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Bad Suggestions for KSP


Red Iron Crown

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I read the Suggestions subforum a fair bit, I thought it might be a bit of fun to make up suggestions for changing KSP that would be incredibly bad for the game.

For example:

Replace stock "souposphere" with a "stewosphere", which is like the souposphere except it has clouds which are solid and must be dodged during flight to avoid a collision.

What are some other bad ideas to implement in KSP?

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How about... Non-obvious hazards on planets and moons? And I'm taking inspiration from

Some limited to a certain biome, some limited to a range of coordinates, some limited to both biome and coordinates.

Mun:

- Land north of 45°N in a Highlands or Midlands biome, terrain scatter has collision enabled (gotta dodge those rocks like the Apollo landings had to)

- Land south of 45°S in a Highlands or Midlands biome, 50cm layer of fine dust that heavy/high speed landings sink into (heavy landers can avoid sinking by using more landing legs, light parts don't start to sink unless impacting at more than 30m/s) Sinking into the dust layer makes it harder to take off.

Minmus:

- Flats biomes are a sheet of ice over a near-freezing lake. Hit the surface too hard (impact velocity >= 35m/s or so?) and you break the ice. That makes a small (50m diameter) lake appear, which your ship sinks into at max 1m. Soon after that, it freezes over again, trapping your ship along with it. Impacts that create a lake where a ship is already frozen will free the frozen ship.

- Highlands: Similar to dust on Mun, but sink deeper and with less weight (might actually lose sight of a probe if it sinks)

Duna:

- Small layer of dust, horizontal static solar panels lose effectiveness over time, tiny rover wheels (ONLY the tiny ones) can break randomly, higher chance with higher distance traveled (Spirit rover)

Eve:

- Chance that atmospheric pressure sensor / atmospheric analysis sensors break due to atmospheric pressure (will stay operational for at least 1 hour after landing, science data is not lost if they break, you just can't use them again)

Gilly:

- Rare (5%) chance that extremely lightweight probe landers (less than 0.5 T) bounce 1-2km on landing (Philae)

Bop: Krakensbane disabled. (Maybe the kracken's not so dead after all...)

Moho: "Moholes" have a thin atmosphere, with a lava lake 2km down from the lip. Atmosphere causes non damaging overheating, lava causes mildly damaging overheating (probe cores and parachutes destroyed, but Mk1 and Mk1-2 pods, engines, and fuel tanks can survive indefinitely) (bring back old "hot" moho!)

If you wanted troll ideas:

Cubic Octagonal Struts: No longer physics-less, mass = 100 Tons each, drag factor 10.

Struts INCREASE wobble.

Parachutes work on the Mun, speed up your fall on Kerbin.

Edited by SciMan
more ideas for planet hazards
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How about... Non-obvious hazards on planets and moons? And I'm taking inspiration from

Some limited to a certain biome, some limited to a range of coordinates, some limited to both biome and coordinates.

Mun:

- Land north of 45°N in a Highlands or Midlands biome, terrain scatter has collision enabled (gotta dodge those rocks like the Apollo landings had to)

- Land south of 45°S in a Highlands or Midlands biome, 50cm layer of fine dust that heavy/high speed landings sink into (heavy landers can avoid sinking by using more landing legs, light parts don't start to sink unless impacting at more than 30m/s) Sinking into the dust layer makes it harder to take off.

Minmus:

- Flats biomes are a sheet of ice over a near-freezing lake. Hit the surface too hard (impact velocity >= 35m/s or so?) and you break the ice. That makes a small (50m diameter) lake appear, which your ship sinks into at max 1m. Soon after that, it freezes over again, trapping your ship along with it. Impacts that create a lake where a ship is already frozen will free the frozen ship.

- Highlands: Similar to dust on Mun, but sink deeper and with less weight (might actually lose sight of a probe if it sinks)

Duna:

- Small layer of dust, horizontal static solar panels lose effectiveness over time, tiny rover wheels (ONLY the tiny ones) can break randomly, higher chance with higher distance traveled (Spirit rover)

Eve:

- Chance that atmospheric pressure sensor / atmospheric analysis sensors break due to atmospheric pressure (will stay operational for at least 1 hour after landing, science data is not lost if they break, you just can't use them again)

Gilly:

- Rare (5%) chance that extremely lightweight probe landers (less than 0.5 T) bounce 1-2km on landing (Philae)

Bop: Krakensbane disabled. (Maybe the kracken's not so dead after all...)

Moho: "Moholes" have a thin atmosphere, with a lava lake 2km down from the lip. Atmosphere causes non damaging overheating, lava causes mildly damaging overheating (probe cores and parachutes destroyed, but Mk1 and Mk1-2 pods, engines, and fuel tanks can survive indefinitely) (bring back old "hot" moho!)

If you wanted troll ideas:

Cubic Octagonal Struts: No longer physics-less, mass = 100 Tons each, drag factor 10.

Struts INCREASE wobble.

Parachutes work on the Mun, speed up your fall on Kerbin.

All of that but the last three are actually good you should post it in the suggestions forum.

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Implement ISRU for producing fuel, but the only place it works is at sea level on Eve.

Honestly, that one might actually be interesting. drop a lander on eve with little or no fuel and then use ISRU to load it with enough to get back to orbit. Getting it there from Kerbin would then take a lot less fuel because so many tanks would be empty on the outbound trip.

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Honestly, that one might actually be interesting. drop a lander on eve with little or no fuel and then use ISRU to load it with enough to get back to orbit. Getting it there from Kerbin would then take a lot less fuel because so many tanks would be empty on the outbound trip.

Well yes, but that is the *only* application for ISRU then. If you want to get the manufactured fuel to orbit to use elsewhere you would need to send a tanker from Kerbin every time.

Back on topic: Wait timers after crashing a craft, with the time increasing with the number of crashes.

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