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Found 59 results

  1. Could someone put together a mod that provided a "reset parachutes" button if there is an engineer aboard the active craft that could reset the parachutes? For a mod it seems straightforward, but it is beyond my coding abilities.
  2. Hello, I am having issues with some mods that shouldn't conflict with each other and yet some mods are not working properly. I have tried countless times to assemble a certain number of mods together and in one case it did work but ksp updated and now it's not working again. I understand that reproducing some mod content requires special permission from the mod creator, and I cant ask for a download, possibly an email would not violate their terms. I have the mod list below. If anyone can help thanks, BTW I just want a single gamedata folder. B9 Aerospace Community Category Kit Community Resource Pack Extraplanetary Launchpads Firespitter Interstellar Fuel Switch JSI KAS Kerbal Joint Reinforcement KerbetrotterLtd KIS KWRocketry Magic Smoke Industries (Infernal Robotics) Mechjeb2 Embedded Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft OPT Planetary Base Inc Planet Shine RCS Build Aid SCANsat Module Manager ASET
  3. So I was in sandbox mode test out, how to setup Satellite array I noticed that my Rcs ports on my launch craft where pulling monopropellant from my Satellites tanks first and not the one nearest to them (they changed it to this in 0.23.5 and I did not notice) and yes I know you can disable the tanks so that fuel can not be pulled from them. I when't back to the VaB and did some testing using This and found out that 1. Monopropellant is pulled form the upper stages first 2. Even though you can do so, changing the fuel flow priority on monopropellant tanks, does not change any thing and 3. Monopropellant does not obey the crossfeed rules on decouplers. So I had some ideas for a mod that would change this and if knew how to do so I would make it myself, but I do not, so I throw myself upon the tender mercies that are the great mod makers in this community. (these ideas are listed in what I believe would be the most useful to the least useful) Idea 1. For stock decouplers create an option in the right click menu, i.e when you right click a decoupler there would be an option below crossfeed, that would say Monopropellant Crossfeed and when you clicked it, it would enable/disable monopropellant crossfed and would prevent any rcs ports below the decoupler from being able to pull fuel from the tanks above the decoupler, forcing the rcs port to pull fuel from the neatest tank it can. Idea 2. Make it so that the fuel flow priority system works for monopropellant tanks. i.e you could set, for example, a satellites monopropellant tanks to -1 and set the main crafts monopropellant tanks to 0 and it would pull fuel from the main crafts tanks first. Idea 3. Change how monopropellant works back to how it was pre 0.23.5, which in and of it self has some problems and can annoy you just as bad, why am i even listing this one, oh well. I am not sure how difficult this would be, but I do hop someone takes up the challenge, if anyone has any questions leave a comment. Thank you for reading this far , Kage Sendo.
  4. Please someone merge (or tell me how to do it) the stock and small RSS so it should looks like this: correction: ...same orbits but same time apart. test: I will use these acronyms, please don't take them: SSU, SSS
  5. Ok, so, I was playing KSP one day, and when I turned my engine on in space, there was a flame, but without oxygen, no flame. So, can anyone make, or does anyone have, a mod that takes the flame out, but still makes the engine have thrust?
  6. I love this game so much but I found one thing missing. I was wondering if there was a mod for 1.2.2 that has a structural plate that you can shift and morph like procedural wings. If not, if anyone would be kind enough to provice a step-by-step to modifying or adding the part myself. If not, pointing to something to help me do that, would be very nice. Thank you all in advance.
  7. I was wondering, is there a mod which allows to restore Goo and others if the scientist is present inside this vessel just by one button? That is something that bother me all the time during my play through, I need to EVA, fly to the parts, collect science and restore them if needed. It was fun at first, but I just already got tired of it.
  8. I know,i know that there is wonderful mods that add sandstorms,blizzards and other stuff. But i am asking for changing climate. How would it be? After a month passed (in ksp) Enviroment changes,ice caps grow or vanish,mountains have snow on top or completely lack it. I don't ask for weather, i am asking for dynamicly changing textures. For example-we have texture for summer grass (it is green(obviously) and then after a month ,it changes and turn into something slightly yellow-ish and so on.
  9. 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!
  10. Taking Requests, is you want to see quality of my planes, look here:
  11. Hello, I've tried to find the right place for this, and decided here was the best place I could find. Please move it if there's a better one :-) I found the Real Time Clock mod a while ago. It display the time in the real world in game - this is really useful since I play full screen, and can't see my computer clock. Now that I'm getting back into KSP, has anyone seen a mod that performs a similar function? Apparently the one I linked to hasn't been updated since KSP version 0.21 :-( Thanks, Starbeamrainbowlabs
  12. Footprints and/or rover tracks are a wonderful feature missing from the game, and that haven't been modded yet for KSP 1.1.2 specifically. I request a dedicated footprints/rover tracks mod (the outdated 1.0.5 version of Kopernicus Expansion has footprints, so it is possible, but that mod is anything but dedicated to only footprints) for KSP 1.1.2.
  13. Hey, I saw a post on the sub-reddit, and it sounded super cool. If anyone is looking for a project, this would be a great one:
  14. In each celestial body (even in a big asteroid too?) lies an anomaly that once investigated by a Kerbonaut, will give a clue to the discovery of an exotic engine, with very high efficiency only in deep space far from a star (best for interestellar travel) as well as the location of a new star system. When all anomalies in each body have been discovered and investigated, the engine will be available and the location of the new star system will be revealed. Then, the players will be able to build a vessel and try to reach that star with plenty (some?) of new worlds to discover. Won't be easy, the new engine is only good at travelling in deep space between star systems, first reaching the edge of the Kerbol system is needed, and once in the new star system, the ship must reach the celestial bodies by normal means. So ISRU would be almost a must. Well, thats the idea. I think its not the first time something like this has been proposed, i dont know if with all this plot or not. Anyway, this "Story Mode" couald add many many hours of gameplay to game... Several Mods would be needed, at least: - kopernikus, and a new star system; - Scansat would be useful for detecting anomalies; - Contract configurator could give some hints or goals in order to achieve that. - Future Tech or at least the implementation of the Exotic Engine. So, if modders find this interesting, do something with it! Regards
  15. I wanted a mod that allow editor camera movement outside VAB/SPH. Why? Because: Offsetting the vessel very very far away to gain starting height or clip to the ocean bottom. Huge rockets. Seeing what's outside the VAB/SPH. SPACE ELEVATOR!!! Freeroam on editor. If anyone found one, please, tell me.
  16. Anyone know of any computers intended just for rovers? While normal computers will do the job, I was wanted to know if there were those who had additional SAS options that allowed for the rover to land on the ground (such as when it flips into the air due to low gravity) or compensate for reaction wheels (since those can alter the traction of the rover). Nothing urgent, just would be convenient to have. EDIT Land on the ground, as in, wheels first, in a prepared position. It's always going to land in the first place, regardless.
  17. When playing KSP on my laptop, Kerbal Engineer is a must have mod. Any plans on adding a craft or stage Dv calculator to the craft editor?
  18. Hi guys In map mode: Targets: Orbit is green, target vehicle is green Other: Orbits are grey, vehicles are grey Current: Orbits are blue, vehicle is ...GREY. Can anyone please make a small addon to change current vehicle colour to blue? When I have a ship in orbit and there's lots of vehicles close, it's handy to see MY ship as a different colour.
  19. I have a suggestion for a mod, which makes the stock solar system a little more realistic. Moho Given a thin atmosphere A slightly more inclined orbit Eve Slightly less purple-ish Kerbin Roughly the same Duna Added a small potatoid moon Dres Bright crater at top More cratered Jool Replace Laythe with Io-esque moon Vall has white splotches and more cracks Cameo for Callisto Bop and Pol are less defined in shape Possibly more moons Eeloo Given a more diverse color palette (red spots, brown areas) More moons More dwarf planets around farther away than Eeloo OPM Add-on Sarnus Hale even more lumpy Make Eeloo more ridged Tekto is less green Possibly more moons Urlum Polta and Priax smaller Tal is farther away from Wal Wal's equator will be not as hilly Neidon Triton is more ridged and is bluer Plock Make Plock's colors more like the real Pluto More moons Dwarf planets past Plock That's all. Not all ideas have to be implemented; I'm glad that you're even reading this. Sorry if I made any of you angry at me. Have a nice day!
  20. Could anyone make a mod like the old Aligned/Formatted Currency Indicator mod, or update it for 1.1.3? I can't find a version of it that works for newer KSP versions and it was a really useful mod.
  21. I was talking with a few people from Real Space Program and we discussed how having a mod that downloads the current real world weather and adds it to KSP like how FSX can optionally add real world weather. This would validate the Range role which is used in real life to make sure the range (Launchpad and surrounding areas) are clear of traffic and that weather is optimal. The weather is anything from storms, heavy rain, wind (a huge factor), ice (where possible), or anything else. It would work by downloading the current world weather when you hit "go to Launchpad" and slowly applies the effects as the physics loads. Now I am aware no mod on this scale (or anywhere near it) exists as it requires adding several aspects that haven't been looked into. This is simply a request on behalf of the Real Space Program Team.
  22. Title says it all, I even think there was such thing one time. It hides all parts that are not purchased in the R&D Building.
  23. 1. Is there a mod that can limit a craft's altitude? Or one that can maintain a hover? Or at least cause a craft to maintain a speed of 0 m/s when not in use? I ask because I am unsure and haven't found one. I think this could tie into the "vertical velocity" because of this: I have tried making a hover tank via jet engines and BD Armory, but my tank only either goes up or down, not a real hovering point. 2. A mod that could slave engines to RCS would be interesting. Why? Ever notice how in space combat games, the craft are so much easier to control then in KSP? The above mod request could couple well with this one, if used in space. RCS is not exactly strong, and trying to get a craft to quickly stop without changing it's course to prograde (or retrograde?) while docking to avoid a collision. Point is, I was hoping for something that could increase the mobility of a craft via engines controlled by RCS. I can see this mod as not being a very logical mod, that it only works for a small niche of things, but I thought it would be neat. 3. I have not found this anywhere, so I would want to request this. This is where the questions come in: I have seen planet mods, things that add new planets to the game, etc. But what about a mod that brings in a Halo from the Halo games? the gravity for dealing with a Halo would certainly be quarky, since there is no center to the Halo. Not even sure if these things have any real gravity. So, how possible would it be to add a Halo structure/planet to the game? Hopefully these are decent and not ignorant questions.
  24. Hello, A month or so ago I was installing tons of mods because I upgraded my PC. I remember downloading some mod pack and there was some mod that tweaks SRB's to be more realistic. Basically what it does is it makes the SRB's decrease the thrust gradually depending on fuel amount. (maybe altitude or burn time, I'm not sure) What is the mod's name and is it currently available on v1.1? Thanks!
  25. So i have been making a shuttle recently, and every time I try to go and change the thrust limit on something I have to click 15 times to get it where I want it. So I would like a mod that replaces all the sliders in the editor with input fields so that I can just type in what I want. I have done some searching for this for the past 3 days, and have had no luck, so I figured it would be best to ask here. Thank you in advance!