Gyrfalcon5 133 Posted November 10, 2017 Share Posted November 10, 2017 30 minutes ago, The-Doctor said: My suggestion is a simple one that I expect Squad will listen to. Please ad undo buttons to the editor in the VAB and SPH You can actually use the keybinds Ctrl+z/Ctrl+y to undo/redo your actions. It' s about as handy as you think it is. The need for a button seems arbitrary with these already implemented. Quote Link to post Share on other sites
PapyDaft 1 Posted March 17, 2018 Share Posted March 17, 2018 (edited) Hi everyone ! It's was a long time i have this idea for KSP. Maybe someone havel already suggest it, but i'll still try haha. My English is not good enough for explain it with words, but i have a video from the NASA. Maybe you name that a "inflatable balon" ? ^^ That sound so cool to be able to create an atmospheric station on Jool ! No ? If you've got a good french (or you can activate the translation but it look like not really accurate), this guy explain how Venus should a better choice than Mars for exploration: Edited March 17, 2018 by PapyDaft Quote Link to post Share on other sites
sl2va 0 Posted March 31, 2018 Share Posted March 31, 2018 KSP really need CPU optimization. When you have 4 core CPU and game uses only 2 core it's not good. Quote Link to post Share on other sites
munlander1 747 Posted April 6, 2018 Share Posted April 6, 2018 Has someone already made a suggestion about the shape of the mk 1-3 capsules nose? Quote Link to post Share on other sites
dogeGAMr 8 Posted August 11, 2018 Share Posted August 11, 2018 @sal_vager what engine does ksp use currently? Quote Link to post Share on other sites
sumghai 1,793 Posted August 12, 2018 Share Posted August 12, 2018 @dogeGAMr, sal_vager has retired from moderation duties. KSP uses Unity 5. Quote Link to post Share on other sites
quitessa 15 Posted September 7, 2018 Share Posted September 7, 2018 So as an alternative to the [ ] craft switching in scene, can we get the option to right click a craft in view and "Switch To" like in Map View? The amount of times I've had a craft explode because when I was trying to switch from it to another withing the physics range and accidentally switched to one outside of that range... Quote Link to post Share on other sites
DocMike 76 Posted November 16, 2018 Share Posted November 16, 2018 How about allowing a 4x time warp while accelerating at miniscule values (up to 2 m/ss)? Ion thruster burns take sooo long. (However, I find it surprisingly relaxing, watching the orbit to in/deflate sooooo slowly ) Quote Link to post Share on other sites
TechTH 2 Posted December 8, 2018 Share Posted December 8, 2018 Not sure if its been posted somewhere else, I didn't see anything when I dug around a bit. I think it would be a nice addition to have a transfer stored data button that functions like the transfer crew button. Does anyone know a work around for this, or do we have to EVA to get our stored data from a docked lander to the parent ship. Any info or cross-tell would be great, Thanks! Quote Link to post Share on other sites
Xurkitree 848 Posted December 9, 2018 Share Posted December 9, 2018 So, is stock Dv going to go after the next update?? Quote Link to post Share on other sites
qzgy 3,910 Posted December 9, 2018 Share Posted December 9, 2018 On 11/16/2018 at 10:53 AM, DocMike said: How about allowing a 4x time warp while accelerating at miniscule values (up to 2 m/ss)? Ion thruster burns take sooo long. (However, I find it surprisingly relaxing, watching the orbit to in/deflate sooooo slowly ) Already a thing. Hold down alt while controlling the timewarp keys (< and >) to do solely physical timewarp. Quote Link to post Share on other sites
Dfthu 550 Posted December 9, 2018 Share Posted December 9, 2018 (edited) 1 hour ago, Xurkitree said: So, is stock Dv going to go after the next update?? Steam Workshop and the 2 kerbal 1.25m command pod (DLC) should be removed also Edited December 9, 2018 by Dfthu Quote Link to post Share on other sites
airider 1 Posted January 3, 2019 Share Posted January 3, 2019 I'd like to see more options in the Command and Control area. For instance: - Smaller, side attachable remote control units (RCU) (i.e. they don't have to be round and inline with the stack ... not sure why this became the primary part configuration for RCUs.) - RCUs that require high gain antennas to communicate the further out you go in the Kerbal System - RCUs that can do celestial navigation to provide course correction recommendations the further out you go - RCUs that can support video and still picture transmission (with high gain antennas) to the tracking stations for display at the control center Quote Link to post Share on other sites
Nick99898 6 Posted March 10, 2019 Share Posted March 10, 2019 Conserning KSP enhanced edition. Iv been playing KSP on my Xbox since it came out. And I'm extremely happy you guys made a console port. But here is a couple issues I come across regularly. 1. When piloting medium to large sized craft the Xbox frame rate drops quite a bit. This usually wouldn't bother me mutch. But when the frame rate gets choppy, pressing on a part to open it's sub menue becomes near impossible. It rarely reconizese my button presses. I have to spam the part fore 20 - 30 seconds before the sub menue pops up. 2. The in game kspedia mentions "precision flight mode" but after studying the controlls and scouring the internet it seems this option was never implemented into the the enhanced edition. 3. The runway is not perfectly smooth. There are bumps where the destructible parts of the runway meet. Usually not a big deal but it would probably still be a easy fix. (I mean I guess? Iv never coded anything in my life) Having the option to dumb down the graphics so we can get better frame rates would be nice to. Another suggestion. It would be verry nice to set custom headings. Say I want to fly 180° at 0° elevation. Basically straight south. Then the craft would keep a steady altitude and heading even when physwarpig. Or say your sending a space shuttle to orbit. The direction of travell is not allinged with the cockpit due to off set engines. So being able to set different headings on your way to orbit could help alot with keeping those hard to controll ships in line. Anyhow thank you guys so mutch fore being sutch dedicated developers and listing to your community of aspiring kerbalnauts! Quote Link to post Share on other sites
sicko kerman 30 Posted March 13, 2019 Share Posted March 13, 2019 (edited) So a lot of people say that the game is frustratingly on playable on Xbox one and PS4 without a keyboard and mouse. But I don't think it's frustrating on unplayable I just think that it's not a bad idea to have keyboard and mouse support for Xbox one and PS4, A lot people say that it's a console version so you have to use a controller but what really makes a console version is the fact that it will run on a console and you don't have to spend a lot of money on a PC. I know that squad won't add keyboard and mouse support for Xbox one and PS4 but but I wish they would take into account that some people actually want it and it would be very useful. Edited March 13, 2019 by sicko kerman Quote Link to post Share on other sites
Critter79606 91 Posted March 30, 2019 Share Posted March 30, 2019 Just a suggestion, but I'd like to have a way to organize save files. It whould work just like the sub-assemblies. First icon shows all saves (vab/sph should still be separate), other icons are sub-categories. To move a save file to a sub-category, you right click and select which one to move it to maybe? I have several craft that are one use, and some that are parts of stations that have to be put together in space. It would be nice if these could be organized into named folders to cut down on how many you have to scroll through. Just like in the sub-assemblies, the folders show the name when moused over. As it reuses existing components in the game, I would think it would be fairly easy to implement. I would also like to see the ship descriptions text when the mouse rolls over a save file. In this example the categories are All, Stations, Landers, Refuelers for example. Quote Link to post Share on other sites
Fraston 922 Posted April 6, 2019 Share Posted April 6, 2019 On 1/6/2016 at 7:13 AM, sal_vager said: Erm, No. Changing Game Engine (Unreal4 etc) Nightly Builds Multiplayer, IN ANY FORM! Is this better? Quote Link to post Share on other sites
Atomic_ball 3 Posted May 3, 2019 Share Posted May 3, 2019 we need wether like some rain and some city with Kerbals yessss We need waves and wether pls Quote Link to post Share on other sites
KerballingSmasher 1,082 Posted May 3, 2019 Share Posted May 3, 2019 1 hour ago, Atomic_ball said: we need wether like some rain and some city with Kerbals yessss We need waves and wether pls Oh yeah, absolutely. We also need more stock launch areas on PC. Quote Link to post Share on other sites
purpleivan 5,646 Posted May 24, 2019 Share Posted May 24, 2019 I've spent the last 3 months of so of my KSP game time boating around the shoreline of Kerbin and one thing that would make a pretty big improvement to the visuals would be an overhaul of ground scatter objects. Here's some specific suggestions regarding this, which are specific to Kerbin, but some of which could be applied elsewhere. A wider variety of the existing scatter objects. For example different tree types (pine, palm etc.), rock types (size shape and colour... the latter being coloured to match the local ground texturing,). Object scattering to give regional variation, e.g. near the shoreline in the equatorial latitudes would be palm trees, towards the poles would be pines. Improved scattering. The current system is a bit unreliable to say the least, with weird patchiness and entire areas of scatter objects not being displayed until a scene reload occurs. This seems like a pretty lightweight improvement to make, especially the art side (half a dozen new scatter objects would probably only take the work of 1 or 2 major vehicle parts). Quote Link to post Share on other sites
Atomic_ball 3 Posted May 25, 2019 Share Posted May 25, 2019 On 5/3/2019 at 6:36 PM, Kerballing (Got Dunked On) said: Oh yeah, absolutely. We also need more stock launch areas on PC. yes and on Xbox one and on other consoles Quote Link to post Share on other sites
ZEROX 6 Posted May 30, 2019 Share Posted May 30, 2019 waht about a borderless fullscreen mode? why isnt there one. (i hpe i didnt miss it ) Quote Link to post Share on other sites
Bartybum 124 Posted July 20, 2019 Share Posted July 20, 2019 I'm quite surprised that we still don't have some form of basic life support ala Snacks! in the game. Quote Link to post Share on other sites
Superfluous J 15,109 Posted July 20, 2019 Share Posted July 20, 2019 On 5/30/2019 at 1:28 PM, ZEROX said: waht about a borderless fullscreen mode? why isnt there one. (i hpe i didnt miss it ) You did, but it's not an option but a Unity switch so it's easy to miss. Step 1: Set your game to be windowed and the resolution of your full screen. Exit out. Step 2: Launch KSP (or set up Steam to launch KSP) like so: ksp_x64.exe -popupwindow Quote Link to post Share on other sites
Mindeufair 2 Posted July 29, 2019 Share Posted July 29, 2019 I have two suggestions : - An improved IVA, thanks to which we could move inside our ships and move from modules to modules, and have several new interactions inside the ship, especially with storage or science. - A stock KAS with more realistics cables, like this : Quote Link to post Share on other sites
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