Z.O.M.G
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Again, this is only stuff I'd like to see, I'm fine without it and I expect basically nothing of it get added. Also I sorted it Bodies/Systems: -Rogue planets -A black hole with a pretty accretion disc around it, maybe even with some planets around it. An ultramassive one at the centre of the galaxy is unlikely but would be awesome -Planets with crazy tilts -Very large structural panels -A mars like planet with copper oxide soil for a blue surface -Systems with small stars like white and red dwarfs and systems with big red and blue giant stars -An ice giant with light blue and white belts -A glowy brown dwarf -A planet that is a desert on one side and frozen on the other, with a habitable zone in between -A new mystery 8th planet in the kerbol system (drawing from the lost lore) with frozen oceans and city ruins. A trial run for using something (like telescopes) to discover new planets and systems -Grey, brown and fiery (so yellow, orange and red) coloured hot jupiters -Binary star system -Comets -Diverse asteroid shapes and look (metallic, rocky, etc.) -A planet-moon system where the size of the moon throws of the rotation of the planet, Pluto-Charon style -Titan analog with evaporating lakes as a unique challenge for the player -A handful of gigantic (a couple of kilometers big) asteroids or comets in each system with names. 1km works too -Planets and moons with quite eliptical orbits -An Enceladus/Titan combined analog with a white icy surface with cryovolcanoes and methane lakes (evaporating or permanent) in it's craters (Surface empeture would have to be from -180°C to -160°C) + a not dense but noticable atmosphere -More dwarf planets -An ocean planet with ice caps and and a handful of small islands, the rest is all liquid water. Position those islands to form several rings so it looks like the planet underwent several large impacts. Basically Laythe if it was a planet and had less land. -Some blue ice giants -An incredibly volcanic world with a surface similar to Io -Mars like planets with different oxides for different colours: bismuth oxide for yellow, chrome oxide for green etc. -A formerly habitable snowball planet with frozen oceans -A football shaped planet due to gravitational pull -Super saturn (terrestrial or gas giant) with multiple giant rings -Retrograde orbiting moons (like Triton) -A planet that is just the core of a gas giant with it's atmosphere evaporated (chthonian planet) -Neutron star or even a pulsar -Gas giants in habitable zones with habitable moons -"Binary" (orbiting each other) habitable planets -Colourful gas giants -DUNA ON ICE, BRING BACK THE CAPS, bigger caps pls -Unlikely to be ever added, but a small moon around Charr called Scorrch -protoplanetary system -A lonely brown dwarf system with 1-3 planets, make the brown dwarf glow a pleasant fiery colour -A GIGANTIC gas giant -Planetary nebula around white dwarf system, one you can fly through -A system of mostly gas giants -"Doomed paradise" planet system with the previously mentioned ocean world with a retrograde orbiting moon that is really close to the planet, making it huge in the sky. As a twist the main planet can have some dead flora underwater -Bismuth crystal world? With a gigantic bismuth crystals and maybe a yellow bismuth oxide surface -Planet with a quartz crystal (of any type or even mixed for colourfulness) surface -KEEP GREYMUS GREY -A binary planet system like Rask and Rusk, but with a large ring pretty far out. A challenging place to be -Actual asteroid belts in systems, and no the remains of the protoplanetary ring around DebDeb doesn't count, even if it's pretty -A moon with a smaller named moon (Gilly sized or even smaller) orbiting it -"Trojans", basically small asteroid bodies orbiting just ahead or behind a planet Parts: -Caterpillar tracks with customizable number and position of the idlers and sprocket -Mass drivers at bases to propel smaller payloads to orbit -Procedual solar panels and girders -Mk 2 (maybe evem Mk3) plane engine parts (jet and rapier like) -Built in propeller and turbofan (futuristic and all) parts with customizable number (maybe even size) of the blades without robotics. Including contra-rotating ones -Built in leg and chassis parts for insect or spider like vehicles. Different size legs and different shape and joint number chassises -Robotics -Nuclear jet engines -Pulsejets -Very big and very small wheels for rovers of all sizes -Custom shaped fairings. Example: oval fairings -An alternative to massive land colonies: large ore tanks and mining equipment for dedicated giant mining ships -An alternative to massive space colonies: Gigantic open VABs that double as launchpads with a lot of girders and clamps n' stuff for launching gigantic ships -Small "vehicle bay" parts to give large ships the ability to build small vehicles -A mk 1 crew cabin with windows in the middle (where the wing normally is) rather then slightly raised up for nicer space stations -Large cupolas, wide artificial gravity rings and big bridges for better station and ship construction -Very large procedural wings for large space planes and very small procedural wings for tiny space planes -New spacecraft part shapes, something akin to the Sr-72 or X-37B or dreamchaser. Something the shape if an upside down U. Big enough to snugly fit mk 1 parts inside, but not wider than mk 2. -Taller service bays and proper 1.25m, 2.5m, 3.75m and 5m cargo bays -Different sized solar sails and laser building for colonies, but with functionality without the laser building as just a regular solar sail. Also magnetic sails -1.875m and 5m parts from the dlc -Larger ion engines for big interplanetary ships, preferably hall effect thrusters -bladeless propellers -Inflateable habitats -Fireworks in their original destructive state -Power transmitters that transmit power to stations and craft with lasers -Ship nuclear and fusion reactors -Antimatter catalysed engines and basic antimatter reactor as the end of progression. These would be very poweful, but not orders of magnitude stronger then other tech, so it's not totally OP -Closable clampshell fairings for multi-use occasions -Docking ports, claws and rcs tanks for all sizes -Space elavators for colonies -Structural tubes for all sizes (even the plane parts) and nose cones that open like flowers -Curved and more flush rcs thrusters for space planes -4 and 5 way vernor thrusters -A cosmetic orion drive variant that is enclosed, so it's 1 big piston -Giant RCS and vernor thrusters for big ships -Very large lights -Docking ports for colonies -Near future methalox engines, not just fancy new non-methalox ones -Late game nuclear lightbulb engines Ambience/Environment/Effects: -Rain and thunderstorms on kerbin and other planets, not neceserally wind, just atmospheric (in both senses of the word) events -Colony city lights visible from space -Give gas giants some large storms and vortecies like the red spot or the hexagon -Auroras -Better reentry effect with blue glow -"I had an idea a while back for improving this where you'd increase every part's temperature limit by 100K or so, but have them detach from all connected parts when they hit their original temperature limit. That way, if you have a part that would've burned off and just made a little explosion, it'd break off instead and produce a separate particle trail. The reentry particle effect mod can actually look quite good when things break up, it's just that usually they *don't* - reentries in the stock system are too gentle (fixable with a rescale), and even when parts burn off, they're just gone." -Leopard on KSP discord -Wheel mark, footprints and dust kickup someday -Dust storms on Duna and similar planets -Rain, not necessarily wind, just rain and cloudy weather -No sound or just a muffled sound (like your hearing the rumbling from inside the craft) while in space -Audible sonic boom, shock cones, vapour on wings, vapour cones etc. -Many shooting stars visible on ringed planets, with less on non ringed planets -Make the surface of Eve darker due to the thicker atmosphere -Docking ports that can rotate whatever is attached -Rover parts that are the size of the new rover cockpit. Like a crew cabin, cargo bay, battery, solar panel, etc. -Smaller (maybe also bigger) airbrakes Physics: -Lifting body physics and the ground effect -Delivery route craft are all physical, interactable and the player can take control of them -Making sure the bug that requires you to put a nosecone at the end of a rapier so it's aerodynamicaly enclosed isn't in the game -Making crafts load for farther than 2km so things like skyhooks are possible Convenience: -Starting in non-sandbox modes with both rocket and plane parts -Letting you choose between a fuel tank holding liquid fuel and oxidizer or just liquid fuel instead of having 2 sets of parts for each -Being able to open claws in VAB/SPH which exposes an attachment node for convinient attaching -A way to transfer large amounts of kerbals quickly between crafts -No size limit for colonies -Max impact tolerance shown for parts -Fix merging, please. Just make the merged craft be imported into the workspace -A button in the app bar that opens a menu of all the loaded craft for easy switching -An easier or more convienient way to import custom flags, or just a flag creator (also a text box that tells you the flag dimension, so you don't get wierd looking flags) -Group engines together in staging, please, pretty please -Make Gilly colonies work somehow Game systems: -A system where you can partner up with other space agencies for access to their bases and stations, but have to do mandatory contracts in return -A business model system where you choose the main thing you want to do for credits and get contracts for that, while still having random contracts. These models include things like: private station construction, gathering science, exporting recources, space hotels, asteroid capture and redirection etc. -Science experiments that give more science the longer you do them. With a cap of course -Being able to transport kerbal cells or embryos to start a colony anywhere, even without adult kerbals through cloning or regular reproduction, requires automation though -Vizor option for kerbals, perhaps even a setting option that makes then have vizor down by default -Giving colonies the capabilty to be built on and mine asteroids -Dedicated space race mode where each teams science, resources and progression is seperate -Keep commnet in ksp 2, but also add expensive quantum communication late in the tech tree, that requires special equipment -A simple life support system only present on hard difficulty and/or optional. The only thing kerbals need is are snacks that are present in capsules and special containers and every kerbal consumes a set amount. There would also exist 2,5m+ greenhouses for making snacks and offsetting consumed snacks. This system not only incentivises stations to be built so space ships don't run out of food and are instead docked to a station with many greenhouses and food supply lines, but also incentivises unkerbaled missions and building relay networks -Kerbals with beards -Increasing science rewards the farther away and the harder a body is to explore, no more compleating the tech tree around minmus. That and dominishing science returns from exploring a body after first collection, even if it's a different biome, it's the same body -IVA for EVA, basically first person EVA -Same planet delivery routes with the option of using crafts that fly or suborbital hops -Stock chatterer and probe beeps. -Screams when things aren't going well -The ability for some engines to use both methalox (higher efficiency for the engine) and hydrolox (easier to produce in colonies) -"The ability to develop mission programs that the game tracks. Example: I create a mission program called "Apollo" (I know, real original). The game could (but doesn't need to) track the mission objective, which is Mun landings (for example, but each mission could have a different parameter - much like the Artemis missions). Every vehicle I assign to "Apollo" is named/designated sequentially, accordingly. What the game could track is the crew of each mission, their status at mission end, the cost of individual missions, the overall cost of the program and the cost/benefit analysis of the program." -Cllmjb on the intercept games discord Complaints: -New fairing system is unnecesarry, if it ain't broke don't fix it -Scatter loading range -High specs and performance obviously -Indicator for quicksaves -Launch smoke activates regardless of vessel type or engines
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This is a feature wishlist I've bed forming for 6 months now. Some features have been confirmed, but I expect almost nothing if not just nothing else will be added, I will enjoy KSP 2 regardless. I'm sorry for any spelling mistakes. -Caterpillar tracks with customizable number and position of the idlers and sprocket -A system where you can partner up with other space agencies for access to their bases and stations, but have to do mandatory contracts in return -A business model system where you choose the main thing you want to do for credits and get contracts for that, while still having random contracts. These models include things like: private station construction, gathering science, exporting recources, space hotels, asteroid capture and redirection etc. -Rogue planets -A black hole, maybe even with planets around it. Don't forget the accretion disk. A ultramassive one at the centre of the galaxy would also be dope -Planets with crazy tilts -Very large structural panels -A mars like planet with copper oxide soil for a blue surface -Systems with small stars like white and red dwarfs and systems with big red and blue giant stars -Mass drivers at bases to propel smaller payloads to orbit -Procedual solar panels and girders -An ice giant with light blue and white belts -Mk 2 (maybe evem Mk3) plane engine parts (jet and rapier like) -Built in propeller and turbofan (futuristic and all) parts with customizable number (maybe even size) of the blades without robotics. Including contra-rotating ones -Built in leg and chassis parts for insect or spider like vehicles. Different size legs and different shape and joint number chassises -Robotics -Futuristic looking parts like popout rcs thrusters -Nuclear jet engines -Science experiments that give more science the longer you do them. With a cap of course -Starting in non-sandbox modes with both rocket and plane parts -A glowy brown dwarf -Letting you choose between a fuel tank holding liquid fuel and oxidizer or just liquid fuel instead of having 2 sets of parts for each -A planet that is a desert on one side and frozen on the other, with a habitable zone in between -Being able to open claws in VAB/SPH which exposes an attachment node for convinient attaching -Pulsejets -Very big and very small wheels for rovers of all sizes -Custom shaped fairings. Example: oval fairings -A new mystery 8th planet in the kerbol system (drawing from the lost lore) with frozen oceans and city ruins. A trial run for using something (like telescopes) to discover new planets and systems -A way to transfer large amounts of kerbals quickly between crafts -Grey, brown and fiery (so yellow, orange and red) coloured hot jupiters -Binary star system -Being able to transport kerbal cells or embryos to start a colony anywhere, even without adult kerbals through cloning or regular reproduction, requires automation though -An alternative to massive land colonies: large ore tanks and mining equipment for dedicated giant mining ships -An alternative to massive space colonies: Gigantic open VABs that double as launchpads with a lot of girders and clamps n' stuff for launching gigantic ships -Small "vehicle bay" parts to give large ships the ability to build small vehicles -A mk 1 crew cabin with windows in the middle (where the wing normally is) rather then slightly raised up for nicer space stations -Large cupolas, wide rings and big bridges for better station and ship construction -Very large procedural wings for large space craft -Lifting body physics and the ground effect -Delivery route craft are all physical, interactable and the player can take control of them -Vizor option for kerbals, perhaps even a setting option that makes then have vizor down by default -Max impact tolerance shown for parts -New spacecraft part shapes, something akin to the Sr-72 or X-37B or dreamchaser. Something the shape if an upside down U. Big enough to snugly fit mk 1 parts inside, but not wider than mk 2. -Taller service bays or proper 1.25m, 2.5m and 3.75m cargo bays -Making sure the bug that requires you to put a nosecone at the end of a rapier so it's aerodynamicaly enclosed isn't in the game -Making crafts load for farther than 2km so things like skyhooks are possible -Rain and thunderstorms on kerbin and other planets, not neceserally wind, just atmospheric (in both senses of the word) events -Different sized solar sails and laser building for colonies, but with functionality without the laser building as just a regular solar sail. Also magnetic sails -1.875m and 5m parts from the dlc -Colony city lights visible from space -No size limit for colonies -Giving colonies the capabilty to be built on and mine asteroids -Larger ion engines for big interplanetary ships, preferably hall effect thrusters -Dedicated space race mode where each teams science, resources and progression is seperate -Fix merging, please. Just make the merged craft be imported into the workspace -A button in the app bar that opens a menu of all the loaded craft for easy switching -Comets -Diverse asteroid shapes -A planet-moon system where the size of the moon throws of the rotation of the planet, Pluto-Charon style -Titan analog with evaporating lakes as a unique challenge for the player -A handful of gigantic (a couple of kilometers big) asteroids or comets in each system with names -Planets and moons with quite eliptical orbits -An Enceladus/Titan combined analog with a white icy surface with cryovolcanoes and methane lakes (evaporating or permanent) in it's craters (Surface empeture would have to be from -180°C to -160°C) + a not dense but noticable atmosphere -An easier or more convienient way to import custom flags, or just a flag creator (also a text box that tells you the flag dimension, so you don't get wierd looking flags) -More dwarf planets -Group engines together in staging, please, pretty please -An ocean planet with ice caps and and a handful of small islands, the rest is all liquid water. Position those islands to form several rings so it looks like the planet underwent several large impacts. Basically Laythe if it was a planet and had less land. -bladeless propellers -Inflateable habitats -Fireworks in their original destructive state -Some blue ice giants -Give gas giants some large storms and vortecies like the red spot or the hexagon -An incredibly volcanic world with a surface similar to Io -Auroras -Better reentry effect with blue glow -"I had an idea a while back for improving this where you'd increase every part's temperature limit by 100K or so, but have them detach from all connected parts when they hit their original temperature limit. That way, if you have a part that would've burned off and just made a little explosion, it'd break off instead and produce a separate particle trail. The reentry particle effect mod can actually look quite good when things break up, it's just that usually they *don't* - reentries in the stock system are too gentle (fixable with a rescale), and even when parts burn off, they're just gone." -Leopard on KSP discord -Wheel mark, footprints and dust kickup someday -Dust storms on Duna and similar planets -Rain, not necessarily wind, just rain and cloudy weather -No sound or just a muffled sound (like your hearing the rumbling from inside the craft) while in space -Power transmitters that transmit power to stations and craft with lasers -Ship nuclear and fusion reactors -Antimatter catalysed engines and basic antimatter reactor as the end of progression. These would be very poweful, but not orders of magnitude stronger then other tech, so it's not totally OP -Closable clampshell fairings for multi-use occasions -Audible sonic boom, shock cones, vapour on wings, vapour cones etc. -Mars like planets with different oxides for different colours: bismuth oxide for yellow, chrome oxide for green etc. -A formerly habitable snowball planet with frozen oceans -A football shaped planet due to gravitational pull -Super saturn (terrestrial or gas giant) with multiple giant rings -Retrograde orbiting moons (like Triton) -A planet that is just the core of a gas giant with it's atmosphere evaporated (chthonian planet) -Neutron star or even a pulsar -Many shooting stars visible on ringed planets, with less on non ringed planets -Gas giants in habitable zones with habitable moons -"Binary" (orbiting each other) habitable planets -Colourful gas giants -DUNA ON ICE, BRING BACK THE CAPS -Unlikely to be ever added, but a small moon around Charr called Scorrch -protoplanetary system -A lonely brown dwarf system with 1-3 planets, make the brown dwarf glow a pleasant fiery colour -A GIGANTIC gas giant -Even larger (3,75m +) docking ports, claws (including 2,5m) and rcs thrusters/tanks -Keep commnet in ksp 2, but also add expensive quantum communication late in the tech tree, that requires special equipment -Very large lights -Docking ports for colonies -Planetary nebula around white dwarf system, one you can fly through -Make Gilly colonies work somehow -A system of mostly gas giants -"Doomed paradise" planet system with the previously mentioned ocean world witha retrograde orbiting moon that is really close to the planet, making it huge in the sky. As a twist the main planet can have some dead flora underwater -Bismuth crystal world? With a gigantic bismuth crystals and maybe a yellow bismuth oxide surface -Planet with a quartz crystal (of any type or even mixed for colourfulness) surface -KEEP GREYMUS GREY -A simple life support system only present on hard difficulty and/or optional. The only thing kerbals need is are snacks that are present in capsules and special containers and every kerbal consumes a set amount. There would also exist 2,5m+ greenhouses for making snacks and offsetting consumed snacks. This system not only incentivises stations to be built so space ships don't run out of food and are instead docked to a station with many greenhouses and food supply lines, but also incentivises unkerbaled missions and building relay networks -Space elavators for colonies -Kerbals with beards -Increasing science rewards the farther away and the harder a body is to explore, no more compleating the tech tree around minmus. That and dominishing science returns from exploring a body after first collection, even if it's a different biome, it's the same body
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So umm, what happened here? Is this forum dead or has it been moved to another forum?