-
Posts
223 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Kerbal410
-
I use a lot of BDA and BDA extensions for KSP1 already (in fact, I can barely tell what the game was originally about), and KSP2 doesn't have a weapons mod of any kind. what I had it mind here was a mod that doesn't force people to use parts as weapons, but it is totally optional and possible to do so. I do agree that nobody is forcing anyone to use mods, and as such nobody really has the right to complain, but I've just mostly seen people try to slow down the developers with comments containing countless reasons as to why certain mods should not be created, not so much people trying to force others to use them.
-
I meant backlash in terms of negative comments regarding the development of mods, especially development of weapon mods in a "peaceful" game. I intended this to be a request for someone who does know how to mod.
-
"demand" was the only thing my brain could think of at the time for some reason. I really just wanted to know how much backlash such an idea would have in contrast to a legitimate weapons mod. I don't really know how to mod or anything either. I'll just change that when I can. yeah... I don't know why I didn't separate the vehicles from (potential) weapons. fireworks don't need to be used for destructive purposes, they could, for example, when multiplayer is added, be used as a means of starting a race between players, similar to how blanks are used in real life. there is the destructive potential, of course, but it wouldn't be required to use fireworks for destruction. the same goes for drop tanks, as they actually would have a more useful application of extending the range of spaceplanes or aircraft, though they would still explode when dropped and thus can be used as an improvised bomb, but again, not the main purpose. do any of these war games have the same graphics and physics simulation as KSP2? would they enable players to construct whatever they want to do whatever they want? are players in these games required to use weapons as weapons? as stated above, fireworks and drop tanks have more uses outside of destroying things. not stated above is that not many things found in the BDA mod for KSP1, like a weapon manager, AI controller, targeting pod, radar, among others, would be needed for a mod like this, as weaponry is only a side thing here.
-
I don't have discord, I don't know if my parental figure would let me get it.
-
I've already made a post on this, but I did want to see if I'd be the only one who would actually use a mod like it. I'm talking about fireworks (celebratory, or destructive), drop tanks (range extension or makeshift bombs), dune buggy/pickup truck parts (everyday rovers or improvised fighting vehicles) aircraft parts (Bede BD-10, ATG Javelin, and Saker S-1 trainers/personal aircraft, and boat parts (dinghies, other small watercraft) please note this is only a mod request.
-
treads/tracks?
Kerbal410 replied to Kerbal410's topic in KSP2 Suggestions and Development Discussion
Yeah, but the largest wheels look a tad ugly and don't strike me as a unique means of moving around, considering the number of unique craft the game enables players to build. Tracks also have aircraft appliances. perhaps the most famous example of tracked landing gear is the modified XB-36. a much less known example is an experimental Fieseler Storch of course, there are other things that have aircraft and land applications, like skis, similar to what is found on the F2Y. -
treads/tracks?
Kerbal410 replied to Kerbal410's topic in KSP2 Suggestions and Development Discussion
the Landmaster from Damnation Alley -
treads/tracks?
Kerbal410 replied to Kerbal410's topic in KSP2 Suggestions and Development Discussion
KSP2 is set more in the future and many sci-fi/future space movies have tracked vehicles, though not all of them (most have anti-gravity tech to hover). then you have this... granted it doesn't appear in a sci-fi movie dealing with space. a more unique way of moving that may be more useful for the game. I do want to stay on topic, though. -
treads/tracks?
Kerbal410 replied to Kerbal410's topic in KSP2 Suggestions and Development Discussion
I don't think ground pressure is really an issue, or seasons which I don't think are in the game, but who doesn't like imagining? it is more logical to work on wheels first. -
treads/tracks?
Kerbal410 replied to Kerbal410's topic in KSP2 Suggestions and Development Discussion
never thought of that, but it does make sense. the closest part to legitimate tracks is the XL3 in that regard. but still, would be nice to have an alternative. -
treads/tracks?
Kerbal410 replied to Kerbal410's topic in KSP2 Suggestions and Development Discussion
that is what I had in mind. the main issue would be trying to implement them. correct me if I'm wrong, but another downside would probably be a lack of ability to turn when moving. -
I was wondering if there is any possibility to see treads/tracks in the stock game, to add more possibilities for land-based vehicles.
-
just an update vehicles that can be used for your everyday civil tasks, or used as basis for improvised fighting vehicles. pickup truck, dune buggy, and SUV parts fit the bill perfectly. one route one could go down is adding parts for a Nissan Patrol 4x4. I'm not just talking about parts for the basic model though. the chassis of a Nisan Patrol 4x4 was used to construct a replica of an M12 Warthog, from Halo. of course, despite the below image showing a replica of a scout/unarmed warthog, and the replica lacking features from the M862 (DeLorean-style doors, this may prompt someone to add parts for a DeLorean as well) and M831 (roll cage), those parts could be added so players can expand creativity or to construct replicas of more than one variant of the icon. someone could also just make parts for pickup trucks and/or dune buggies, or other vehicles that have been retrofitted with weapons but aren't strictly meant for them. parts for aircraft similar to the Javelin AJT should also be considered. the Javelin AJT, or advanced jet trainer, was a proposed personal aircraft with a military jet trainer derivative. the BD-10 was similar, read about the two below. a tandem seat small cockpit is the only thing really required for either of them, but for replicas an afterburning XS engine would be needed as would an extra small intake designed for supersonic flight, and perhaps a longer XS methane tank. ATG Javelin Bede BD-10
-
I'd love seeing some missions where you just need to take x amount of Kerbals to various locations, similar to the last game. Unrelated, but will we need to bring kerbals to a desired colony location to help set it up? Can't really have an establishment without anyone to tend it.
-
yeah, aircraft and rovers mostly.
-
I don't really know how to mod or anything. Just a request for someone who does. until then, I'll just sit around and wait with a dance floor built and a not very impressive N1 starfighter replica.
-
what if there was a mod that has firework launchers and drop tanks, or other things that have humane and inhumane uses? Firework launchers, like those in KSP1, could be used as celebratory and entertainment devices. They can also be used as improvised rocket pods or guns. Even if someone makes a firework part (for instance, an XS SRB with a nose and fins, and timed detonation for beautiful explosion) that doesn't rely on a launcher for storage or use, the same basic principles apply. you don't need to use it peacefully, you don't need to use it humanly. you could even make a part that is an aerodynamic shroud with a launcher, and use it in space for either a show with no gravity or a round of target practice in space. a mouse-following turreted launcher can be useful if the player doesn't want to shoot fireworks at the same latitude and longitude constantly, and can also be used for an unguided surface-to-air launcher or MLRS. A turreted launcher primarily designed for horizontal motion could be used for the same thing, but more ideally suited for radial attachment, or it could be used as a firearm on a dune buggy or something similar. in vice-versa, a turret with more vertical motion could be useful for the same purpose as other turreted firework launchers, but designed for mounting on the top of a craft, and the part could also be used for artillery. Drop tanks can be used as tools to extend the range of an SSTO or aircraft ejected once safely away from a surface base or rover, and they can be used as improvised bombs, which can be ejected once depleted or when there is still fuel inside. IIRC, the B-58s external tank, (at least the pylon for it), was also used for a nuclear bomb. similar concept here, but not as deadly. Yes, I know I can make drop tanks myself, but why have 6+ parts for 2 tanks when you can have 2 parts for 2 tanks? as you can see, there are ways for people on either side of "should there be a KSP2 weapons mod?" to use it. What's not to like? None of these would require anything featured in BDA from KSP1, at least in terms of weapon managers, AI, targeting, radar, or anything needed to use the weapons from the original mod. AI and weapon managers would be needed if players wanted to fight a computer, but for target practice or multiplayer in the future, nothing is or will be needed.
-
I do as well, but the thing is, that likely won't happen. I think they said something at some point like they didn't want to put much time into making a 1.875m parts for all categories. I'd counter this with having the parts have some type of built-in adapter (in the case of the Soyuz and Ares I cores) or fairing (in the case of the Orion Service Module) so they can be used with stock parts, this would also give people who mod more freedom in that they don't need many parts for one standalone size, and in the case of the Soyuz boosters, there wouldn't need to be any parts to attach to them that fit the same bulkhead, though the boosters would be the hardest part if the separators and main engines were included in one, unless it is possible for more than one engine icon to be assigned to one part.
-
I've decided on a few things from the above posts (renamed some but you'll get the idea) these are final, excluded those I no longer want and will not add any or change any for the most part Pods Crew Dragon Vostok/Voskhod Fuji Fuel Orion Service Module Conformal Tanks Shuttle ET Engines Pyrios Booster SLS Main Engines Ares I Core Soyuz Booster Soyuz Second Stage Coupling Dragon Docking Port/Parachute Payload Neutron Cargo Nose Thermal Dragon Landing Legs/Heat Shield Utility Shuttle RCS Nose Soyuz Orbital Module
-
update with more ideas Engines Soyuz Boosters (1.875 nosecone with separators, fuel and Engines) Soyuz Second Stage and Adapter (1.875m engine with fuel and an adapter on top for use with stock medium parts) Ares I Core Stage (1.875m SRB with medium adapter for stock parts) Pods Vostok/Voskhod Pod (spherical pod with ablator) Soyuz Descend Module (Conical) ASSET pod (winged Mk1 capsule) Utility Soyuz Orbital Module (various important features in a sphere) Apollo Service Module (cylinder version of Soyuz Orbital Module)
-
Parts & Vessels Parts inside fairing heating up
Kerbal410 replied to GradientOGames's question in Parts & Vessels
trying to get a space station and the cupola overheats in the fairing, same with lander cans in 0.2.1. -
guess I didn't read too deeply lol. unrelated, but has anyone made a telescope parts mod that uses this or a similar mod as a dependency?
-
do locations for vessels like rovers show up when mapping?
-
[v1.1.2] Questaria Aerospace - General Parts mod for KSP2
Kerbal410 replied to IsaQuest's topic in KSP2 Mod Releases
the shroud is off for all engines, they only go to a small/extra small end even when a larger or similar sized part is placed underneath.