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Found 7 results

  1. Hello! This subject has been a lot on my mind since I started playing KSP because I've always found myself wasting a lot of time designing unique upper and booster stages for my payloads instead of just slapping on a previously used assembly. I feel like there should be some better assembly building gameplay mechanics and incentives to guide the designing, building and integration steps towards an easy to use iterative process. Allow me to explain: What we have in KSP1 VAB / SPH have gameplay features that allow us to save our designs: Saving craft files in folders Saving with distinct folder roots for VAB and SPH this is a problem when you have a structure like the one below it also messes with the orientation Craft files can be manually overwritten although the path to the file is not loaded automatically and if I want to overwrite I save I have to point to the appropriate folder every time I load the craft, otherwise it saves in the root folder - I feel like this is a bug; We can of course create folders that are the basis for our organizational choices - I like to separate them initially into: Craft designs: Prototypes Structural assemblies Planes Fighter Space Cargo Other Rockets Boosters (by weight to LKO and diameter) Upper stages (by weight to solar orbit and diameter) Mothership propulsion elements Space Stations Rovers and vehicles (by size, number of passengers, purpose - science, fun or utility) Manned exploration Landers Return capsules Unmanned exploration Deep space / fly-by probes Orbiters Landers Return missions Satellites Science / mapping Communication relays Fuel Tanker stages Refineries Wheeled transports Pods Living pods Tourist pods, Science pods / labs Escape / transport pods Other Missions (the rockets / space planes I actually launched): with a folder for every celestial body, in orbit or landed + asteroids / comets As you can see things get very complicated and there is potential for overlapping functions, sizing problems and other issues All of this does not even touch on the problem of design versioning and evolution - this adds another whole new level of complexity to the issue Of course a very big problem is that if I save the craft as a mission and I change or improve something after mission failure or after returning from the launchpad.. then I have to go back and change that exact same thing in the original assembly design file. Saving subassemblies This theoretically should be straightforward but there are some issues: The root part mechanic makes it complicated All subassemblies are in the same "folder" When overwriting its difficult to change the description if the design changes, sometimes its better to write everything anew I have to search through and update the subassemplies every time I change something in the mission / craft design files I have to go to the subassemblies tab, its extra effort What we need in KSP2 We desperately need a better way of creating iterative designs, group them by families and separate them by version Craft versioning system (like GIT, to track evolution of specific craft models according to part and science progression) Missions and designs should be separate abstractions, missions should contain design versions Changes to designs should cascade into missions that use that design version We need some kind of default structure for the craft designs.. like the one I described above, otherwise players will take ages to become efficient in organizing all their stuff What has been confirmed for KSP2 Saving a workspace containing multiple craft assemblies Can you please help with other ideas? I think its a very important topic.
  2. I think it would be pretty cool if there was a plugin to integrate BDArmory modules such as the targeting cam and radars to be displayed in RPM powered MFDs, like using the targeting cam through an MFD and displaying radar information and locking targets on it. Weapons display would also be cool. EDIT: Instead of a plugin that alters the functionality of the current MFDs added by the aforementioned mods, a separate MFD prop that could do all described above would work, too. This is what I'm looking for. I do not know how to do this myself as I only make models.
  3. This is the official development thread for KeyShine. This thread will only serve the purpose of discussing current progress and suggestions, all official releases will only be on release thread linked above. Currently looking for testers with a Corsair keyboard Suggestions are also welcome, this mod is driven by what you want! This work is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation - https://www.gnu.org/licenses/gpl-3.0.html
  4. This addon is a fork of Battlemooses' which hasn't been changed since KSP 1.5 and none of the other contributors are active on it AFAIK. I wanted to bring it back and update it further. The download is available on Cursforge here - https://www.curseforge.com/kerbal/ksp-mods/keyshine The source code is available on Github here - https://github.com/NiamiTV/ksp-logirgb/ There is now also a dev thread which I will be using to discuss progress and suggestions Feel free to report issues, suggest features or contribute yourself! This work is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation - https://www.gnu.org/licenses/gpl-3.0.html Changelog : (v1.5.1 29/03/20) Bugfix: removed a line of code that spammed the console fixed incorrect file structure (v1.5 29/03/20) Minor Update: Now the altimeter (F1-F8) changes depending on if your altimeter is set to ground altitude or sea altitude. A small patch for Corsair compatibility (still not fully functional). (v1.4.1 26/02/20) Structure change: changed structure of archive to simplify installation (v1.4 25/2/20) Rebrand to KeyShine: Rebrand! Throttle keys change colour with throttle (v1.3 20/2/20) Revival: Splashdown animation warnings for low resource on gauges
  5. I'll make this short. Landing legs, while useful, stick off the edges of your craft. It could be useful to have some inline landing legs, maybe part of a fuel tank. would be great for landers, the only problem I can CURRENTLY see with this is the placement on the tech tree, and the usage besides reducing a small amount of possible explodey parts. Your thoughts?
  6. I've installed SCANsat and OPM. I've never tested this out before, but does SCANsat work with bodies introduced into the game via a plugin? I can see that SCANsat's pull-down menu has (currently blank) maps for the outer planets.
  7. How about in the future, Squad integrates the Kerbal Kontructs and Kerbin-Side* into KSP and make Kerbin look more like an inhabited planet, due to the reason that the space center is the only place on the planet that is inhabited.
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