science news. Theories about the Kerbol system and planets from mods are also allowed, because what's a KSP Forum Thread without KSP? To give you guys some ideas of what theories are allowed, here's a list of topics: Atomic and subatomic physics. Evolution of solar systems. Early moments of the Universe. Exoplanets and exomoons. Dark matter and energy. Any theory about the stock KSP planets and moons. Realism of Kerbal Space Program. The four fundamental forces: Gravity, Electromagnetism, Strong Nuclear, and Weak Nuclear. Cosmic structures and clusters (open clusters, galaxies, nebulae, etc.). Our home galaxy! Dwarf planets and the Kuiper Belt. Planet 9/X/"Fatty" The evolution of the Universe. Alternate realities. Some other stuff. Go ahead an post your best theories! I probably will post some here, too, and edit the list of topics.
  9. I'm just wondering what the oldest version of Kerbal Space Program you have is . For me personally, I'm pretty sure the oldest KSP Version I still have on my computer is the 0.90 Beta from December 2014. What about you?
  10. It seems like the great big Mars colonization discussion has leaked inside threads that are not really intended for it, so I'm making it a seperate thread. Mods, feel free to merge.
  11. I am glad to start this thread out with a project which will come to fruition in a little while. Yes, yet another planet pack. But, still such a thing is an accomplishment of dozens of hours of work, if not more. I want to share my progress so far. Here is the basic map of the planet Pick as of now I know. Looks very messy, but still for a newbie like myself, quite an accomplishment. This is supposedly a planet topography map, with black being the lowlands and white being the mountains and the higher the place, the lighter the color. I would love to have some insight into the dynamics of planet building. So far, I have had some help from @Gameslinx, thanks to him, and I believe I have the adequate programs as seen in the spoiler below. Talking about Discord, I am starting a new one for this topic. If anyone wants to jump in, thank you. Here's the link, Thanks for looking into this topic. Please bring your newbie, in-progress planet packs to see how others are faring. Happy Explosions!
  12. Rocketry_Science

    KSP (Random Things)

    Random Stuff to talk about.
  13. Rocketry_Science

    KSP (Random Things)

    Random Stuff to talk about. Tip : When hosting battles in KSP with BD Download the mod, burning together, It can make setting up battlees way quicker!
  14. DarkOwl57

    Battle Royale Thread

    Discussion thread for @ShadowGoat's idea for a battle Royale. Results as well as the final video (If I have the time for that sorta thing) Will be here
  15. PLEASE NOTE THIS IS NOT A THREAD TO COMPLAIN TAKE IT ELSE WHERE THANK YOU So I am sitting here watching my modded KSP load and I wait patiently. I sit here and I wonder, what is the average time that everyone else waits for their client to load up? I am sitting pretty with about 106 some items in my GameData Folder. I usually wait for around, 30 mins for the game to load. What is the average wait time for you? By you I mean anyone that is taking the time to read this? I have a pretty modest gaming rig, I have an FX 8-core AMD processor, a dated Gigabyte Motherboard, 16 Gb of DDR3 Ram, and a Shiny New STRIX GTX 1060OC. I have thought about trimming my Mod Files, I am looking to make a Extensive Play-through Series. I will share what my GameData (see spoiler for link) Folder looks like, if anyone has some pro tips or what not, let me know.
  16. Recently, I was scouring about the internet and I realized how exoplanets are quite varied, from near-moon sized ones to some about half the size of the sun (Those ones of course might be brown dwarfs.) and I feel like we need some way to categorize them. So here are my ideas of some categories and their abbreviations. I'll be using new and some traditional planet categorizations to make this as wholesome as possible. (I'm going to be using the word planet instead of exoplanet because it's easier to abbreviate that way, anyways...) Terrestrial Planets (TrP) - A planet that is made of mostly solid materials like silicates and metals. ----- Distance from Star ----- Hell Worlds (HW or UHTrP) - Terrestrial Planets impossibly close to a star, reaching temperatures exceeding some stars Sub-Earth Hell World (S-EHW) - A planet less than 0.6 ME and/or less than 0.8 RE. Earth-Sized Hell World (E-SHW) - A planet with a similar mass and/or size to earth. Super-Earth Hell World (Sp-EHW) - A planet with over 1.5 ME and/or is no bigger than 2 RE. Mega-Earth Hell World (M-EHW) - A planet with at the most 10ME and is bigger than 2 RE. Hyper-Earth Hell World (H-EHW) - @ProtoJeb21's terrifying Tatarus (EPIC 220395236). Easily exceeds 10 ME and at the least is 3 RE. This kinds of planets can only happen if the stellar flux is at least 1,000 times of what it is on Earth and the star is bigger than a G-type (as far as i'm concerned.) ^ Hot Terrestrial Planets (HTrP) - Planets that are, well, hot. they range from ~2000K to 700K Warm Terrestrial Planets (WtrP) - tbd ----- Mass of the Planet ----- ----- Size of the Planet ----- Gaseous Planets (GaP) - A planet made mostly of gas, basically Jupiter or Saturn-like planets. Hot Gaseous Planet (HGa or HJ) - Gas Planets that orbit quite close to their home star Class III Gaseous Planet (C3G or C-LG) - Gas Planets that have no clouds, besides the ones near the surface. Class IV Gaseous Planet (C4G or AlG) - Gas Planets that have alkali metals as clouds. Class V Gaseous Planet (C5G or SlG) - Gas planets that have silicates as clouds, these are the hottest type of gas planet. Temperate Gaseous Planet (TGa) - Gas Planets that orbit within the habitable zone of a star Class II Gaseous Planets (C2G or WCG) - Gas Planets that are too hot for ammonia, but have a potential to have similar clouds as Earth's. Cool Gaseous Planet (CGa) - Gas planets that orbit at about the same SMA as Jupiter or Saturn Class I Gaseous Planets (C1G or AmG) - Gas planets that have ammonia clouds or something similar Planemo (PlM or RgP) - Planets with no star, basically a rogue planet. *Sub-Earth Rogue Planet (SRP) - Rogue planets that are smaller than Earth *Earth-Sized Rogue Planet (ERP) - Rogue Planets that are similar in size, mass, and/or density of Earth Gaseous Rogue Planet (GRP) - Rogue Planets that are mostly made of gas. However, they are likely to be hydrogen and/or helium. Warm Rogue Planet (WRP) - Rogue Planets that are noticeably and unusually warmer than the surrounding space Brown Dwarf (BrD) - Stars that failed to go under nuclear fusion: They'll still be planets since they're made of common materials from gaseous planets. Near Brown Dwarfs (NBrD) - Planets that are almost brown dwarfs but not quite. Y-Type Brown Dwarfs (YBrD) - The coldest type of Brown Dwarf L-Type Brown Dwarfs (LBrD) * = Skeptical or to be founded. ^ = Value is dependent on the type of star Notify me if you want something to be changed or add something new I'll try to update this everyday, but that might not be possible since school's coming up.
  17. This is a thread to talk about the planets and findings of the Kepler Space Telescope. It also includes the K2 mission as well, along with candidate planets from both missions. Here are some Space Engine screenshots of a few Kepler candidate multiplanetary systems:
  18. cubinator

    Space Engine

    Anyone else here like to play Space Engine? Want to share interesting places you've found? This is the place! I haven't seen a thread like this, so I thought I'd post one. Here are a few nice places I found today: This stuff is so nice I set my desktop to shuffle my Space Engine screenshot directory. Anyway, what are your favorite planets you've found?
  19. DarkOwl57

    Finale Discussion Thread

    Alrighty, so this is just going to be the impromptu thread for all things involving my upcoming story. I'll probably add some more stuff later on, but for now I just need a nap... So here's some info. After the Battle of Kerbin, Jeb left Kerbin and is now living on [REDACTED]. On a routine cargo delivery, the delivery person runs into a local gang, stuff happens, Jeb is discovered, blah blah blah, Kerbals find a new planet, new planet wants land, new planet declares war on entire solar system, so on so on. Here you can ask any question (As long as it involves this or any previous story), and if you know the answers to someone else's question, feel free to answer! (I normally take a 2-day sabbatical from the forums every weekend). So relax! Chill out here, plop down in that beach chair there, grab a smoothie and let the fun begin!
  20. p1t1o

    The OA

    The OA is a recent TV series steeped in mystery and in its current status, like many stories, is open to "interpretation" - ie: what we know so far from what we have watched could fit with several, disparate explanations. If you havn't realised yet: SPOILERS ******************************************** Rather than go through all possible explanations, I'll just give mine. I dont have a "grand unified" picture of the story, only some parts do I think I have the "correct" impression. Firstly, the last sequence, specifically the moment when they stand up to perform the movements, had me burst into tears, much to my *own* surprise, but I digress... I think that the metaphysical aspects of the story are real. I do not think that the story has been made up by her in response to trauma. Through some kind of interaction, this group of people have been exposed to a set of techniques for manipulating reality in a heretofore unexpected manner. The techniques are not "artsy-fartsy", they are not healing with "the power of love" or any hippy mumbo-jumbo. The movements are movements of matter through space. Some physical law dictates that certain complex movements of matter through space/time have a specific impact on underlying reality. The "perfect feeling", the different emotions that the performers display in concert with the motions are similarly, movements of matter through space/time, but on a much more subtle level. It is a physical effect, similar to how me making a pencil move in a certain manner through space/time can convert a plain piece of paper into a story, or a work of art - the emotional content of the 5 moves are not equivalent to my emotional makeup if I was, say, using the aforementioned pencil to write an emotional story, they are (just like the grosser physical movements) equivalent to the pencil. I was thinking that sometimes in stories, some characters/superheroes are given powers limited only by their imagination. And how these powers are so often squandered in the most base of ways: Example 1 - In one of the Green Lantern movies, the green lantern, using his essentially unlimited powers, uses giant fists to beat up a bunch of people. Example 2 - In the movie "Lucy", Lucy is granted essentially unlimited power and defeats a hallways of assailants not by brute force or firepower, but merely by removing their threat, and placing them physically out of her way. I always thought that my first instinct if intervening in a violent conflict with unlimited power would be to cease all atomic motion within a volume of space. Then these 5 come along in the last sequence of the OA, ostensibly angels granted a great-if-not-unlimited power, in confronting a violent attacked, deal with him in a wholly unexpected manner - by changing, or attempting to change (the way I see it they were interrupted) the very reality underlying the situation. Whether they meant to "cure" his violent urges by using their movements in a healing manner like the other times, or whether they meant to change reality in another way (say, by forking the timeline by force to a track where the violence was much less - perhaps the cook who tackled the shooter was not an interruption but was exactly this). Perhaps they didnt know what they would do, but they knew to do the movements. Anyway, the nature of their intervention was an extremely inspired piece of cinema, if you ask me. *** Moments before the cafeteria sequence, BBA is exiting the school due to the alert. She turns back and re-enters the school. This may have just been a natural protective instinct to her pupils, but this doesn't quite scan (the environment is one similar to a fire drill, maximum safety is if everyone leaves the buildings ASAP. She even gets in the way of quite a few people trying to exit on her way back in). It seems more like she felt she was needed and she knew where. She was not told to go there by the OA, she received no instruction. Yet all necessary actors were on-scene at the prescribed time. This lends weight to the idea that this is not the OA's fantasy. Similarly, these kids in the cafeteria did not just learn a funny dance and decide to try their luck against a live shooter with it on the off-chance they distract him long enough to end the situation without being shot down immediately. They had conviction in the real power of the movements, more than that, they were able to perform flawlessly (or so we persume...) in the face of extreme danger. This says to me that the "gift" almost has a will of its own, acting through these people, they are influenced in some way to take these actions. Or were at least assured of their validity. The way it happened they all acted almost on instinct. A newly learned sequence of mere movements does not become this sort of instinct very easily and they had only known them for a few days. Something brought them together at the right place and time that wasn't the OA telling them to by making up a story. Random chance seems implausible, unless by the manipulation of random chance. *** On the nature of the "other dimensions" and their NDE travels: The OA states that the "future is dark", not dark-evil, dark-dark. This seems to be relating to the starry, "space-field" environment where the characters go during a NDE and where they meet Khatun. This realm can be returned from if one makes the choice to, apparently represented by the act of consuming a living creature within the realm. References are made to the "many worlds" interpretation - that a "new" universe/dimension/layer is split off any time a choice is made. Reference is made to many of these realities being "layered" together, much in the way we would traditionally imagine parallel universes. They do not require their bodies to visit Khatun, whereas it can be inferred that if travelling to one of the "alternate layers", it would be physically similar to our own universe, thus you would require a body. It is stated that one may lose ones memory if one travels between "dimensions". As far as I am concerned, the "correct" interpretation of this is still pending further information, we can still only make guesses to tie the above together. At the moment all I have are questions. Is the starry realm where Khatun resides a "layer"/"dimension"? Or is it an in-between place? One does not seem to require a body to go there. Is the starry-realm out-of-time? Why are the entities there concerned with human acts of "great evil" (and why this specific act)? Does inter-dimensional travel require someone's death? Does the travel actually resemble dying? Is "normal" death an interdimensional transit? Have they or the OA already traveled and forgotten? Are any of the "present-day" main characters actually persons from Hap's lab in new bodies? New bodies seems out-of-scope for me, mainly because it would either require the hi-jacking of someone elses body/life or the creation of an entirely new life from scratch (so who lives that bodies childhood and when?) I mean, bring time travel/manipulation into the equation and the bets are really off - is the timeline on one layer even matched up at all with any other? Or with the starry realm? *** Khatun makes reference to "averting a great evil", which appears to be the shooter at the end. This seems a fairly trivial matter to be referred to as a "great evil" by an entity that exists out of time and can bring about decades-long plans to bring extremely implausible possibilities to bear. Especially when, say, The OA's own bus-crash (implied as a similarly terroristic/human-violence event) as a little girl is fairly comparable to this "great evil" (the tragic deaths of a busload of young girls vs the tragic deaths of several magazines-worth of schoolkids). Tragic and messed-up as school shootings are, why was *this* event singled out as a "great evil" requiring the (sometimes tragic in its own right) manipulation of many people's lives over many decades and the unleashing of reality-bending powers to avert? This inspires the question - was the shooter in fact the "great evil", or is it still to come? Seems less likely since a 2nd season is not for sure, they have only said that they would love to do one. Would be weird to leave out the "great evil" for season 2 not even knowing if there would be one. *** Yeh, so, an incomplete picture to be sure. Its not just a "its up to your own interpretation" thing, there does not seem to be enough information to resolve many important questions. The creators themselves do say that there is a "correct" interpretation (in that they know how they would continue the story should a 2nd season go ahead) and they have stated that here are many clues within the show, many I am certain to have missed. Loved it though and even if it ends here, a very fine piece of work indeed, IMHO.
  21. Hi all We at the BDAc Development Group have decided to begin issuing Official BDAc Team challenges As 1.2 is in pre-release and our coding group are busy squashing bugs, we will not be issuing challenges for 1.2 just yet ... However, in the interim we will be posting an AI challenge for 1.1.3 in the coming days to tide us all over until the pre-release is finished and we have squashed the bugs that have been found with BDAc in KSP v1.2 We also would like to inform you that we are assembling a challenge team to assist with hosting AI battles as well as testing bugs and experimental builds of BDAc ... Feel free to PM myself if you wish to be involved Anyways, the point of this thread is to let all our fellow Kerbo-nots on this forum know that the BDAc team have been planning out some challenges for you guys/gals and to also have a discussion concerning what sort of challenges you would like to see Thoughts or ideas? ... Suggestions? The floor is now open
  22. I suggest or would (very much) like to see procedurally generated planets. So that the player is able to keep exploring endlessly on different planets in/with different positions (orbits). My second suggestion is to add adequate objects such as (moving) volcanoes and cryovolcanoes. I really like the easter eggs, but this will be a more frequent special features of a planet or moon. I would like to know how/if this is do-able in KSP, and what does the community think about this? (have I spelled everything correctly? ) Apart from that: A lot of real life planets have unique features that make them special such as Tritons young surface and Titans cryovolcanoes. Some moons even have a very thin atmosphere and/or retrograde orbit. That is what I like about space, and I think Kerbal Space Program has this too but at smaller scale. Yet I love it.
  23. Thomas988

    Random Mod Ideas

    I love stock KSP, but there's obviously a lot of room for improvement. While mods do a great job of improving KSP, there's still some desires of mine that I've never seen addressed. I might as well share these ideas. These aren't requests, but just for discussion. Super fast interplanetary travel. I recently read a sci-fi novel (2312 by Kim Stanley Robinson, if you're curious), and in it humanity uses super efficient and powerful means of propulsion to cross the entire solar system in just weeks. They do this by continuously burning their engines as they travel to their destination. I'd love to see something like this in KSP, because not only does it make interplanetary missions almost as easy as travelling to the Mun or Minmus, you can leave for your destination at any time you want (no waiting or the launch window). Automated space exploration and construction. Launching every individual spacecraft you'll ever need and managing them yourself gets old. One idea I've had is to automate the process. By giving orders to the space center and off-world construction sites (orbital docks, surface colonies), they can build and launch spacecraft on a given schedule. For example, suppose you want a huge colony ship to be constructed and launched out to Laythe every time the Kerbin-Jool launch window arrives. Tell your colony to build the specified craft and send it into orbit, and soon enough it'll be on its way without you ever lifting a finger. Once it lands it can then do whatever you want it to. Politics and conflict. For decades you've maintained colonies around the solar system. However, your colonists and their offspring have grown tired of your control. They break away and start exploring space on their own. Now there's another space agency in the solar system, which will manage their own spacecraft and missions, and the connection between you and them is crucial. You can maintain a positive interaction with other agencies by trading resources between colonies, working together on join space missions, and sharing technologies with your partners. You can cooperate with old governments on Kerbin or new ones around the system, all with unique personalities and benefits. Or you could have it all once again by launching warships to take your colonies back by force. Surface and space events. First, let's discuss how to make planet and moon surfaces more interesting. Each world can have their own unique environment; for example, hurricanes and winds on Eve, sandstorms on Duna, quakes on Minmus, geysers on Vall, etc. All would have the potential to harm your mission, but also could return a huge science boost. Then there's space: Eve, Kerbin, and Jool would be surrounded by deadly bands of radiation; CMEs and other solar storms from the Sun; micro-asteroids (a warning would be given, of course). Again, running into them could make or break a mission. What do you guys think? Any criticisms? Additions? Sorry if any of these ideas are commonly suggested and/or already are mods; I've been away from KSP for over a year, and thus haven't checked out the modding scene in a while.
  24. This has to do specifically with orbits and them not stay where I damn well put them. Also this is more of a mod request thread then anything else. I propose a mod that does a few things, mainly to improve remote tech and the new satellite systems. But could also have uses outside that. It would work like so: 1. If an object has a extremely similar orbit to another object (what the mod considers 'similar' could be tweaked till it felt right) the moment that the object loses focus (you switch to another vessel outside of the render distance) the objects orbits get changed so that they match perfectly. 2. I was going to have a few more points (stipulating that unless thrust was intentionally applied, the orbit would be reset back to what it was before focus was gained in order to avoid accidentally changing orbit while twisting or otherwise interacting with the craft in a way that doesn't provide force but changes where exactly the centre of mass is relative to the orbit) but I realised that 1 would more or less solve that issue anyway. I have played around with making the mod myself but outside of some rudimentary dives into things like Lua my coding skills are sub-par for sure. If anyone could potentially make this mod, you would have my eternal gratitude because this seemingly insignificant details has frustrated the absolute hell out of me since I noticed it.
  25. Given that the upper tiers are not yet filled, it seems pretty clear that Squad intends to revisit Kerbal experience at some point, so I thought we could chat about how to improve the system. While skills have been discussed a few times, how to make pilots more useful etc, I don't think we've talked much about how gaining experience works. I've been playing for some time and I’m not sure even I’m clear about the most efficient way to level kerbals, so I can imagine newer players might be having trouble. A few thoughts: - There are a number of factors leading to experience grind, but one of the biggest to my mind is how and when experience is awarded. I actually think exploration as the principal activity is the simplest, least grindy way of measuring what kerbals have done, but the fact that they only receive XP upon recovery does slow things down. It creates the incentive for repetitive one-off missions rather than building ambitious multi-vessel space programs. For instance a player who sent a kerbal on a Jool-5 would stay level 0 until they returned home to Kerbin. This seems wrong somehow. First, Kerbals ought really to collect experience for each new place they reach as they reach it. They also ought to automatically level up in flight. Not only would this just be clearer to understand and work with, but it would properly reward multi-world missions and missions remounted through stations. - I've mentioned this in regards to science but a nice move might be to differentiate the payouts for different biomes on the same body. The difference needn't be much, 10-50% at most, just enough to make the difference meaningful and encourage players to select landing sites carefully. This could be extended by expanding the world-firsts and Easter-eggs/anomalies into a real system of sites that reward players with rep, funds, science, and/or XP bonuses. I'd personally like to see them made a bit more 'sciency', with mineral formations, geysers, signs of life, etc, but either way giving them real gameplay value could further encourage precision landings and rovers for surface exploration. - Flag planting really ought to be removed from the list of things for which a Kerbal can gain experience. It just ends up being grindy and repetitive in practice. In general, the tasks which will award a kerbal seem a bit finicky. It really could be reduced to Orbit and Landed for each world. When a kerbal was selected in the Astronaut Complex their profile would show a list of each place they had visited with the XP earned for each beside. This way players would have a visual log both of where each crew member had gone, but what they had earned for going there for future reference. If a Kerbal returned to a previously visited body, their landing bonus would only increase if it was in a biome with a higher multiplier. - To balance for this the XP values would need to be reduced. Really a Kerbal who had visited the Mun and Minmus should be at level 2. This might be stretched to level 3 by visiting an asteroid or a few bonus sites. Levels 4 and 5 ought really to require interplanetary missions. - Im sure they plan over time to fill out the upper skill levels. I’ll admit I’d love to see KAS for a level 5 engineer, things like aerocapture and landing site prediction for high level pilots. Im not crazy about the current Mobile Lab setup, but I tend to think higher level scientists should collect more valuable EVA reports and surface samples. It was also suggested that higher level pilots might offer XP bonuses to other crew members, which I like, but would need to be carefully applied to avoid exploits. I haven’t compiled a list of skills, but Im sure others have thoughts on that? - Cosmetically, I'd also love to see different suit colors/stripes/stars indicating a kerbal's discipline and rank. That be neat. What issues have people been having? What fun things do you think kerbals could do?