Search the Community

Showing results for tags 'mod idea'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker


  • Developer Articles

Found 5 results

  1. Hi, I'm playing KSP for 2 months and have Some Experience, But to Some cause, I needed to re-start my Game and Now I'm in Early-Mid Carrer. As in this Phase Many, Build subassemblies for Fast and Effective Missions. Most subassemblies are Launcher. I want to Request our Modders to Create a Mod that creates a Report for a Launcher about its Specification. I.E. Weight, Thrust, Delta-V, Thrust Vectoring, Speed and most Important for Choosing a Perfect Launcher, A Launch Capability Report, about, Weight to Low Kerbin Orbit, Kerbin Stationary Transfer, Stationary Orbit and Trans-Munar and Trans-Minmas Injection Orbit. Plz Recommended An Mod or Create one, Its an Idea for Modders not a Planned Project. Plz ,Thanks
  2. So I am building an Interstellar ship that has a micrometeoroid shield (Technically a heatsheild but I can pretend) on the front because it has the Orion drive from USI witch in real life could get up to 3-5% the speed of light where the smallest particles could destroy the spacecraft with it. The Ship i'm building is massive and might require a 20-40m heatsheild/micrometeoroid to cover the entire ship. Does anyone know of a 1.2 or 1.2.2 compatable mod that adds something like this?
  3. In stock KSP, your parts are either 100% functional or 100% exploded and gone. There are a few notable and interesting exceptions to this: things like wheels, landing gears, and parachutes. I think the prospect of parts becoming damaged due to misuse is a fun game mechanic. We have to protect those parts, and when things go wrong we have to send out an Engineer to fix them. I'm not talking about "random part failures", as some mods have set out to do. I don't particularly like the idea of uncontrollable failures that require tedious repairs. But I do like the idea of paying for my own mistakes. And I like the idea of adding a small margin of error where a mistake doesn't result in total failure, but rather something which can be fixed. I don't fully understand how part destruction works, but I know that the part files come with various impact tolerances and the like. Hit below the limit and you're okay. Hit above the limit and you're toast. So here's what I would propose: 1. Introduce new "damage tolerance" values to every part. You can use Module Manager to add these, based on some percentage of the tolerances related to destruction. (Say 80%?) 2. Just adding the extra possibility of damage would make things hard. So to balance this let's also use Module Manager to increase destruction-causing impact tolerances by some percentage. (Say 10%) This gives a nice window of room between 100% functional and 100% destroyed. 3. When a part falls into this "damage window" it becomes Damaged. The part (and everything attached to it) is still attached to your ship. You receive a warning at the top of the screen: "Part X has been damaged!" 4. Damaged parts no longer function properly. Some examples of what this implies: Engines are locked in a deactivated state. Tanks containing resources cannot be accessed. Reaction Wheels lose all torque. Decouplers cannot decouple. Antennas cannot deploy. Science Labs cannot perform research. Crossfeed is disabled on any part. You get the idea! 5. To be fully realized, such a mod would change the model and texture to appear damaged, but that's incredibly ambitious. More realistic perhaps is a simple adjustment to the texture to indicate that it has been damaged. And in lieu of anything else it would be nice to just have an overlay that highlights any damaged parts. Of course there would also be a "Damaged!" line on the right-click context menu. 6. Damaged parts can be fixed. There are a few ways to approach this. Perhaps the setting is configurable, or perhaps you'd just need to pick one and run with it. My opinion is that an Engineer is required to fix the Damaged part. Just hop out on EVA, right click the part, and choose "Repair". It may also be desirable to include some kind of "Repair Parts" resource. (whatever the random failure mods are using, I figure) In this case, the ship with the Damaged part would have to have this resource available, and the repair would use up some amount of these. Another possibility is to include KIS integration, and require a particular tool in order to repair Damaged parts. So that's it! Would anybody else find this as awesome as I do? Does something like this exist and I just don't know about it? Thoughts?
  4. Okay, so larger planets are great in many respects but they take up SOOO MUCH RAM!!! Here's a solution to make the planets act like they're huge without compromising performance or accuracy. What if instead of inflating the planets, we deflate the parts! They'd have the same abilities as normal parts and fuel and all other properties but be a tenth of the size. It's a little hard to explain and I don't have much time because I'm REALLY TIRED and want to go to sleep. Basically the planets would LOOK huge but facilities, kerbals, flags, rocks, asteroids, and parts would all be tiny
  5. I recently played the game "Scraps" and thought the idea to be quite cool, so I figured, "why not implement this kinda thing into KSP where players can make their own parts?", now I'm no modder but maybe the cool guys out there could work on something like this. There would need to be mechanics from some mods (weapons from BDArmory, Resource collection and management from Interplanetary Launchpads and maybe some Garages from that rather new Garage mod) and also some new mechanics (like a thing that could put your model into a hangar, detects new parts and calculates their resource cost based on the combined weight of all the new parts (like calculating the mass of your current ship and subtracting it from the new ship) so that you would need to collect materials from destroyed parts, and also a detector to prevent the player from converting functional ships to parts) I know that this is a huge list but I think it may be cool, so anyone out there who can write this please do cause I can't... Oh yeah, also an AI capable of piloting a rover in a combat style and knows how to fire the weapons on it (preferably accurately, but not too accurate to be OP).