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Codraroll

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  1. This sounds interesting, actually, and could be used to "fix rovers". If biome mapping was a thing in-game, it would be easy to identify the hotspots, which would make perfect sites for rover landings. That, or simply adding "hotspots" manually. Some place with several points of interest within a small area, small enough to require difficult precision landings if "lander hopping" was used. Underground caves could also be used. Just somewhere interesting to send rovers, where sending a lander would be too difficult or time-consuming, and a lone Kerbal with his jetpack can't do the job because various instruments are required.
  2. I think that, with the size change, the purpose of the monolith changed. But it's still legit. It went from being an easter egg at the KSC site to a "hint", of sorts. Players see it, think "What's that over there?", build a rover to head over to it, and might realize that there could be more of those monoliths around. It's easier to spot now than it was earlier, but instead of being the only monolith a player was likely to find, it is the promise of more monoliths being in the game. Now, all the monoliths need is a purpose, a reason to seek them out, maybe with a text hinting at the placement of the next one, and we could have a fun little easter egg hunt in-game. Personally, I'd make a little plaque at each one, readable the same way flag plaques are, vaguely hinting of where the next monolith could be found. Reading them would add a contract to seek out the next one. The last monolith would point at the Kraken lying on Bop. Upon finding it (but only after having found all the monoliths), a special part, the Kraken Drive, would be unlocked.
  3. Since the low weight of the Mk1 cockpit is useful for several early-game atmospheric planes, I wouldn't meddle too much with it or outright replace it. Might as well add another 1.25 m cockpit instead. I'd rather like to see a Mk1B cockpit, unlocked slightly later in the tech tree, with integrated heat shields and increased heat tolerance.
  4. All the bodies need location-based biomes, in my opinion. The Mun has several distinctly named craters, why don't the other planets? Craters, mountains, valleys or other anomalities need to be addressed a little better. Also, biome-specific contracts need to be a thing. "Plant flag on Gilly's Poles" or "bring back surface samples from the Farside Crater". It would encourage players to land in interesting places rather than the first and easiest location they come across.
  5. I'm a huge advocate for orbital and extraplanetary base building. Implemented correctly, I believe it would solve many of the challenges and problems the game faces. First of all, it removes the tedium of getting off Kerbin. After a couple hundred launches, getting out of the Kerbal gravity well is pure routine work. Even with stuff like MechJeb, it is a time-consuming, repetitive task that offers little challenge once you're familiar with the basics of the game. Second, it gives players a goal to strive for. Your off-Kerbin construction yard would be something you earn, not something you get at the start of the game. Getting a base in Kerbin orbit - or even on the surface of another body - would require an ungodly amount of Science and Funds, and the launch of several very heavy modules. There might even be Rep requirements to even getting the projects approved. It would not be a shortcut on the learning curve, merely a reward for your hard work and experience. Extraplanetary bases could be fixed to a few pre-programmed locations on each body, requiring players to survey the planet and send Kerbals there to plant flags before construction could begin. Third, it makes longer missions more convenient. Perhaps more easy too, but that doesn't have to be a bad thing. There's a vast skill/time investment gap between working in Kerbin's SOI versus missions to other planets, and a lot more infuriating when something goes wrong. Getting stuck on the Mun because you lack the Delta-V to get off its surface is very frustrating. Getting stuck on Duna for the same reason is much, much worse, since you spent a lot more time getting there, and having to re-do the mission from scratch because of a small design mistake is very annoying considering the time it took before you could discover that mistake (for a seasoned player, it's a small annoyance. For a newbie, it's a "close-the-game-and-don't-pick-it-up-again-for-months"-inducing frustration). If you could launch from Kerbin orbit or even Minmus, it'd be easier to make purpose-built craft for interplanetary voyages, and it would take a lot less time to do off-Kerbin missions. Fourth, as a result of point 3, off-Kerbin bases act as "stepping stones", encouraging the exploration of the outer planets of the Kerbin system. Going to Jool is currently a daunting task, requiring hours of play and several in-game years. As a result, only a marginal fraction of KSP players ever go there (there was a thread on this a while back). Using a construction/launch facility on Duna makes the Jool trip a lot less demanding. And once bases are established on the Joolian moons, Eeloo is within feasible range, even for a casual player. At the moment, Eeloo is so remote that there's no real need for outer planets - very few players even go halfway there at all, and missions are dastardly hard and time-consuming. Fifth, it gives Funds a late-game purpose. After a few dozen successful missions, you have enough money to make the resource practically worthless. Once all the KSC facilities are upgraded, and you keep getting rewarded for your exploration, you have to try hard to get the Funds counter down towards 0 again. But merely constructing a basic off-planet facility would cost an arm and a leg. Now, upgrading your VAB on Ike would make the Funds you spent on the KSC seem like pocket change, and the sum you have to lay down to build a facility on Vall... As you unlock the entire tech tree, you go from Science-seeking missions to Funds-seeking ones. Extra con-yards would give all those Funds somewhere to be spent. Sixth, it gives purpose to all the other space programs that appear to be flying in Kerbin's skies. A host of different actors manage to put one-man capsules in orbit around the Kerbal bodies, or even on the planets. If Rockomax can put ships on the Mun, they could probably fly there with parts for my rocket building facility too. They'd ask for handsome payments, though. While a solar panel costs very little in the KSC VAB, it'd be a lot more expensive in orbit, with prices increasing exponentially the further you go from Kerbin. Building a 10-ton vessel A on Duna would cost twice as much as vessel B on Kerbin, with the capability of delivering vessel A in its entirety to Duna. Or in more Earthly terms, building the Apollo lander on the Moon would cost more than building and launching a Saturn V on Earth. I suppose your off-planet bases could have buildings or facilities which reduced these costs, though. Seventh, the system wouldn't be forced on anybody. It's a single-player game, who would you be cheating? It wouldn't remove the option of launching all your missions from the KSC either. Play the game your way, there's no competition and nobody judging you. I would even be satisfied with Squad if they just added support for such a system in their game. Namely, the ability to have multiple KSCs, even on locations off Kerbin. If I understand correctly, this is currently not possible, although you can change which planet the game considers to be Kerbin. Just lay down the groundwork, and modders could take care of the rest. Properly integrated extraplanetary bases and eventual colonization would really add longevity and purpose to the game, which at the moment turns into a bit of a sandbox once the tech tree is unlocked.
  6. Hasn't there been like three threads recently on this very subject? Both of those have their latest posts within a week from now...
  7. My "dream" for KSP is the ability to create entire space centers on foreign bodies. Places where you could build rockets, recruit Kerbals, and access a copy of the Mission Command center (offering different contracts on different bodies is just asking for trouble). However, building and launching rockets from those space centers would be incredibly expensive, at least at first. And upgrading buildings? Possible, absolutely, but you'd need to take a few really high-paying contracts before even considering the level 2 VAB on Vall, for instance. The implication is that other companies are shipping rocket parts to your extraplanetary bases, at a cost. As to how it all would be built... I think it would be easiest for the game to pre-define available locations on the various bodies. You wouldn't have complete freedom as to where to build your space center, you would have to choose between pre-defined locations. A specific crater on the Mun. A flat-topped mountain on Eve. A plain on Duna. Just like how the KSC, the Inland Space Center and the Island Runway are all in pre-defined locations on Kerbin. Discovering those pre-defined locations would require a survey scan of the planet, maybe even painting a flag to demonstrate to the higher-ups that it is possible to land there. Maybe even returned surface samples. That would certainly make an Eve base a proper challenge to establish. The facilities could be built by bringing the necessary parts to the pre-defined locations, after which they would be converted to regular buildings. Maybe you'd have to pay both Science and Funds to erect the buildings once parts were in place. Buildings could include ore mines, refineries and factories, to bring down the cost of fuel and parts. Maybe you'd even have to construct solar arrays or reactors too, then again that might change the genre of the game too much. Maybe just have an upgradeable "life support" building, which has to be upgraded before other buildings can be upgraded? Anyway, no matter how it's done, I agree that Kerbalkind should strive for a permanent presence outside Kerbin. Not only would it give the game long-term goals to reach for, it would also make interplanetary exploration less daunting. After all, you don't need much delta-V to get to Duna if you launch from Minmus. From a Dres base Jool is not far beyond reach. Reach Laythe, and you can launch to Eeloo and planets beyond. With extraplanetary bases, transfer windows become less of a hassle too. There would always be some transfer window open somewhere.
  8. Well, if those people want to ruin their own fun, that's their choice. In a single player game, exploits like that harm nobody but the single person playing. I wouldn't worry too much about seismometer spam. It would require a bit of a convuluted setup, specifically made to harvest loads of Science, and then... play with all parts unlocked, I guess? There's not much more you can do with lots of Science, is there? That's already in the game, in fact it's an entire game mode in itself. Ultimately, any "overpowered" exploit to get Science is just a complicated way to set up a Sandbox game.
  9. Try to think of it this way: Kerbals are inherently curious creatures. They will risk anything to gain knowledge, to the point that there probably is a "something-I-know-for-something-you-know" barter economy thriving all over Kerbin. I can imagine most of the work done in the Science center involves interns phoning various suppliers such as Rockomax and having conversations something along the lines of "Hey, we just figured out the mean temperature and pressure on Minmus' Greater Flats. Wanna know what they are? We'll tell you if you give us the designs of your Jumbo tank. We could give that information to Probodobodyne instead, if you're not interested..." In short, the knowledge earned by the space program is traded with other corporations, in exchange for part designs.
  10. I also like the combine harvester idea. There should be one on every body in the system. Including Jool and the Sun.
  11. One little addition for me: Going places should automatically yield some science, in a "mapping the surface" sort of way. Flying high above the planet would give you mapping points for the face of the planet you see (that is, all of it if you remain in orbit), but at a very low resolution. Flying in atmo means you map a smaller area, but at a higher resolution. Sending a rover to the surface gives really high-resolution data, but of a very small area. Following the same logic, a Kerbal on foot would give the highest resolution and the smallest area, but since it would be such a massive chore to walk around the various biomes of the planets, I think it could be enough to send rovers. For extra "fun", the night side of the planet could yield a lower resolution multiplier, giving you a reason to stay in orbit until you've seen the entire planetary surface in sunlight. This feature would essentially replace the current crew reports/EVA reports, or rather, perform them automatically. Actually, I'd be content enough if Kerbals were allowed to write their reports after the fact, meaning that you could get EVA reports from orbit above the Mun's Highlands, Lowlands and Midlands if the Kerbal stayed in EVA while passing over those three biomes. No need to get out and write while you're above them. As for your suggestion about the Materials bay, I think it could use a slight tweaking. Rather than loading up the samples in one location and taking them directly to another, I suggest to tie the Materials bay to the existing surface sample mechanic in a different way: At the onset of the game, the Science Jr. would work as it did today. It's filled with various samples of materials from Kerbin, which you bring to the different locations and expose to the elements. After you collect samples from the Mun, a new setting would be unlocked for the materials bay in the VAB, allowing you to load it up with Mun materials instead. This somehow implies that the handful of dust you picked up on the Mun is enough to stock the Materials bay for experiments in all of the game's 100-ish biomes, but I'd say it's still within reason. Besides, it means you won't have to stop on Minmus for every trip to other planets to stock up on samples. Either way, I like to see some discussion on the Science in this game. Hopefully, improvements will be made in the future, and I like most of your suggestions.
  12. So... you've effectively made a space elevator? Nice!
  13. To be fair, there aren't that many Ks in KSP when you think about it. Officially, the only notable objects whose names begin with K are Kerbals and Kerbin. Lots of other names are deviations of the word "Kerbal", such as the name of the game, and the space center, but what else should it be called given the circumstances? In the game about Kerbals and their wacky space program, it's not like naming one after the other is terribly unoriginal. If the Sun was to be named Kerbol in some capacity, the number of K names would increase from 2 to 3. You may call it a 50 % increase, but it's not that very dramatic. Of the 17 bodies present in the solar system, 3 have names beginning with M (4 if you count the Magic Boulder), and even if the Sun was called Kerbol, there would still be as many D and E names as there were K names. The old meme of "adding K to every word" is a little misleading, I think. It is used very little in-game. Although, there are more parts manufacturers whose name begin with K than any other letter (Kerbodyne, Kerlington and Kerbal Motion LLC) - tied with R and S, that is. We could afford to change the name of the Sun to Kerbol without overusing the K.
  14. That's another relevant discusion. My first Duna spacecraft was basically only a Hitchhiker attached to a landing/ascent vessel in one end, and a fuel tank with a Nerv in the other. The transfer burn to Duna took 17 minutes, yet the craft was still light enough to only contain enough fuel to enter Duna orbit (after an 11-minute braking maneuver). Building a barely-accelerating craft, only to find out it contained half the fuel I needed to fulfill my mission, was not an experience that encouraged more interplanetary trips. Especially since design errors related to fuel amount will only be found when you've done a couple of those 15+ minute burns, you're lost on a remote planet, and you have to spend another few hours on a simple rescue mission (no Kerbal left behind!). Kerbin SOI, here I stay.
  15. Technically speaking, Kerbin only has one continent, so that's sort of taken care of already. But indeed, I would love to be able to have several KSCs. Preferably, you'd start the game with only one, then you had to travel to the others and offer a sum of money to buy them. First some space centres on Kerbin, then on its moons, and also on other planets. Not only would it give career mode something to strive for, it would also give a purpose to those tremendous sums of money you accumulate in the late-game, and it'd make interplanetary exploration easier and more rewarding. Is Dres and Jool too far away from Kerbin for your tastes? Try launching from the Duna base! Problems with launch windows? Moho gets launch windows all the time! Is Squad reluctant to add outer planets because most players never go that far? They would if they could launch from Laythe! And if they could afford it, of course, I'd imagine spacecraft to be up to fifty times more expensive to build out there. I believe true colonization would really improve the longevity of Kerbal Space Program. Hopefully, Squad will take some steps to at least make permanent, extraplanetary bases possible. It seems like only Kerbin can house bases at the moment, but I'd be content with more Space Centres like certain mods have already enabled.
  16. If I've understood the above post correctly: is there no way to move parts far away from the containers any more? I just recently downloaded KIS and KAS, and wanted to use them to build a solar panel boom for my space station. Launching and docking long, slender structures is a bit of a hassle, so instead I sent up a module full of containers containing girder segments and XL solar arrays. I'm trying to build something akin to the tower shown in the gallery in the OP (the "Build what you want !" slide), just in space, then attach a bunch of arrays on it. However, I only manage to build things next to the fixed-mounted containers. One girder segment, with one array on either side, then the rest is out of reach. If I grab parts, there's no way to move my Engineer, so he just floats away. Is there something I don't understand? Or is it possible to keep adding girder segments to form a long girder, going back and forth to the containers to pick up more parts? I'm pretty sure Scott Manley in his Interstellar Quest series managed to temporarily attach parts to the Kerbal, walking around with the part on its back, and assembling things many metres away from the container. Was that feature removed?
  17. ^I think it was assumed that fixing the bugs would be high on the priority list no matter what. Of course I'd like to see all the issues fixed, we all do, but this thread assumes we're allowed to dream beyond that. It's a wish list, after all. No need to stick with the troubles of the current situation.
  18. Highest on my wish list is a more moddable KSC. Make it possible to launch or build craft in more locations, primarily on Kerbin but eventually on other bodies. Make it possible to add buildings (the oft-requested Planetarium, for instance). Alas, it sounds like it would require pretty deep alterations to the code, so I guess I'll live with the dream instead. So I guess surface features get my primary vote. Just something interesting to visit on every planet, something that isn't an easter egg. Glaciers, extreme mountain ranges, prominent craters, sinkholes, volcanoes, splotches of weird colours, maybe more exotic things such as areas covered in perpetual, thick fog or tunnels leading into the depths of the planet. Destinations really worth visiting, for fun and profit. A proper reason to build space stations would also be cool. As another, recent thread showed, most people tend to stay within Kerbin's SOI the vast majority of the time. Something that would make building huge, complex space stations worth the effort - and not just because a contract says so - would be really nice. In short, as far as features go, I'd like the devs to either focus on fun stuff to do inside Kerbin's SOI, or make it easier and more interesting to leave it.
  19. The mod Station Science has a quite elegant solution to this. It features experiment modules that can be attached to space stations. You get contracts asking you to perform one of the experiments on your station, which involves launching the relevant experiment module, docking it to the station, performing the experiment (which takes some time), and returning the module to Kerbin. The experiment modules require quite a lot of power too, justifying the construction of large solar arrays. If Stock could do something like that, it'd be awesome. For the moment, space stations serve the same purpose as giant golden statues in Minecraft. Cool to look at, require some planning, but ultimately just a useless monument to vanity.
  20. I played KSP for months and had quite elaborate space stations in orbit of Kerbin, the Mun and Minmus before I even considered a Duna mission. Leaving Kerbin is a very high treshold. There is something psychological about leaving the home SOI. Early-game, you become quite attached to your little green fellows, and sending them off into the great dark takes a bit of a build-up. If you strand them on the Mun or Minmus, you can slap together a rescue mission and save them in a week or two. Returning safely home from those bodies isn't hard either. You'll usually have fuel enough to make orbit, and from there the trip back home is just a trip down Kerbin's gravity well. Hit for the center of the system, aerobrake until suborbital, release parachutes, and call the rescue chopper. Going to other planets, though, means that you'll have to aim into the boundless sky, and hope you hit your target. Then follows a great timewarp, a year or more of game time may pass while you're on the way, and then you have to brake down, make orbit around the target planet, and then land. Until you've tried, in Stock you have no way of knowing whether you've packed enough fuel. And Kod help you if you plan to return to Kerbin. On my Duna mission, I had barely enough fuel to make a circular orbit around Duna, and I had to attempt four landings before I managed a configuration that would leave me enough fuel to rendezvous with the mother ship afterwards. And then I had to assemble a rescue craft to get the trio of astronauts home again. That craft was basically just a Hitchhiker with a drive section, and after assembly and refuelling in orbit it had enough dV to get to Duna (after another great timewarp to optimize transfer windows), rendezvous with the stranded ship in Duna orbit, timewarp again, and then bring the astronauts back to Kerbin orbit. Then I had to send up another craft to land the Kerbals. All in all, my great mission required orbital assembly of two craft, several failures, hours of game time, and while I had built the aforementioned elaborate Kerbin, Mun and Minmus stations within the first year and a half of game time, the Duna mission pushed the game clock to somewhere around mid-year-5. I had spent all of two minutes on Duna's surface, collecting a few hundred points of Science, planting a flag, then packing up and leaving. A tremendous effort compared to what I got out of it, and compared to how quickly I had proceeded in Kerbin's SOI, this felt like I had wasted four in-game years on a single mission. Like my Space Center had been sitting there useless, collecting dust while I was away. That's when I decided to install some mods, to at least make interplanetary travel easier. Or maybe to just get more stuff to do in Kerbin's SOI. As it stands, I think we need more reasons to get to the outer planets, and/or skipping stones to go there. I feel colonization could be a step in both the right directions, as it'd be a less daunting task to launch a Duna mission from, say, shipyards on Minmus. And with a base down on Duna, Dres isn't that far away. You'd get a reason to bring Kerbals to other planets, you'd get more transfer windows (Kerbin -> Jool, Duna -> Jool and Dres -> Jool would rarely overlap, and it'd be a simple matter of picking what planet you wanted to launch from), and since ship construction on other planets would be vastly more expensive than on Kerbin (at least, at first?) you'd find a good use for those Funds that keep heaping up. Is upgrading the Tracking Station to level 3 a matter of pocket money? Try levelling up the Vall shipyard, then reconsider the state of your wallet. Alas, this requires work so extensive that hasn't even been done with mods. I'm not sure if it's even theoretically possible. Maybe Squad will address the issue one day? For the majority of the player base, I dare say it's way more important than adding new planets. But in the mean time,Kerbin's SOI acts as the lone safe island in a giant ocean. It's the only planet to ever be "home", and if you want your Kerbals to ever return, you have to construct craft capable of both reaching the target and get back home, which is very difficult with the few tools and limited readouts Stock provides you with.
  21. Perhaps they could go for a compromise? Keep referring to the sun as "the sun" in all contracts and on the map screen, but mention somewhere in the flavour text that it is officially (though rarely by the public) called Kerbol. Problem solved?
  22. I'm going to evoke the wrath and ire of the forum, and say "screw the realism, I want places to see". For all my intents and purposes, the planets are realistic enough, but they're quite monotonous, in a "seen-it-once-seen-it-all" kind of way. Let's strive for some places you'd seek out, true landmarks on the various bodies. Easter eggs kind of fulfill this purpose already, but they're hard to find unless you know they're there. I'd like some sites to be well-defined, well-known landmarks, biomes in their own right, with contracts specifically asking you to visit them. Here's my list of suggestions: - A giant, fresh crater on some body, for instance Duna. An impact on a killing-the-dinosaurs scale, fresh enough to have a pool of liquid water in the centre (as if it hit the planet mere years before Career mode starts). Give it steep edges, a smooth bottom, and make it large enough to be visible from space. - Put a volcano on Vall (Vallcano?). It'd be another crater-like feature, where the ice abruptly stops at a several-hundred-metres drop, giving way to a large lake of lava. Unrealistically steep edges would be welcome, for epicness' sake. Rocky beaches at the bottom of the glacial cliffs could be a high-science biome, the only place where Vall's rocky surface is actually exposed. - Make the Mohole an object, allowing for rockier edges to the hole. Give it its own biome. Put a giant diamond or something on the bottom. - Mountains of epicness, put them anywhere. Something colossal towering above the landscape around them, in a shape renminicent of organ pipes (or the tallest block of Dubai Marina). Like a cluster of kilometres-tall spears jutting out of the surface, tall enough to strike objects that would otherwise manage an orbit around the planet/moon. Landing on their tops, or flying between them at orbital speeds, would be nice challenges for experienced players. - Give Laythe jungles. Bury some ruins in them. - In lieu of jungles, I'd also like to see fjords on one of the liquid-surface planets. Very steep, very deep, bordered by very tall mountains. - Give Dres a crater with unusually bright spots in it. Bright enough to be visible from high orbit. The bright spots could be anything, really, but it'd be cool to see some "glass mountains" or glaciers or whatever. - Put in a small china tea pot orbiting Kerbol in an elliptical orbit somewhere between Kerbin and Duna. Hide it very well in the code. Hint at its existence without explicitly confirming or denying it. Make it invisible in the Tracking Station. - Other, miscellaneous things: Exaggerated canyons. Clusters of really big rocks. Sinkholes like Utapau in Star Wars. Sheer, vertical cliffs, possibly even with overhangs (which I believe would break the current terrain model, but oh well, this is a wish list). Really big spots of weirdly-coloured terrain (like Jupiter's Great Red Spot, only on a non-gas planet - could be algae or something). As long as it's interesting, visible from orbit, and spectacular enough to warrant a visit, I'd be all for it. Also, if I was given omnipotent control of the planets, I'd find a way to put small KSC's on every one of them. Some no more than a shipyard and a launch pad, others full-fledged complexes where you could hire astronauts and pick up contracts. Just something to aim for, construct and maintain as your career progresses, so that you don't necessarily have to start every mission at the bottom of Kerbin's gravity well.
  23. This. This so much. It would be awesome if you could set up a little KSC on foreign bodies, after fulfilling certain conditions. I suggest the following: 1) Arriving at the site (could be predetermined and locked to certain locations on the various bodies) and planting a flag 2) Shipping certain parts there 3) Shipping Kerbals there 4) Paying a lot of Funds, and possibly Science. Just a little shipyard and a launch pad would go a long way. And a Tracking Station too, so you don't have to return to Kerbin every time you just wanted to open the map. For balance, the shipyard could offer the same parts as the VAB on Kerbin, but at a vastly higher cost the further from Kerbin you went. What costs 100 Funds on Kerbin could cost 500 on the Mun and 4000 on Vall, for instance. Not only would this make interplanetary exploration easier and less tedious (getting everything out of Kerbin's gravity well gets repetitive after a while), but it would also give players something to strive for in the long run. I've heard, though, that certain technical restrictions mean that a full-fledged KSC on bodies other than Kerbin isn't possible at the moment. To be honest, I'd be happy if Squad just managed to get rid of those restrictions, as I'm sure modders could then make the rest come true. But if they decided to open up for colonization... oh boy, it'd revolutionize the game.
  24. I'd say it's fairly optimistic to think that the feature would be significantly less laggy if implemented outside mods. Besides, I read somewhere that most stock players never advance beyond Minmus, or Duna at the very most. The tremendous step up in difficulty after leaving Kerbin's SOI, means that players either succeed and then try out mods for a wider game experience, or give up on the game altogether. If you're savvy enough to exhaust the 15 planets of Stock KSP, you're savvy enough to find and install a good planet mod.
  25. Welcome to the Internet. It's a little daunting for beginners to figure out exactly how to communicate here, and what you can reasonably expect as an answer when you ask questions. This is pretty much universal for all forums, and KSP is no exception. You have jumped into a bit of a beginner's mistake, asking for something akin to a full rework of the game, which usually would take hundreds if not thousands of work-hours, and may actually be more than what is even possible to mod given the constraints of the game architecture. What you ask is far beyond what anybody would reasonably consider doing in KSP. The empty "I'm leaving" threat is also something I've seen way too many times from new users (and I've got less than a decade of forum experience). It never works. Ever. I've seen respected forum users with thousands of posts and years of experience make absolute asses of themselves, embarrassing themselves and others by throwing a childish tantrum and leaving. It's no dignified way to go. Staying in the thread and continuing the same behaviour is somehow even worse, but newcomers are usually excused. So yeah, that's the Internet lesson from me today. Please stick around, and try to observe how people are behaving. Suggestions are fine, wish lists are OK enough, but you should know what falls within the limits of feasibility and plausibility. Stray too far outside those, and you will probably be met with some ridicule. It's fine, we've all been there at some point.
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