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  1. So, lately I've been playing with a lot of visual mods installed, and KSP looks great! But, I just think it doesn't look right without this: Is it possible to make this into a mod?
  2. Greetings to all of this forum. During my ksp adventures i find myself wanting certain parts that no mod had created as of yet. I want to be able to create more creative rocket designs, which aren't in the wholy kerbal style of strapping on moar boosters. Such part ideas include, radial, surface attached heat shields. Kinda like the curved solar panels from Near Future Solar. And maybe an upgraded version of the mk1-3 command pod, I would like to see one with more kerbals crammed in as the current internals allude to lots of space available. I had the idea for the upgraded mk1-
  3. 1, I remember seeing a mod that would show all the places you haven't done science yet, where can i find that? 2, Degrading panels, solar panels always provide power, so i want them to e x p i r e. Is there a mod that takes away the power they provide? i already have a diminishing RTG mod so the solar panels would be the next step
  4. I always like rovers, they're basically useless cause you can send a hopper. So i want it to change, is there any mods that add in stockalike rover parts based off of real rovers and rover based contracts. Basically making rovers useful again, maybe even skycrane parts too
  5. I saw a mod to store entire ships inside a single container. This would be really useful with some interplanetary colonies What is this mod? I cant seem to find it
  6. With the launching of tianwen 1 i wanna do my own indian/chinese missions, but i can't find good launchsite mods. Like a "Kinese/Kindian" launchsite and other primary space agencies launchsites
  7. Landing mods, not just something that introduces new crewed lander parts but something for tings like lunokhod 1, or small mars probes like pathfinder. I.E. airbags, better landing legs, lander science, lander engines, thing for getting payloads to non atmoshpheric places and getting those points!
  8. I've had enough of working in the dark. For those of you who might have seen me on the KSP and KerbalAcademy subreddit, I am the one guy there that loves SSTO's and spaceplanes. I have gotten tired of asking there because I might be seen as some idiot (which I might not be). I have begun to focus my attention to making planets of my own using Kopernicus and KittopiaTech. I tried to make planets based on the basic tutorials made by TheWhiteGuardian to no avail, as my planets either take KSP forever to load, don't load in general, or load up but look like smooth black or blue spheres. Because of
  9. I'll get straight to the point. I haven't seen anything that can make a Kerbal talk. Sure, there's Chatterer and all, but you can't exactly control what the kerbals speak. So here's my request: a in-game Plugin that makes Kerbals talk (In Kerbalese, of course). Preferably connected to animations. How I think it might work: Also, I found this:
  10. Hi modders, I've always wanted to do an career that was no flight view, only cameras from say HullCamVDS, IVA and 1st Person kerbals. Perhaps using Probe Control. The issue I have with the IVA part is that some command pods have terribly rendered Navballs that make it hard on low resolution or small screens. I also use the KER HUDs readouts when in IVA too. Would it be possible please to have a mod that includes a navball part in an IVA? Peace.
  11. Now, I am fine with monopropellent jetpacks, or whatever it's name is, but I think we need some cables to attach your kerbals during Eva, so you can use your Eva-jetpack to go around a certain range and you press a key and the cable retracts to the point where it is attached. Yeah obviously on planets and moons (except inside the Mohole or on Gilly) you don't need a cable, but in space yes. What do you think? P.S: I know about kerbal inventory system but we need stock eva cables
  12. One thing BetterBurnTime / Basic ΔV / KER / MechJeb / et al are missing: a way to 'reserve' x amount of ΔV to 'burnback'/deorbit/land a stage. So what I am asking is an addon with a small footprint that adjusts the active stages ΔV to reserve a set amount of ΔV to deorbit that stage - that 'reserve' amount would not show up in ΔV burn time / available ΔV for that stage. (In a way , like landertrons are not included) so active stage has 1000 m/s ΔV burnback ΔV is set to 100 m/s ΔV active stage only shows 900 m/s ΔV and any autostage will see only 900 m/s ΔV and
  13. Sorry if this has already been posted, but I could not find a relevant post in my various searches. Given the current limitations of the stock rotors - namely the 5 rpm speed increment limit - has anyone found a workaround or mod that would enable me to make the rotors spin at either a float or integer rpm value? I am mainly looking for the ability to make a rotor spin at a slower speed somewhere between 0.1 rpm and 3.5 rpm for artificial gravity rings. Even at 5 rpm that is really too fast for it to be realistic. Ideally I would like to make the slider in the VAB logarithmic/exponen
  14. Hey all I'm having a hard time designing a lander that can bring three kerbals to and from Eve low orbit. I'd love to see some successful designs form the community! Looking for stock ships that can deliver three kerbals and science gear to the surface, then bring them back. I'm having a hard time designing with the DeltaV and TWR readouts in the VAB, as the readouts dont seem at all accurate when testing the craft. Any and all uploads are welcome! Thank you!
  15. Hello KSPForums! I would like to request a mod that uses the modulemanager to increase the force needed to cause a part to disconnect from another part (via breaking) by a factor of 10, or 100, or 1000. I love to build spacecraft, but after even the slightest sheer forces cause my spacecraft to come apart like a stack of oreos, I feel like I need to modify something. So, my request for this 'mod': It should be a modulemanager file There should be 3 versions (x10, x100, and x1000) so a user could choose their breaking-force modifier The mod should effect ALL connect
  16. Does anyone know if there's a collapsible EVA seat? This would be helpful, especially if we're trying to create an Apollo style munar rover, especially with the new robotics parts.
  17. Basically, just a short-ish ring block (2.5m), simple white texture, bigger would be fine to if I can tweakscale it down without an issue (blend in roughly with the style of the near future mods / vens part revamp). When not deployed, it'd be fairly smooth, just cylinderical, but the skin would open into short aerobrakes to provide a little drag, just to re-orient a rocket, not to stop it on their own. The part should be able to be deployed in the upper atmosphere and remain extended all the way down without blowing up. I'm just being fussy because I don't like putting big unnecessary lumps on
  18. Hi all. I know @Snark has just found a use for some of the new features in 1.6... Could someone please work out how to allow helmets to be removed if a kerbal is within a closed cargo bay. The thinking is that if cargo bay is closed (hiding whatever is in it from aerodynamic forces, even unattached items) then the same ModuleCargoBay could be hijacked for helmet removal. So a kerbal on a command seat in a mk2 or mk3 cargo bay could remain helmetless from KSC into space. Then some idiot (say me), or evil computer AI (kOS/mechJeb/action group) opens the bay door and poof g
  19. The news of Voyager 2 reaching interstellar space interests me, leading me to wonder if anyone has made a mod that allows you to conduct science experiments in the ksp equivalent of interstellar space (that is, any orbits/trajectories beyond the apoapsis of Eeloo)?
  20. Hi, every solar system mod-maker out there, (especially ProtoJeb21) please can I request a new mod to be made (And to persuade KottabosGames to check it out when its done!)? No offense, it's just because I don't know how to make new solar systems. There are 5 new solar systems, but you can add them one by one. Thanks! Also, I'll submit the equatorial radius, to make things easier. Also, this mod is called Interstellar Defense planets rejiggered with moons, because the stars and planets are from a game called Interstellar Defence. I modified each one a bit , placed them with different stars and
  21. Kerbal Aircraft Corp requests your specifications! Post specifications of the aircraft you want and have them delivered within one week if the engineers find the time. We will reply with a craft file once complete. At Kerbal Aircraft Corp, it is our aim to make sure your aircraft needs are fulfilled with quality and humor.
  22. Ive been trying to make the Arsenal Bird from the Upcoming Ace Combat 7, the thing is using twealscale even with the largest value of 400% the wing parts are way way way too small for it. I dont want it to have over 10k parts (i.already made the drones for it but by my calculations it will have over 3500 parts just in the 80 drones, and i dont have a NASA supercomputer in my basement to run a craft like that. I could change the tweakscale modifier to include 5000% scale but i still want to publish the craft on KerbalX for all of you to enjoy it still and play with it. So im placing a req
  23. I recently had this splendid idea after I was pondering about the whereabouts of rocket parts and pretty much anything related to structures in the game as a whole. In real life we have i.e. coal, iron, aluminum, lithium, uranium, lead, copper, gold mines to make the hardware onboard our rocket. Then we have metallurgists and metalworking factories to change the resources into actual hardware. Then we also have Hi-tech chemical plants to produce carbon fiber composites, fluids for onboard systems. And speaking of Hi-tech, pretty much anything else. For instance, ignitors, circuit bo
  24. I would really like to see a modular engine mod, which let's you design your own engine by changing nozzle size, combustion chamber size, fuel used and etc. Hopefully someone will take on this mod someday, thank you for reading.
  25. Hey, I've been really interested in SpaceX and its live streams. I was fascinated by their speedometer and altimeter in the top right, and I really want a mod that can do this, and I'm sure others have been wanting something like it as well. For those who don't know what I'm talking about, I'm talking about this thing If you take the time to make it, thank you so much!
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