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  1. I have a request for all artist. Im in a role-play group on Facebook. Its a military based RP and when 1.1 comes out i want to role-play a war with another country. Unlike most in the group the enemy won't be just a bunch of terrorist or extremist. It will instead be a actual military. As such i want to give more in depth and more story to the enemy and my forces. This is where y'all will come in. I need a picture that will give face to the enemies leader. My idea for her is that SHE will be totalitarian almost like Hitler was. So you need to come up with a picture that when people see her, they see someone who strikes fear into them while also giving sense of leadership. Im giving y'all a bit of artistic freedom but there are some things that need to be in play 1. Keep it clean and professional - A suit and tie or very dignified dress would be best - Attractive but not revealing (think of the promo for when Valentina was introduced only instead of a space suit something a leader of a country would wear) 2. Unlike most female kerbals…give her long black hair. 3. She needs to have a smile. One thats confident but not hubris. Also slightly psychotic (Think power hungry) 4. Needs to include the flag in the picture 5. No real world emblems. I know I'm asking you to create a picture of a totalitarian leader for my RP group to fight against but no swastikas or anything like that. I ll let you know who the winner is when i pick one. Good luck and have fun
  2. I have searched around for something similar, but all i could find was an outdated mod I feel science is sacred and precious, it should be "synthesized" in a mobile lab, or be used a payment for a contract...all jokes aside, it is bad to be able to easily complete the tech tree just by doing Kerbin contracts(a max limit on the total of contract science rewards around Kerbin would have helped though, but that way outside scope) Can anyone point me towards something similar? Or even an alternative method that is still practical
  3. If it is at all possible, could someone this into a kerbal suit skin for me?
  4. Don't you wish you could start with plane and rovers to start with then progress towards unmanned exploration and then manned?? well I for one wish that But i am not a modder nor have any knowledge to make this true so please someone make this true
  5. After I was reading this (http://pastebin.com/3vvjushy), i got an idea, but I can't do it, so I'm asking here. I would really like if somebody would code this story (click link and read) as a Mod into KSP 1.0.5 or 1.1 It would propably require the re-addition of the Magic Boulder, "some" coding (more SSTVs and/or easter eggs (Vall(henge) and Bop(kraken))) and the frozen planet (Kopernicus + PQS?), but I think that it isn't impossible. Cheers and good luck OndrikB
  6. The gist of it is this, a mod that added support for surface attachment nodes (the green bits you snap to) at the midpoint of certain parts, like the orange fuel tank, would make life a lot easier. When designing large-scale landers for lunar bases for example, I've found that being able to land a horizontal tube is much easier than a vertical tower. However, getting the placement of all the parts to be symmetrical so the craft is stable as the fuel burns is... challenging, to say the least. Having a tool to place surface attachment snap-to nodes at midpoints of certain parts would make that a lot easier, and I assume that any mod capable of that would lead to fantastic build flexibility that could lead to all sorts of new and different community creations. Off the top of my head I imagine this would be useful for large rovers and surface base components as well. So, thoughts? Opinions? Anyone like that idea or have any clue how to pull it off? (And would it be foolish to dream of being able to one day place things offset from the CG by a specific # of meters?)
  7. Although I haven’t performed many Eve launches, I’ve always found it frustrating that I have to use engines, designed for use on Kerbin, that have really lousy performance on Eve. There is nothing mysterious about designing an engine that will give good performance on Eve. It just requires a low expansion ratio nozzle that is optimized for the high ambient pressure. No space agency would ever take a Kerbin-optimized engine and settle for using it on Eve. They would design engines specific to Eve’s environment. My idea is to mod a few engines for Eve landing/return missions. I’ve actually done this already, to a point. I took three of the game’s stock engines – Swivel, Skipper and Mainsail – made copies, and then edited the configuration files to turn them into Eve-optimized versions of the stock engines. It is already a fully functioning mod, but, since the engines are just copies of the stock engines, they look identical to the original. I’m not a modder. I can edit a configuration file, but I have no idea how to go about changing or creating graphics. I’d like to release this as a mod, but it would be pretty lame to do so without some change in the graphics to differentiate the engines. I’m requesting help from any modder who’d be willing to collaborate with me by making the graphics changes. Since the mod engines are supposed to be variants of the stock engines, there are only minor differences. The only real change would be in the size of the nozzle (the mod nozzle would be shorter with a smaller exit diameter). Some color changes would also make the engines easier to distinguish, such as changing the orange paint on the Skipper and Mainsail engines to some other color (perhaps purple). Just to show you what I have so far, here are the names, descriptions, and stats for the modded engines: LV-T55 "Abel" Liquid Fuel Engine The LV-T55 engine is a variant of the popular LV-T45 engine. It is furnished with a low expansion nozzle to optimize its performance in high ambient pressure environments. The engineers claim it will work even on Eve. Maximum Thrust: 171.25 kN (Vac.), 165.625 kN (ASL), 142.5 kN (Eve SL) Specific impulse: 274 s (Vac.), 265 s (ASL), 228 s (Eve SL) RE-I5-1 "Viper" Liquid Fuel Engine The Viper is a low expansion ratio version of the highly popular and versatile Skipper engine. While outperformed by the Skipper in most environments, the Viper is really at home on the planet Eve. In Eve's thick lower atmosphere, the Viper provides good mid-power performance. Maximum Thrust: 568.75 kN (Vac.), 550.469 kN (ASL), 477.344 kN (Eve SL) Specific impulse: 280 s (Vac.), 271 s (ASL), 235 s (Eve SL) RE-M3-1 "Cobra" Liquid Engine The Cobra is a low expansion ratio version of the powerful Mainsail engine. Like its smaller sibling, the Viper, the Cobra is designed specifically for use on Eve. It has both the high-power and performance to be used as an Eve heavy lifter. At least that's what the engineers say. Maximum Thrust: 1350 kN (Vac.), 1311.29 kN (ASL), 1146.77 kN (Eve SL) Specific impulse: 279 s (Vac.), 271 s (ASL), 237 s (Eve SL) If anyone is willing to help me out, please reply. If any modder wants to take this idea and develop a series of all new Eve-optimized engines, I have no objection. I’m willing to help out with whatever part I can do. If someone has already written a mod for something like this, then I apologize for stealing your idea. If such a mod exists, can somebody please direct me to it?
  8. Hey guys So this was a set of suggestions I made last year to make the Science system more fun and rewarding, remove clickiness and grind, and give each experiment its own unique gameplay challenge. Of all the various gameplay systems I feel like science could use the most love, and tweaking things here and there could make it a real part of playing rather than a somewhat tedious bit of right clicking. Here are the changes I proposed: Crew Reports: Gathered automatically by crewed capsules and stored for each new biome the craft enters, serving as a running log of the mission. EVA Reports: Gathered automatically on EVA for each new biome a kerbal enters and stored when they return to the vessel. Scientists gather more valuable EVA reports, and their value can be further upgraded as they gain in levels. Kerbals cannot discern between biomes above the surface. Surface Samples: Can be gathered on EVA by any crew member, though higher level scientists gather more valuable samples. Samples cannot be transmitted unless analyzed in a mobile processing lab, but give much more science than other sources. When a sample is analyzed either in a science lab or on Kerbin it will indicate precise ore concentrations and will become available for loading into Materials Bays (more below). Goo Canister: First experiment available in the tech tree and acts as an introduction to gathering science. When it enters a biome with uncollected science it flashes blue for a few moments and then auto-exposes. Its one-time use unless there's a scientist on board in which case it auto-collects, stores, and then auto-resets. It draws no power. By default its set to activated, but it can be deactivated and reactivated via right click if a player wishes to hold out for more a more valuable exposure. It cannot distinguish between biomes above the surface. Thermometer: Next experiment on the tech tree, flashes blue and then takes a reading and stores automatically when entering a new biome. Its activated by default, but draws 1.5 e/m while activated and can be deactivated to save power. It cannot distinguish between biomes above the lower atmosphere or high above a body. Vessels with a Thermometer on board show overheat bars in flight, though even without the parts will still glow red. Barometer: Arrives shortly after in the Tech Tree and flashes blue when new science is available. The barometer is activated by default when in the atmosphere, but can be deactivated to save power via right-click. Unlike the thermometer, the barometer logs science based on the vertical swath of atmosphere it passes through while continuously running. This means it gathers a lot of data on ascent and descent, but sitting on the ground it gathers next to nothing. Later in the game, a body for which the player has completed a barometric scan will show trajectory, landing site, and aerobreak predictions factoring drag for higher level pilots. Materials Bay: Materials Bays should be able to be loaded with materials, i.e. samples, and replace the current Mobile Lab magic science generator. When a surface or atmospheric sample is recovered, it goes into a bank of available samples. Upon launch, the materials Bay can be loaded with up to 5 of these samples, and when activated (0.5 e/s) it generates and stores science based on the value of the sample multiplied by the value of the exposure location. This means that a sample from the launchpad exposed at KSC will be worth very little, but a sample from Ike exposed on Duna will be worth a great deal. Samples generate science for 30 days and then become spent. Materials Bays can be reloaded by an adequately staffed Mobile Processing Lab, but only with samples banked at the time of the Lab's launch and with samples processed by that lab. This means bringing a lab to another body will be useful for processing and gathering science from that body over time, but samples cant be magically transported across the Kerbol System. Indeed routing samples from surface to lab to materials bays (and from planet to planet even) to maximize their value would be the real challenge. Atmospheric analyzer: Essentially works as an atmospheric sample collector. Its deactivated by default, and once activated (1 e/s) the vessel must maintain roughly the same speed and altitude for 10 seconds to collect a viable sample. Like surface samples they may not be transmitted unless analyzed by a mobile processing lab. If atmospheric xenon collection were enabled perhaps precise concentration levels could be determined from these samples. Surface Sample Collector: This part would replace the surface scanner, and ought really to be a small arm and drill that drops down when activated. It aught to come very late in the tech tree, but in principle enable collection of surface samples by probes. Like other surface samples these would be available for loading into Materials bays and would show ore concentrations when analyzed. Survey Scanner: Works much as it does now, once placed in a polar orbit it generates a rough ore concentration map which can then be transmitted for additional science. Narrow Band Scanner: Works much as it does now, but could also provide accurate distance to surface information or even a topographic overlay. Gravoli detector: This part works 2 ways, its activated by default and draws .5 e/s, and like the thermometer automatically collects and stores data for each new biome it passes into. If however it is placed in a polar orbit it gathers all biome information for that body at that altitude, and if it is attached to a vessel that also has a survey scanner it can generate an overlay map of all biomes on that body. If a mission planner were to be added including flight time and delta-v estimates, completing a gravoli scan might unlock that body in the planner, encouraging players to send a probe first if they wanted to optimize their crewed mission. Seismometer: This part is redesigned as an impactor experiment. Once on the surface and activated (2 e/s) a blue circle appears on the body in map mode indicating the scanning radius. The higher the level scientist on board the larger the radius. If while activated another object is slammed into the surface a red impact radius is shown, whose radius is determined by the mass and speed upon impact (I can foresee some really fun asteroid antics here ) The Seismometer generates science based on the area of overlap between the scanning and impact radii, meaning more precise collisions and bigger booms make for more science. Additionally, ore concentrations can be seen with detail within this scanned area making for better landing site decisions for mining operations. Mobile Processing Lab: With material studies now moved over to the Materials Bays, the lab can be used primarily for processing and reloading samples. In addition new contracts could provide special samples which could either be pre-loaded or delivered to existing labs for processing and/or loading into materials bays. Unlike other data sources processing samples makes makes them transmittable, with level 1-5 scientists converting samples 20%, 40%, 60%, 80% and 100% respectively. Where most capsules can store just 3 samples, Mobile Processing Labs could store 25 samples at a time. Transmitting data: As almost all data is automatically logged and stored, all that would be left would be transmission. For simplicity's sake, I feel like clicking any pod or antenna ought to bring up a single data log indicating all stored data in one screen, the value of each piece of data, and giving the option to transmit. I'll be interested to see the changes Roverdude has made to the antenna system in the future, but in my mind the most straight forward solution is that all data except samples should be in principle 100% transmittable, and all losses could be controlled by quality of arrays. If surface samples could not be transmitted without processing and were worth a great deal (as they should be) then returning these samples would make 2 way trips worthwhile without the over-complication and grind of multiple transmissions. Now I will confess right now that I've meddled in cfg files here and there but Im no programmer and actually rarely use mods, much less develop them, so I don't really have the ability to make a mod out of this myself. A lot of these things could be quite easy, but I suspect that others, the Seismometer, Gravoli, and Materials Bay/ sample system in particular could require a decent amount of work and new UI and all kinds of things. This may just be too ambitious and I should just cross my fingers that at some point Squad will come back around to doing a real gameplay pass over the science system. At the same time a few people did mention this could make for a great mod, so I thought Id put a request out and ask if there was anyone who had the knowhow to make this happen that I could work with on some of these things. Cheers, and thanks for any advice in advance, ~Colin
  9. Can someone provide me a realistic starmap of the stars visable from Earth (120km x 120km) orbit for the games skybox? This is something I would like to add for my Real Space Program project. Also second request, can someone make a "Buster" model that ragdolls? Make him probe controlled essentially, but with unlimited power? Can someone make this a thing?
  10. I mentioned this in another thread I started, but I really wanted to push this idea, since it has grown on me a lot Has it ever seemed weird to anyone else that if I want to send 1 Kerbal to Moho and back (depending on your specific mission architecture) the love-able breadbox with a paint job that doesn't match anything else in the game and a window smaller than -insert your own jokes here- known as the Mk1 Command Pod is the best option? I love the thing, but let's be honest: it's not pretty, it's not got a cool IVA, and it breaks my immersion (hoorah buzz words!) So I have come to request the creation of a new- no, RE-creation of the Mk1 Command Pod. As a mod, we can surely rebuild it, better, stronger, faster. Or at least prettier, which is of course what actually matters. My idea was fairly simple: Leave the general dimensions the same, give the pod an even white paint job like the Mk1-2 and Mk1 Cockpit, and replace the window with one in the Gemini style (aka, inset and forward facing). Then add a matching IVA that's actually full like every IVA EXCEPT the Mk1 Command Pod's, add it as a new part called the Mk1A (for Advanced), and Viola! Now I say that like it's simple, however I am wholly incapable of doing any of that, and don't have the time to learn. That's why I'm making the request If ANYONE with the skill to make a model/texture/IVA/drag-all-that-together-in-code has an interest in the idea, please do give it a try, because I'd love to use one of these. Can you imagine flying a little cargo tug up to a station with your one Kerbal staring out at it in that IVA? Would be way more immersive and aesthetic (ooh, more buzz words!)
  11. So I was browsing the internet and I found this: This is an ejection seat from the B-58 Hustler, it was designed to withstand forces up to Mach 2 and at 40,000 feet. The egg-shaped shell you see actually folded down over the seat itself during an emergency, and it came with survival kits, flotation devices, and several over neat stuff built into it. Anyway, I just thought it was a neat part of history and wanted to upload it to see if anyone was interested in re-creating it. Here's a document link providing specifications for anyone interested: http://www.ejectionsite.com/eb58caps.htm
  12. Is there a mod that converts or creates maneuvers for low TWR burns? I forget who had the pre-calculated dV for Kerbin escape burns in their signature which is kind of what I'm looking for but that's only helpful when you're doing only-prograde burns. A lot of planetary transfers require some amount of normal/anti-normal and it would be nice (easier) to get proportionately the right amount of normal burn to get to your departure inclination. Ideally, it would be cool to set up a maneuver node (typical maneuver node procedure) that gets you the transfer you need then click a button that converts the node into multiple nodes of some lesser dV. This may be suggested somewhere else or maybe there's a mod that does it, I don't know. I looked and didn't see anything; also, it doesn't look like PreciseNode does it which was my best guess for something that might.
  13. Hello. So, if anyone has a link to a download of Bd armory Version 1.0 for KSP V 1.0.5. That would be great. Since kerbal stuff is down.
  14. We have several RD-107/108 engines in various mod packs right now but they all suffer from lack of detail or integrated fairings. I was wondering if anyone was up to the challenge of producing a set of BobCat-esque (think Soviet Engine Pack) models for the RD-107 and RD-108 for use with Realism Overhaul? Perhaps to integrate into FASA or another "replica" mod? Something like this (RD-107): And this (RD-108) The main nozzles don't gimbal but the little side engines (S1.53800) do gimbal. Obviously some detail can and should be omitted for performance, but models like this would be great additions to the Realism Overhaul game as the "naked" R-7 engine selection could use some love. Thanks for your consideration.
  15. Using some procedural tanks I was trying to make something sort of like the Boeing LEO concept, Martin Renova, Douglas SASSTO, etc (though smaller). Basically, a large, capsule shaped SSTO. Anyway, the nose needed to be a very large fairing with the payload within. It seems like a fairing that would perhaps open like a flower or clamshell (pictured above), and could then close again would be useful. Does such a mod exist? If not, is it possible?
  16. Hi all. Is there a mod that shows the vessel's resources (eg electrical charge, liquid fuel) in the VAB/SPH? I believe Resource Overview doesn't work witj 1.0+.
  17. Hey all, Bit of a strange request here. I had an idea to use the small thermal control system as a 'walkway' of sorts to get from ground to aeroplane. The problem being, the part rotates once activated, and also looks and feels a little flimsy. If someone who knows what they're doing has a bit of spare time, could you possibly make said part (either an edited original or a duplicate part, the same model is more than good enough) stronger and remove its tendency to rotate, or possibly make it so it can be rotated at will? It doesn't have to still operate as a radiator - it can just be a structural part. Thank you in advance to anyone who can help, Kyrian
  18. I am not aware of any mod that does this, so i am tagging it as a request. I recently started watching "Being Kerbal", a YouTube series by Tyler Raiz. I found the idea quite cool, and it got me wondering how I could replicate a similar feeling in my own career. The only way I can think of doing something like that is having competing programs, maybe one run by Jeb and another by Val I remember reading Squad had discarded this idea, but I have always felt it would be fun. Of course, without multiplayer, it's a bit like playing chess against yourself, but with some rolplaying I think it would be amazing. So, to be specific, my request is to have two space programs at Kerbin, with separate funds, science and contracts. Is it possible?
  19. would it be possible for someone to make a MM config that takes fuel-containing parts that dont have any MFT support, and that is applied after everything else is, that adds the sum of monopropellant, liquidfuel, oxidizer, and xenon, and makes that number the MFT volume of storage, so all parts are MFT compatible, but dont have 2 copys of MFT due to already having dedicated MFT support in the form of a patch already bundled with said mod? thanks in advance
  20. Somewhere out there... I know there's gotta be a stockalike Saturn Ib, with or without Apollo CSM... There has to be! Someone for the love of god help me with this. Saturn Ib is the ONE thing missing from my launcher lineup.
  21. The concept is pretty simple- life support would be in the form of habitation modules that require only electricity. An example of balance would be: 1 day without power (in any module, command pod, lander can, or habitat) equals Kerbal death (or MIA, or USI-LS tourist mode), 1 week without a adequately powered habitat module would equal the same fate. The habitat modules act as long term life support and living space for Kerbals, if you want to get into the imaginary details one could say that the units break down Kerbal Krap, hair, and skin cells into their base atoms and reassemble them into tasty hot chicken wings and sauerkraut pierogis. The overall benefit is that it would simply add an element of LS along with the idea of a proper living space for our intrepid Kerbonauts. An example of possible units: 1.25m- single and double habitats (inline and/or radial attachable) 2.5m- 3 and 4 kerbal habitats (hitch-hiker can can be used for the 4 kerbal unit) Bonus 3.75m- 6 kerbal habitat So 3, maybe 4 new units + the coding end. I have a bit of Blender experience (but am a bit rusty, it's been a few years), and if anyone with some modding chops thinks this is a cool idea and wants to give it a shot I can chip in with modelling and texturing, but I'll need some initial guidance on the technical requirements (poly counts/mesh standards, UV layouts, etc.) at first.
  22. hello, do anyone make a mod where you start on duna instead of kerbin? i think it makes more sense for the little green men to start on duna. thanks
  23. Looking at designs for most space shuttles, RCS thrusts don't protrude from the craft - instead they have specialised slots/holes built into the ship to expel the gases. I was wandering if there is a mod which somehow adds this ability to create these slots on parts? Thanks for any help
  24. Im looking for a naval craft that works in KSP 1.0.5 paramiters Less than 200 parts Easy to use Stock (may have BD armory)
  25. hey, would a mod that lets you, in game, switch between having shift and ctrl control throttle, to controlling the thrust limiter on a single engine? this way, with mods like TCA, you can have throttle at full so maneuver engines (basically normal engines that work like RCS via thrust limiting and TCA being smart) always work at full throttle, while main engines still are "throttle" controlable. sounds neat, and maybe TCA has it already implemented but i wouldnt know, so, sounds easy?
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