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Make a fake KSP mod.


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On ‎12‎/‎14‎/‎2015 at 9:28 AM, cubinator said:

Fakism Overhaul makes rockets run more like they do in the movies, just burn straight towards a body to go there. Also, magically have fuel while at the same time using all the space in the rocket as living space. The fuel runs out whenever the plot depends on it, however. The rockets have the classic style found in Tintin or Pikmin so you can revel in the complete disregard of orbital physics!

Fakism Overhaul Interstellar is an addon for Fakism Overhaul which adds even more complete disregard of orbital physics by adding Star Wars-like parts to the game. Now you can burn straight towards planets in style!

Oh my god can someone please make this an actual mod?

Here are my ideas...

HSP: Replaces all Kerbals in the game with realistic-looking humans.

Bugit-Kuts: Every few months, a large portion of your funds will suddenly disappear!

Realer Realism Overhaul: Adds HSP and Bugit-Kuts to Realism Overhaul

Infinite Space: Procedurally generates an entire galaxy with billions of stars and planets.

Binarium: Adds proper n-body physics to KSP

Enderm-N: Once a rocket is on the Launchpad, tall humanoid creatures will go onto it and pull out all it's parts, resulting in rapid disassembly.

Vehicle Disassembly Building: When finds are too low, send your spacecraft here so you can slowly and painfully decommission and disassemble them.

Global Warming: Every time you burn rocket fuel in atmosphere, the planet's temperature goes up slightly due to the added greenhouse gases. This causes sea levels to rise and low-lying space center buildings to be unusable.

Radia-shon: Adds radiation belts around Kerbin and the other planets. Going into these belts will make probe cores short-cuircuit and kerbals would explode.

Micro Solar System: The entire Kerbol system is one 1000th its normal size, so for example Kerbin in 600m in radius. The spaceplane runway is reshaped so it wraps around Kerbin.

Macro Solar System: The entire Kerbol system is 1000 times its normal size, so for example Kerbin is 600,000km in radius.

Death Star: Adds a functioning death star to KSP, capable of destroying any planet or star. Once built, it can only be destroyed by firing a photon topedo into a 2-meter wide exhaust port. Really any kind of torpedo will do, not just photon ones.

Dyson Sphere: With this mod the inner Kerbol system is forever trapped in a dyson sphere with a radius slightly further than Duna's orbit.

Less Gravity: Removes all gravity except within a planet's atmosphere. Kind of like in Space Engineers.

More Gravity: Multiplies the gravity of everything in the Kerbol system by 100. Moves the space center to Gilly.

Edited by ChrisSpace
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"That's Not How It Works!" - The media now constantly misinterprets and exaggerates everything and ends up spreading false rumors about your Space Program on accident, and they get mad at you when you tell them that no, they've got it all wrong. For instance: You tell them that Mystery Goo turns red near Duna. The media explodes with articles about how the Mystery Goo is sentient, wants to live on Duna, and an organization called the Mystery Goo Rights Group is formed and makes a protest in front of KSC ordering you to release all the Mystery Goo on Duna so it can be happy. Can you manage the masses without getting bankrupted?

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Kraken Invasion Steering(not to be confused with Kerbal Inventory System):
Enter the kraken. Control the kraken. Demolish other people's ships through your various kraken attacks inside the kraken! From the NAN kraken to the gyro kraken, you can fire them all on unsuspecting players in their very own saves! To get this yielding power, all you must do is install this mod and it's dependencies, walk a kerbal up to the dead kraken on Bop, and revive it with defibrillators from the BlatentDefibrillators Armory mod (dependency) to harness the unstoppable power of the space squid known as the kraken.

 

BlatentDefibrillators Armory(not to be confused with BahamatoD's Armory mod):
Ever wanted to resurrect Jebediah with infinite power? Thought you saw Bob playing BF4 on his Y-Box in his pod while tweaking a KSP config? Well, we watched a replay of what Bob was doing, and discovered that fitting a KSP config editor tuned to the critters section of KSP's internals to two portable rectangular prisms powered by friction was the answer to resurrection, and it requires only a moment of rectangle rubbing and a small bump of a dead creature!

This mod replicates what was seen in Battlefield 4 with those defibrillators, but in KSP! But even better, choose from an armory of defibrillator options, including highlights such the KilometerNecromancer, which does as named after and takes 1 hour to charge, the classic BF4 defibrillator, which is what you'd dream it is, and the 5Revive 5 kerbal reviver, which can bring back 5 kerbals at once, but requires 5 minutes of rubbing.

Now you can revive a kerbal! Make Valentina rise from the ashes of her accidental "fall" from a Tylo ravine, and take her off that moon with her moss-covered (on the inside) ship! Use a defibrillator on a mystery goo pod to uncover a new green friend (proving the goo is of organic origins) ! Turn Bop's long dead kraken into a dangerous ship-killing machine to corrupt your save, and send space stations and satellites alike tumbling and exploding into chaos! Or, download the KIS (Kraken Invasion Steering) companion mod, and go from green blood and broken parts in your save, to bloodshed and part shred in a random person's save, but better yet, controlled by YOU! Now with realistic (there are a few exceptions) (relative to Battlefield 4's defibrillators) ranged reviving, so you can bring Bill back from the dead with the throw of some defibrillators from Jebediah, while hanging off a burning rocket in Jool's atmosphere during an aerobrake, without the defibrillators ever even leaving the grasp of your tool-using appendages!

Edited by LaytheDragon
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Konfusion: All the celestial bodies' stats are randomized using Kopernicus each time you load the game. This includes things like orbit, parent body, atmospheric height, mass, surface gravity, rotation period, and more! Better watch out for that probe you left in an 80km orbit around Kerbin, because next time you come back, the atmosphere might just be 500km tall! And that station between the Mun and Minmus? Well, better watch out, because it may find itself between Tylo and Eve! Good luck getting your latest ion lander onto Gilly when the gravity is suddenly 4g's!

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Kerbal Joint Disassemblement - KJD

- Any strut you attach to your overbuildt supercrafts weakens another random joint in your megavessel
- the more parts you add, the more struts you need
- cost per strut increases during careerplay from 42 to 420`000 funds/ piece
- using struts becomes mandatory after installing this mod, uninstall formats your harddrive immediatly
- using struts in sandbox leads to temporary sillyness, blindness (both eyes), starvation
- physicsload while vessel unpack on launchpad will be executed after buying all struts offered in the editor
- struts mounted in the SPH only support radial symmetry mode
- struts in the VHB attach also to the launchclamps, which stay part of the vessel and must be brought to orbit, allways.

Known issues:

- read above
 

Edited by Mikki
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Studio B-00-M

 

gives you a studio to fake mun landings and other cool stuff. (CGI not included)

On December 29, 2015 at 11:39 PM, cubinator said:

Konfusion: All the celestial bodies' stats are randomized using Kopernicus each time you load the game. This includes things like orbit, parent body, atmospheric height, mass, surface gravity, rotation period, and more! Better watch out for that probe you left in an 80km orbit around Kerbin, because next time you come back, the atmosphere might just be 500km tall! And that station between the Mun and Minmus? Well, better watch out, because it may find itself between Tylo and Eve! Good luck getting your latest ion lander onto Gilly when the gravity is suddenly 4g's!

"Let me quicksave just before landing on the mun"

-crashes

-loads

-appears in a 50 km orbit around Kerbol

"oh uhm I guess that's possible as well..."

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VulKano

Creates an ash cloud in the atmopshere: planes can't fly through it: either the engines shut down or they  EXPLODE

 

KoldWar:

-VAB and SPH are underground

-Atomic warheads instead of nose cones

-Nice nuclear waste effect

-You get bombarded with Nukes by the Kommunists at times

-Radioactive isotopes can mess with electronics like mechjeb and SAS and Probe cores...:0.0:

-Almost every rocket you send up to space gets intercepted by Kommunists 

Edited by ToukieToucan
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  • 2 weeks later...

KSSW: Kerbal Space Star Wars:

Ever wanted to explore space with the worst best characters of the SW franchise? Well, wait no more!

Includes:

-Random TIE fighter/X-wing comes and blows your ship up at random moments.

-The Emperor may teleport aboard your vessel, fry your systems and Kerbals with his lightning while screaming 'UNLIMITED POWER', rendering your ship uncontrollable.

-Jedi/Sith will use the force on your ship at random moments, to troll you. (Force chocking of pilot included)

-All ships fly like in Star Wars, disregarding gravity. (Bargain with Watto for hyperdrive. His location is randomly assigned on any planet at beginning of new game).

-Few more solar systems with your favourite SW planets.

-All Kerbals now constantly talk, BUT with the voice of Jar Jar Binks.

-At a random point in the game, a Death Star will show up, and you will have to evacuate Kerbin before it is blown apart. If you fail, the space centre will be relocated to Eve on your next savegame.

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True Realism Mod: 

rockets cost 100x more to make. space center costs 1000x more to upgrade. There are two political parties that alternate. the one that allocates more money to space usually wont be elected. also occasionally 90% of your money will be taken away due to "budget deficits" and "government shutdowns". also you cannot use nervs because of "environmental concerns"

Now for ones i actually REALLY want:

Space Race Mod:

There are different space agencies that you can communicate and compete with. You can contact them in the, uh, contracts building (i dont even remember it name i use it so little). You can forge alliances, do favors for them, and get them to do favors for you, but your ultimate goal is to finish the tech tree and colonize space before them. The other agencies will launch rockets to other celestial bodies overtime. Usually you can see these rockets in the map screen (unless they're secret). They will follow trajectories of a normal rocket. Sometimes they will create stations and send modules to them. these rockets and stations will come from a large database of craft. You can only interact with these objects when the other agencies aren't moving them. The other agencies will complete contracts to get their own money, and collect science from biomes (once they do these things, you will not get any rewards for doing the same thing). Thus, exploring as quickly and efficiently as possible is key. 

Somebody PLEASE make this! :):):):):):)

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7 minutes ago, ThaZeus said:

Stocker- uninstalls all mods in your ksp.

StockerAdvanced- uninstalls all your programs and deletes all your docs and just fills your computer with copys of ksp

 

That is known as a virus.

Kerbal Translations - Translates dialogue from Chatterer into English.  18+ for profanity.  I'd be saying a lot if I knew I was doomed...

Edited by Guest
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29 minutes ago, CliftonM said:

Kerbal Translations - Translates dialogue from Chatterer into English.  18+ for profanity.  I'd be saying a lot if I knew I was doomed...

And partner mod...

Kerbals Union- Allows kerbals to see the riskyness of a mission if it is to risky they will refuse to do anything.

Edited by ThaZeus
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What about a Scott Manley mod? The mod, once installs, will attempt to take over any aircraft of spacecraft you cannot handle and fly it around the KSC. It also gives commentary about the flaws in the craft design with an occasional "woah, that wasn't..."come on...." or "Oh, crap, crap, crap!" before the craft slams into the ground.

(Thanks to @CliftonM for reminding me of the other statements that Scott Manley says that causes me to laugh when I watch his videos...)

Edited by adsii1970
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31 minutes ago, adsii1970 said:

What about a Scott Manley mod? The mod, once installs, will attempt to take over any aircraft of spacecraft you cannot handle and fly it around the KSC. It also gives commentary about the flaws in the craft design with an occasional "woah, that wasn't..." before the craft slams into the ground.

Don't forget the "COME ON!" and "OH CRAP CRAP CRAP!"

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No Timewarp Mod

Do you think it's unrealistic that you can just fast forward time to where you need to be? This mod removes the time-warp function so now everything REALLY happens in real time. Comes bundled with Kerbal Construction time. See you in 406 days.

JBSP

Replaces every soundtrack in the game with Justin Beiber's "Baby".

Realistic Science Mod

Now in order to get science points, you must propose a testable hypothesis about the Kerbin system, send numerous spacecraft and get results. Analayze the data and draw a conclusion. If your hypothesis was incorrect, you have to start over with a new one. You must then have your paper reviewed by a committee of Kerbals so that it can become scientific theory. Each scientific paper your space program can publish will earn you 0.1 science points. Part development is now based on funding, but good luck getting that before you've published a few hundred papers. You can also recruit helpless kerbal grad students and interns to write the papers for you, but they won't always do a good job. Works great with the 'No Timewarp Mod'. Comes bundled with MS word 97 and a guide to proper formatting of a scientific paper.

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The Kerbal Program: Watch a Kerbal TV show instead of flying rockets. Has news, reality, talk shows, and live Ker-Ball games.

AAAAALLLLIIIIEEEENNNNSSSSSS!!!!!!!!: If you do not protect your Kerbals with tin foil hats, they will all be abducted by aliens from Duna in flying sauces. Complete with the fact that there are no typos in the previous sentence.

Kubic Space Program: All planets and muns retain their physical properties except they have been molded into cubes.

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Persistant Corpses - Kerbals no longer disappear when they get killed. Corpses can be ragdolled. Adds new options for Kerbal Inventory system mod.

Lost Keys - Adds a lock picking mini game whenever you want to EVA or return to the spacecraft.

Milwaukee - Adds the city of Milwaukee to Kerbin.

Cannibalism - Addition for most food or snack mods. You can now sacrifice a Kerbal for extra food. Adds extra options for Persistant Corpses mod.

Stock Market - You can sell stocks of your space program, but more you sell, more you let computer or Twich controlled shareholders choose missions and assembly decisions for you. In some cases, they may fire you and you must play a "Jeb's junkyard" mini-game (basically a connect4 with extra features) until you earn enough money to buy back the ownership of your game.

Power Glove - Adds Nintendo Power Glove support for Kerbal.

Ageing - All kerbals, when hired, start younger and leaner then their standard meshes and gradually grow into their normal form. Within a year they become grey and shriveled and have a chance of dying. Works great with Cannibalism mod.

Whodunit - Whenever you make a mission with 4 or more kerbals on a craft, there's a chance of a murder happening. By asking some questions and finding clues, you can discover the murderer. Works great with Cannibalism mod.

Dance mat - Adds dance mat support for KSP and rhythm game elements to space flight.

Slapstick realism - Random parts of the craft sometimes fall off during missions.

Stress - If in stressful situations, kerbals activate the alarm that causes flashing lights and annoying sounds until you soothe or entertain the stressed kerbal enough. Requires the Dance Mat mod.

Wheel theft - If left unattended on a planet with atmosphere, vehicles have a chance of having their wheels replaced by some bricks.

Amnesia - Sometimes your scientists lose a random tech advance. Buying it again is cheaper the other time around.

Manual Business - You get a huge spreadsheet of your costs and earnings, but the sheet has no mathematical functions, so you need to calculate your taxes manually. Requires Prison mod. Adds new options to Stock Market mod.

Broken Communications - Some kerbals are hard of hearing and sometimes misinterpret your keystrokes. Works great with Ageing mod.

Sonic - All kerbals are replaced with Sonic. Just one Sonic and he starts in the base.

Religion - Some kerbals refuse to go to a certain planet or leave the atmosphere. Adds extra "prayer" animations.

Disease - Kerbals have a chance of starting their mission with a disease and all kerbals spending time with them have a chance of catching a disease, depending on it's type. Comes with extra options for Intercourse mod.

Realistic Cooldowns - improves some ability cooldowns for most popular weapon mods, moba mods and the Intercourse mod.

Maximum Kerbin - all planets are replaced with Kerbin.

Edited by Vanamonde
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