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Found 17 results

  1. We have the runway and the launchpad, but what about a third place to launch your crafts? This could sprout a whole new set of parts, crafts, and vessel types, and open even more possibilities. Maybe a dock for all your sea operations? Or the helipad on the VAB as a separate place for all your VTOL crafts? Maybe even a garage to test your rovers and cars! What do you think it should be, and do you support the idea of a third one?
  2. i was just wondering what the community loves most. is does not matter how modded your game is as mods can make the difference between playing the one or the other.
  3. Incredible! We received 93 article entries and we couldn't be happier! We can't express enough gratitude to everyone who participated and sumbmitted articles. They were all fantastic, but unfortunately they were too many and we had to choose the best 30 articles based on originality, humor, epic character, quality of the article and our own criteria. But now is your turn to choose the winners! You can vote for your favorites here! These are the finalists:
  4. In my stockalike mod, Futuristic Engines, would the Antihydrogen Particle Acceleration Thrust Device be too far from stockalikeness or would it be alright?
  5. So I've been chugging along in career mode for a while and have noticed that the contracts offered by mission control are fairly cookie cutter and can even become repetitive. I believe there is a lot of space for improvement to the vanilla options, and have thought of overhauling some of the worst offenders and creating several new types of contracts in the hope of refreshing the game. As my first post on the KSP Forums, I'd like to field my ideas to the community for peer review and see if this is something I should pursue or possibly start campaigning for others to pursue. Without much further ado, these are my current plans for the proposed add-on (copied and expounded on from the napkin it was originally written on) CONTRACTS PLUS Increase the # of contracts a player can choose from in Mission Control. I'm thinking by 1-3, just to add more options. Routine Parts Maintenance. In real life, the stuff we put in space needs maintenance if we expect it to stay there for extended lengths of time. Random part failure being a little extreme for me, I thought of just making the upkeep contractual. The various corporations will pay you to go and perform maintenance, and refusing the contract won't cause things to break because it's assumed they would simply give the contract to someone else. Completing the contract would be done in a similar way to the parts testing missions done in the early game, with an additional button popping up in the parts UI letting you "perform maintenance" provided you're currently on an EVA. There is also room for variety and varying levels of difficulty. The contract could merely ask a conveniently on-site Kerbal to do an EVA. You might need to rendezvous with an unmanned probe to do the EVA, and that probe could be in space or landed. It could even lead to a hunt around the craft to figure out which part needs the maintenance in true Kerbal fashion (the programming precedent is set by some EVA crew report missions asking you to find the source of "observational inconsistencies"). Finally, and more experimentally, I was thinking of adding a "done by a professional" requirement to the hardest missions, forcing you to use a specific kerbal profession (pilot, scientist, or engineer) to do the parts maintenance and fully complete the contract (maybe even a specifically leveled kerbal!). Crew Rotation. Kerbals have families too! These contracts would essentially ask you to bring up a replacement kerbal to take over for more homesick kerbals, and then bring that poor astronaut back to Kerbin safely. It may also include contracts to fully staff those spacecraft with 21 seats but only 1 kerbal. #SaveMe #ForeverAlone Tourism/VIP missions. After completing several of these back to back in order to gain #AllTheFunds, I realized that they could use some more variety in terms of destinations. All the tourists these days want to see are the natural features of the Kerbol system, when there are probably a bunch of cool looking stations and bases which we want to show off. Overhauling the tourism contracts to include tours of the stuff we've built, possibly requiring extended stays (precedent possibly set in the Asteroid Day developer mods included mission) could be really cool. Also the contract text could use a little more variety. Refueling missions. These could pop up for any craft with a less than half full fuel tank and a docking port. Flag missions. The current flag missions, while great money makers, are bland. Plant flag on named planet. That simplicity is nice, but doesn't need to be the only choice. We could have contracts telling us to plant flags in certain places on a planet! see what I did there? the places could be determined by biome, or the more randomly specific "Plant flag on the surface near Gamma Site". Corporations could also have you place multiple flags at sites alpha-gamma for them in order to mark out land use borders, before telling you to get off their lawn (Mission Control assures you that their claims are rediculous) EVA missions. So, EVA missions are cool and fun to do. But in space, I rarely if ever have to do them. I'm discounting the ones where I duck out of the hatch, take a quick report, and head back inside. While those have their uses, we could also use a little gentle prodding to let go of our handrails and really space walk. Conceptually, I'd like to lift the mechanical systems used for missions requiring multiple surface samples, and apply them to the 2.5km physics bubble around a spacecraft, to result in "sectors" spawning around the spacecraft and even moving with it. Contracts would be of 2 varieties that I've thought of. Someone dropped their multimillion dollar Hydrospanner out the airlock and it's floated out to beta sector, go search for it (EVA report) or, Mission Control wants you to perform a photo op with (insert spacecraft here), head out to sectors alpha-gamma and take pictures of the old girl (Also EVA report). That last one though... I get a small chill thinking about doing it. BUT THAT'S ALL THE MORE REASON! Rescue missions. Rescue missions are fairly tame, but come with some sweet rewards (New astronauts, hurray!) The ones we currently have are fine, but we can do better and with more variety. I'd like to add harder rescue missions with eccentric and highly elliptical orbits, with multiple kerbals in need of rescue. I'd also like to address the glaring hole in rescue missions... There's never anyone to rescue on Kerbin itself. Wait a minute, I hear your protests. But why would they need rescue and, wouldn't the recover vehicle system break the mission? Not if we're smart. A rescue mission on Kerbin doesn't have to be called a "rescue mission" instead we can call it "Extract Corporate Defector" or something similar, and stipulate in the contract that once you pick up the Kerbal in question, you must land again on the KSP runway to complete the mission. Completing the contract could remove some reputation, but what else are we doing with reputation in career mode? Done and Done. Debris Recovery/Destruction. Bring the space junk back intact for profit! But the game always makes space junk for me when I'm making plenty of the floating space debris myself. I'd like the system to also include as candidates for recovery the stuff I leave behind. I'd also love to see a contract to de-orbit an aging space station. Purely for academic reasons. Discovery missions. I am lame. I admit it. I'd love it if a contract sent me to the Munar canyon, or to check out the ancient Kerbin ruins in that desert, or to find the Magic Boulder. Complete with hand holding and "easter eggs this way" arrows. I don't want to miss seeing that stuff. So I'd make a set of contracts which did that without being too meta about it, but add an option to toggle them off in the settings, cause I can totally understand it if that ruins the fun of finding them for others. Orbital Adjustment Missions. Sometimes, close is not good enough. The orbit must be perfectly circular and directly over the equator. I pledge to build in mechanics which can detect when you are too lazy to properly circularize, and then generate a contract to pay you to FIX IT! Why? I dunno, just because if I know I can occasionally get triggered by it, Some Kerbal somewhere must also get triggered by it, and I want to read that mission briefing. Come on, it's a totally kerbal mindset! Underwater Missions. It exists therefore, there must be missions to it. I'll make several contracts involving the oceans of Laythe or Eve, and include Kerbin ostensibly as practice for the first two. Did you know Kerbals get sea sick? That's everything I've got so far. I'd like input on anything and everything. Also, I'd like advice on how I can take my first dip into building this mod for KSP, since these are all just ideas on paper right now, and I've never touched the UNITY engine or done major programming before. Thanks for your time and I'll leave you with an image of my Minmus base currently under construction in Kerbin orbit. Toodles!
  6. Title pretty much describes it. I have a couple that I prefer. I have always liked the NASA emblem, but I'm also a fan of the retro flag and satellite flags. What about you guys?
  7. As of me, I dont suffer from it, but I have lots of it on orbits, and never collided. Space junk makes KSP more challenging!
  8. Poll poll, since polls is such a hot potato in the forum now, why not have a poll about polls?
  9. Curious to see what is going on in terms of what versions are in use.
  10. Which video series of Kerbal Space Program, by Scott Manley is the best?
  11. What is your favorite geologic period? I like the Cambrian for the huge explosion of diversity, but giant arthropods make the Carboniferous hard to beat. Explain your favorites here!
  12. Disclaimer: A) Don't we want Squad to have an opportunity to perhaps look at another project? I don't think they are obligated to work on KSP for the rest of their lives. I'd love to see what else they can do. B) I'd love to sit down with, if not a finalised version, at least a version that doesn't have a sword of Damocles hanging over certain features. Or some kind of weird reverse-sword-of-Damocles with new features waiting in the wings - I hate that feeling that I'm using something that is not yet "complete", like if I want to get really stuck into a long-term career game, I don't want a really cool feature to be introduced 6 months in which I can't use unless I start from scratch, yeah I hate that feeling. C) Our updates have in the past been quite significant, 1.1 being a great example. And there are still issues and bugs. Alot I imagine, are related to things that were set when decisions were made several years ago, that cannot be undone without a complete re-write. Imagine how great they could make it if they started from the ground up with KSP 2.0, using all of the lessons they learned in the last 3 years from the start! Peace/Out
  13. Version 1: Radial Small Tanks & Rounded Shroud - 4 Nozzles Version 2: Single Large Nozzle Version 3: Cubic Shroud - 4 Nozzles Version 4: Cubic Shroud & Round Magnetic Chamber - 4 Nozzles Version :5 Rounded Shroud & Cubic Shrouds - 4 Nozzles Version 6: Round to Cubic Shroud - 4 Nozzles Version 7: Superstructure & Cubic Shrouds - 4 Nozzles Version 8: Tapered Rounded Shroud & Cubic Shrouds - 12 Nozzles Hello forum people! Please help me decide which of the above engine designs to choose for the new MPD in Kerbodyne Plus V1.1! Please keep in mind that picking a direction should be about the general idea and not about level of detail. The finalized model will receive more detail than even the most detailed sketch presented here. Anyways, thanks to everyone who votes in this poll for helping me decide!
  14. Basically say what your most constructed vehicle is, if it is Other tell me what it is you made. A mini poll on the Inflatable Heat shield Feel free to state what you mostly do with KSP, do you spend the day making see planes? or do you create communication satellites?
  15. How long has everybody been here? Why, back in my day i had to go to a place called Spaceport to get my mods, and we didn't have these fancy-dancy aerodynamics. Why, we didn't even have space shuttle parts! Y'all yung'ins need ta lern to apreciate yer new fancy stuff more! It was a long time comin'!
  16. As we all know, this game has been discussed before. But with the addition of TITANS, and a longer deadline for this poll, I hope to obtain a more conclusive and detailed outcome by re-igniting this discussion with a few facts presented at the front page, where we may decide where this game's place in the afterlife will be. PLANETARY ANNIHILATION: SINS VS. VIRTUES VIRTUOUS FEATURES Interplanetary gameplay across spheres. Awesome ways to win. Spirit of Total Annihilation and SupCom. Streaming economy based on efficiency. NEUTRAL FEATURES Cartoony graphics. Macro gameplay. SINS: Glitchy. Unpolished / unoptimized. That whole debacle with Kickstarter and people not getting back what they wanted. TITANS costs money. Summing it all up, and feel free to add anything i may have missed, what would you, KSP community, make of this game? I personally give it a 9/10 just because the interplanetary aspect of it is enough to bring out my passion for space and win me over, but of course your thoughts may differ. Whoops! Forgot to change the deadline and make it longer.