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Found 51 results

  1. I remember back just before 1.0 there was a mod that allowed you to toggle a button in the hanger menu of a thruster or engine to essentially make it a giant RCS thruster as it it was controlled by the RCS system. I really think something resembling that would be amazing is the stock game for when you want to use RCS thrusters on a large to massive craft. The mod also auto adjusted the thrust of the thrusters on your ship during flight(if you wanted it to) so the center of thrust would always be directly on the mass. It was an amazing mod if someone can find an updated version of it. I would like to know if it would be possible for Squad to make it apart of stock KSP or any problems that may occur by trying to do so.
  2. This is a summary of the previous exchange between @KSK, @Bottle Rocketeer 500, and myself. KSK origionally said To which I replied BR500's reply... My Reply KSK's Reply Again BR500 replied My sadly reasonable response KSK responded And besides my last response that is what we come up to. What do you think?
  3. Are there any plans to get KSP supported by the Curse Client or (preferably) Steam Workshop? I've tried using community-developed mod managers, but they haven't worked out for me. Now the game goes Challenger whenever I try to launch it. What I need is a simple mod manager. I'd like to be able to add, remove, enable, and disable mods on the fly, much like games using the Steam Workshop.
  4. Hi folks, it is Casualnaut back with another suggestion for the glorious Squad development team. I was wondering if there could be an end-tier rover wheels that used the Rocker-Bogie System JPL uses on the Mars rovers. They would come in entire sets of 3 wheels, and would crawl up terrain like this: Image provided by Wikipedia Note: I may edit the thread as responses come to make it the best suggestion possible.
  5. this will improve the game greatly!
  6. I have been making a new rocket, and I was surprised to find only one launch escape system (I'm inexperienced). I am wondering if squad can add more launch escape systems in stock?
  7. Searched and couldn't find anything resembling this so here we go. I feel that KSP needs some sort of a quest, to guide you in your exploration of the stars. Using the in-game easter eggs, lead the player on a scavenger hunt to discover more clues about the nature of the Kerbal universe, their origins, and possible lore explanations for the game. Starting out would be simple, visit the Proceed from location to location, using kerbnet to locate these locations (already built in game), heres the path that I'm currently following in my 1.3 career Who put those monuments there, where did kerbals come from? hopefully some answers will be revealed. Thanks for stopping by!
  8. 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
  9. In my opinion, Asteroids are a great part of the game, they teaching you how to rendezvous with objects on awkward trajectories, allow you to build very nice stations and give you the ability to top up on fuel on deep space exploration missions. However, there are only two areas in the system where asteroids appear, (Kerbin and Dres) and they are both located fairly close to each other in the inner system. What I'm proposing is a Kuiper Belt (for once, something we don't have to ADD the K to ) analogue which would be located in the space between Jool and Eeloo, with asteroids rarely encountering each planet. This would give deep space explorers the chance to refuel, while adding another realistic counterpart to the Kerbol System. (As a side note; We know Bop and probably Pol are captured asteroids, and this would answer the question "What asteroids?" Also, as Jupiter has around sixty-five moons IRL, I think it would make a lot of sense to have asteroids be captured by Jool, maybe giving it around 5-10 asteroid moons, and it would be great fun to name them and potentially fling any ones you don't like into Jool's atmosphere.)
  10. So this feels like exactly the sort of thing Kerbals would come up with, plus it would settle the 'is the runway flat' debate forever, and be awesome to actually use:
  11. Hello All I have lots of mods installed... And I'm sure most of you guys have got a lot installed as well. So I was thinking if maybe in the main menu there could be a tab where you can view all mods installed and if possible, disable/enable them. The KSP Modding community is a grand one and I'm sure it would make a lot of people happy if this was a thing. Cheers, WhiskyHotel3
  12. I had an idea of adding building that would be in the game usually used for the career mode. Like for tourism you could actually do fight to city and airports to get cash, and you need to do it in a certain time to get cash. and adding cities to show kerbal has a population at least
  13. The physics toolkit in KSPEdu is very good, but it's missing one thing: torque visualisation. I've used KSP with Infernal Robotics to investigate torque with students, and it works pretty well. You make a satellite with 2 fuel tanks and 2 small engines, each on the extendible piston part from IR, so you can change the force radius to change torque, and change the mass radius to change the moment of inertia. (You can also cheat to add or remove fuel from the tanks to change moment of inertia also.) This would take more work to do in KSPEdu, but even without IR parts, a way to see/measure torque would be very helpful. I think something similar to the force visualiser part would work well. Thanks!
  14. Hey there! I haven't been playing ksp for a while now, but in the meanwhile, I came up with an, in my opinion, good idea! Currently Ksp offers you a bunch of planets, on which you can land on and visit different biomes, to get more science. And thats pretty much all you can do with planets... In my opinion kinda boring . So my suggestion would be to make planets more interactive, and therefore much more interesting. As you may know, rocks are not solid. You can walk through them... But this is just one thing that bothers me. In my opinion planets also look a little bit boring. The textures are bad and surfaces can be either solid or fluid only. There isn't any kind of action on these planets. I mean, imagine big dusty storms on Duna! Or Geysirs on Jools moons! Just these little details would make the game so much more awesome! What do you think guys? I'd love to hear your opinion! Thank you very much!
  15. I think that in the career tech tree, unmanned probes should come BEFORE manned crafts and parts. It makes no sense to send kerbals up before satellites. (That is, if you can get "Stayputnik" not to stay-put :P) It would be way more realistic and easier starting, since you don't have enough money to keep hiring and killing more kerbals. -Thanks for reading
  16. I know that there has been talk in the past of bringing back the old part models. I believe I have a method of doing so. Basically, some new parts with the old textures (smoothed out, but staying true to the original textures) would be added as cheap, low-tech items for an early space program. TCFF-01 A cheap but heavy fuel tank. Its designers insist that TCFF does not stand for "Tin-Can Full of Fuel." TCFF-02 The half-size little brother of the Tin-Ca-... I mean... TCFF-01. BR-1A One of the first rocket engines ever produced on Kerbin. It was quickly adopted by smaller space programs because of its cheapness and was used as first-stage propulsion and as a heavy-duty grill. BR-1B The gimbal-capable cousin of the BR-1A. It became popular as a cheap upper-stage rocket and carnival ride. X-01 Command Pod The original command pod. Because it was built in 2.5m size while most industries were focusing on 1.25m size, it was phased out. However, some rookie rocketeers have taken a liking to the old surplus pod and have been putting it to good use. APE-LAF The Atmospheric Propulsion Engine for Low Altitude Flight is the first jet engine ever produced for space programs. Its design was highly controversial since the APE series was not a rocket and its target industries focused on space travel. APE-HAF In response to the controversies surrounding the APE-LAF, the High Altitude Flight variant was developed. Its designers claimed that, while it still required oxygen to function, it was technically a rocket since it burned fuel directly as opposed to spinning a turbine. APIS After complaints of the APE series of engines sputtering and not working, the Atmospheric Propulsion Intake System was slapped together. It was fascinating to pilots because of the mysterious blue glow that it would emit at high speeds. ACM Mk1 When space programs began asking for a more permanent and aerodynamic alternative to command pods, the Aerodynamic Command Module was developed. Its designer insists that it is not a nosecone with controls and a window thrown into it. ACM Mk1b After slamming a plane into the side of a hangar and flattening the front of the ACM, it was accepted as a new variant. ACM Mk3 The chunky prototype of the Mk3 Cockpit. While heavier, the ACM Mk3 is cheaper and slightly smaller. C7 SLG C7's own Static Landing Gear. Intended as cheap, heavy-duty landing wheels. Not the most aerodynamic of aircraft equipment, but it gets the job done.
  17. Hey, For me, at least career mode isn't for most fitting, because i cant build whatever i want. So Science mode is mainly what i play, But i think there should be more career stuff in science. Example: You can upgrade Facilities by science points instead of fully upgraded ones. And another main thing is that contracts in science mode, because sometimes it gets boring. I am glad that kerbal experience can be turned on at science mode, but it still needs more career options. Of course this can be achieve by playing career and max out money and then remove science points when upgrading facilities and reconfig contracts, but it does not feel same. i am really glad if these thing get added to KSP. Cheers.
  18. Following up from a thread in gameplay, my suggestion for the next release is a revision of the fuel transfer mechanism. Instead of the rather rudimentary ALT+click to fill a tank, you should be able to specify how much fuel/ox/monoprop you would like to transfer. This could be acheived (I'm guessing) by making the fuel/ox/monoprop sliders manually adjustable, as they are in the VAB. It would also be helpful to be able to lock liquid fuel and oxidiser together so you could transfer in the right ratio. Another option might be to be able to specify how much fuel you would like to transfer from tank A to tank B (eg manually enter a value - say 30 monoprop - to be transferred. There may already be a mod that does this, but as someone who tends to play stock, it would be nice if it was included in the main release. KSP is a stupendous game, good work devs!
  19. How about Solar Flares and Radiation management - could include a basic spectrum of challenges, eg: seperate shielding types for different threats (neutrons, charged particles, EM etc) This would make manned travel far more costly than unmanned, at least beyond the Kerbin magnetosphere (with the exception of the Van Kallen belts ofc.) so some extra advantage of taking crew would be appropriate - such as enhanced sciencing (but that is another topic). Want to bum around Kerbin-Mun-Minmus? Not much in the way of shielding required, unless you intend to spend significant time orbiting within the Van Kallen belts. Want to get to Duna? Gonna need some shielding. Want to get to Jool? Gonna need shielding for the journey AND take into account the radiation environment of a gas giant. Want to get to the far reaches of the system? You will probably want a nice tasty nuclear engine. With a nice heavy shadow shield. Extra challenge. Extra detail. More ways to customise your craft ideas. What more do you want?
  20. When the information panel is displayed for a docked docking port, include a readout of the current angle of the face of the docking port relative to its partner. Include + and - buttons to rotate the partner docking port (and attached structure) without undocking. This would allow a much greater degree of precision in the construction of structures and vehicles in-situ. For example, two short 2.5m vehicles with two Rovemax XL3 wheels each in mirror attachment could dock with Clamp-O-Tron Sr. ports to form a large rover. It would be much easier to ensure that the wheels are all facing in the same direction with this method, rather than undocking and rotating a potentially unbalanced structure. Something like this:
  21. In the current system, any science transmissions are multiplied by your signal strength, reducing the science return for your experiments. Before 1.2, transmitting science only incurred a proportional penalty for transmission versus recovery, but now this proportional penalty is again divided by signal strength. This seems non-intuitive - If I collect n bits for return, I should be able to return all of n of those bits, and a weaker signal just means that the transmission will have to have more redundancy to prevent data loss. It seems silly that my data is just lost to the ether because of a poor signal-to-noise ratio, when I should be able to constantly re-broadcast the data until I have 100% of it accumulated on Kerbin. The Shannon-Hartley theorem seems to verify this, but I also don't know much about information theory and this could have exactly 0 bearing on the situation that I'm discussing. I propose that instead of a proportional science penalty, there would be a proportional time penalty, incurred by requiring more bits to be transmitted as a function of signal strength. At full strength the required bits to transmit would be that listed for the experiment, and with decreasing signal strength, a logarithmic or pseudo-logarithmic function to determine how many redundant bits should be transmitted. If the Shannon-Hartley theorem is valid here, the S/N term would be a function of signal strength, and the bandwidth the advertised bandwidth of the antenna doing the transmitting. This would require some interaction between the science dialogue window and the antenna system, as the dialogue window would require knowledge of the primary antenna onboard the spacecraft. I do realize that this would greatly reduce the penalty for having poor probe connections, however if the signal strength to S/N conversion function were curved steeply enough, it could offset this by requiring an extreme amount of time and EC to transmit data. Something that could be useful here would be a manual bandwidth limiter to ensure the probe didn't deplete its batteries right away in the event of an hours or days long transmission. At this point I'm just spitballing, but let me know what you think of this idea. EDIT: whoops, wrong forum. I need to not make posts when I'm tired.
  22. Hey all, Shower thought for the day What would happen if your science return for an experiment was dictated not only by the number of times you'd run it in that biome, but also the number of times you done it on that body? E.g. first Mun surface sample gets 100% (of current setting), second gets 50%, third gets 25%. This would stack up with same-biome diminishment. Reason for thought These forums are full of people who maxed the tech tree in Kerbin's SoI, and I'm not convinced that's "fun"TM Sure, you can dial science gain down to 10%, but that ultimately pushes players to repeat, repeat, repeat the same thing. A diminishing return strategy would reward firsts and encourage players to get out of their comfort zone - which generally works out as a good thing. And yes, I know we can just be disciplined and promise ourselves that they'll only do n landings on any particular body, but ultimately most of us don't have that level of willpower. Sooner or later, I'll realise I need just 50 more science points for a thing I want, and I'll crack and send a cheap expedition to Mun rather than designing a massive Jool mission for it. Just because it's easier and I can Just an idea for discussion, if anyone's of a similar mind Edit; alternative as raised further down the thread: The first time a specific experiment is transmitted/recovered from a particular body would reward double, or even triple, science.
  23. Hi, we all know music is one of the worst features of the game. In fact, many players (including me sometimes) play without any music neither sound. But more flavor would be added to the game if each celestial body had its own music,..
  24. When assigning Action Groups, it would be very useful if we could use a Delay within the group so we could program a series of events just with 1 button press. We could get some really neat and creative things going on with just adding this one thing. I'm sure there are countless things we can come up with, but the great thing about it is it would add so much play value to the game, for such an easy thing to insert. You'd probably want to be able to assign a value to the Delay, and all the actions would need to flow top down for it to work. Just an idea.
  25. Picture poor Jebediah sitting inside a MK1 capsule atop an overly complex rocket (aren`t they always?) waiting on the launchpad. He is smiling despite knowing that he is being sent to Duna on a one way mission (or at least until the Space Program decides to send another vessel to collect him) all on his own, within a space suit, within a tiny capsule and with no other entertainment than a minute window that will show nothing but cold cold space for the whole 200+ days of journey. Once within Duna`s sphere of influence Jebediah can look forward to a couple of days of achieving orbit, landing and performing a couple of experiments on the surface. After that, nothingness... nowhere to go, nothing to do, no one to speak to... alone in the planet, the omega kerbal. So, you guys get what is bugging me: we have great mods to deal with the lack of life support gameplay, great mods to give us more realistic aerodynamics and soon communications networks in 1.2 all fine and dandy... Kerbals however seem to have 0 mental health needs, they will happily be put into a capsule for months on end... You might say it is an acceptable break from reality, but I for one make sure that any mission that is going to go longer than 1 month HAS to have at least two kerbals in it and a some kind of crew cabin (usually the hitchikers storage container). It is not neccesary for the game mechanics, but it makes me feel like I am at least giving my little kerbalnauts the chance of leaving the cockpit and taking a shower, sitting down, just plain go somewhere else. Still, even that might be "less than enough" for missions that count their duration in years instead of months... what to do then? Well, send a robot instead! And I am not talking about those crude drone core`s than can pilot a ship and even land it, I´m talking about humanoid robots that can do everything (well, almost) a Kerbal can do without the mental breakdown that should come from being in an enclosed capsule with no company or entertainment for years. Hell, you can even send them to distant planets to set up surface bases, get them going, and then send the actual kerbals. Robots would not consume life support (great advantage) but would have no specialisation or leveling in career (big disadvantage), they wouldn´t be able to send crew or EVA reports, but they would be able to take surface samples and take experiment results from sensors just fine. They would be unlocked in career mode with one of the later drone techs. I would love to build a mod that offers precisely that as I think it would add an interesting role-playing edge to the game that, as of now, is lacking. I worked as a 3D designer for a few years so I offer myself to build the models (the idea is to use the current mesh, textures and animations from Kerbals and make some changes to make robots out of them, piece of cake!), I am however painfully ignorant when it comes to building mods and what it entails, I would need help (plenty of it) in that department. Any takers?