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Found 15 results

  1. Obviously members of the development team have said before they don't enjoy life support, and that's perfectly understandable, a lot of people don't enjoy the prospect of needing to deal with such extra constraints in a game that's already very heavy on resource management, but there's also a large potion of the community (Myself included) who enjoy the additional challenge offered by imposing life support requirements quite a lot, simultaneously of course forcing life support requirements on the side of the community that doesn't enjoy it would be tremendously bad in a large multitude of ways (As the development team has highlighted before). My suggestion is to take a sort of "best of both worlds" approach; adding simple single resource non-fatal life support mechanic and making it only enable with Hard mode, with the option to make it fatal not being enabled until Rocket Scientist difficulty. It being behind Hard mode means that newer players just starting the game won't immediately default to having life support requirements enabled, which prevents it from interfering with the game's initial learning curve while also giving users who wish for the extra challenge the option to enable it, furthermore making it non-fatal allows for it to factor into gameplay without being a significant source of frustration for players, at least until they feel ready to subject themselves to that experience with the Rocket Scientist difficulty. You may be asking; "But Mr. DibzNr, if the life support is non-fatal then what's the point of it?" That'd be an interesting problem, the original Snacks mod for KSP1 simply made Kerbals fall unconscious and thus lose vessel control when they ran out of food, I don't think the player's first experience managing life support resources should be so punishing through; instead my idea is that you could impose a number of smaller penalties like, for instance, tying it into the G-Force mechanics such that Kerbal's G-Force tolerances get scaled back the hungrier they are, you could also take a Minecraft approach and make it so that they can't sprint on EVA if they're out of food, incentivising the player to keep their Kerbals fed without imposing too tremendous of a penalty for failing to do so. Simplifying it all down to a singular resource (Instead of many interconnected resources) also helps to keep things simple overall, and also lets you implement a singular bold "Are my Kerbals suffering" bar that could go right alongside the other "Are my Kerbals suffering" bar, which aids in UI readability, and could also integrate well into colony mechanics. Much like most KSP1 life support mods, the rate at which Kerbals consume food could also be determined by a slider in the difficulty, with it being laxed on Hard difficulty to not make things too overwhelming overall, and then stepped up for the Rocket Scientist difficulty.
  2. In light of recently implemented additional Kerbal hairstyles, (and my recent replaying of XCOM 2), I would like to be able to create, customise, and name my own Kerbals. I want to insert my friends and family into the game and watch them go on space adventures and/or explode. I hope such a feature is considered for a (reasonably far) future update. I can see it being particularly fun in multiplayer.
  3. the color manager is one of the few satisfying experiences in the game's current state, being able to color parts individually makes our rockets look so much better! however it can get a bit cumbersome when trying to work with multiple colors, so i would suggest adding the ability to save multiple color schemes instead of just 1 (the agency color). in addition it would be nice to have an input field for hex color codes for easy sharing and importing of colors. also, having like an eyedropper / color picker feature would make things alot easier.
  4. There have been deigns for nuclear jet engines in history that function without the need for oxygen -- adding this feature would enable huge craft diversity for KSP2. Practical flying on planets with thick atmospheres like Eve would be so much fun! There was a mod that did this in KSP1 also
  5. Having the ability to take-off from runways 27L & 27R instead of only from 09R & 09L. Potentially adding 1 runway running North/South, 36 & 18, respectively. Also having the ability to load-in, in front of the VAB and be able to taxi to our desired runway. Thank you for the teams hard work, I’m having a blast playing 2.
  6. Add an option, or automatic feature, that enables players to let their own creations spawn on the main menu screen. A variation of this idea could be to randomly select a spacecraft in orbit around a celestial body, and automatically generate a main menu screen featuring that craft. Another tangent - perhaps the pre-existing main menu crafts could be in orbit around other bodies in the various systems in KSP2. It would be amazing to see a space station orbit Jool, or Glumo on the main menu screen
  7. Dear KSP 2 Developers (including Creative Director @Nate Simpson), I have a feature suggestion. You should add a craft file converter to the game, so players who created vehicles in KSP 1 would be able to use them in Kerbal Space Program 2. I have previously suggested this feature as a mod for the game, but now I think it might work better if it was a standalone feature included in stock KSP 2. As for how you could implement it, I gave an idea in this post along with some UI concept art: https://forum.kerbalspaceprogram.com/index.php?/topic/214938-idea-ksp-1-craft-file-converter/#comment-4259514. A feature like this would be useful for players coming from KSP 1 who want to use vehicles that they spent a lot of time making or have a high part count in the original game and don't want to waste time trying to recreate the vehicle part for part in KSP 2. From my many hours of experience in KSP 1 (over 600!), I know how tedious it can sometimes be to create a vehicle that works and functions the way that you want it to, so having something like this in the game would be very much appreciated... Thanks, @Johnster_Space_Program
  8. Hello players and devs. I want to start off with my system specs for the devs: 5950X not overclocked MSI X570 Carbon/EK Current Drivers as far as I know 128GB Ram @3600MHZ Gigabyte 4090 24G with driver 528.49 (current) Windows 11 (current update as of today) First off, the game is gorgeous. And I am running at 4k. The rocket audio! MY GOD it's AWESOME! And the some of the quality of life features that are in the base game are pretty nice (namely the warp to maneuver). I know its early access, but man there are some great bones in the background. Now onto the bad so far. Bug: Repeatable:-Cannot control satellites if launched from a crewed vessel. The probe says there is no connection to network. Bug: Keybinds do not stay Bug: Keybinds are overlapping (D for yaw right and for some reason View zoom were on the same key. No changes were made in the keybinds) Bug: Heavy rockets and fueled boosters do not like to attach. I tried a couple different configurations. Bug: Landing gear on heavy planes wheel sets like to fall off on the runway at around 200 m/s. tried with large and XL parts to help fix this issue. Didn't help. Just added a second set of rear wheels to help keep the plane moving straight-ish down the runway Bug?: Planes are very bouncy at the start of the runway. But this could be a user error on my end. Bug: Rockets are falling apart on the launch pad, strutted or not. Bug: I am having issues with stuff exiting the cargo bays of my planes. This may have to do with the satellites bug. I need to do more testing on my end Bug: CANNOT LOCKOUT TANKS FROM MAIN STAGE! Bug: Cannot deselect items in VAB if trying to edit ship. i put the item over the trash and it doesn't get rid of it. (edit1) Bug: When driving rover across the KSC area, more specifically the hills to the south weath, the paint of the rover becomes the ground texture. (edit2) Bug: When driving through the trees , the sprite, if we want to call it that, becomes smaller and eventually goes into the ground like its folding away from you, but the tree is still there? Its a bit confusing, but I can recreate it. (edit 2) Things I would like to see soon-ish: Be able to split groups for staging purposes. (think asparagus staging) It is currently very difficult to do so. Satcom networks Parts manager needs to be cleaned up quite a bit. IMO it should only have the parts that are interfaceable. Please add adjustable power setting for rover wheels. Cannot drive to the top of the mountains by KSC and I want to post Radar guidance vehicles! haha (edit2) All in all, not bad for an early access, but it is VERY early access in some ways. Keep up the good work. Edit 1: added another bug Edit 2: added bugs and feature request
  9. The associated issue is located at https://github.com/sarbian/ModuleManager/issues/157 Overview Strings must be now explicitly stated either by single or double quotation marks, otherwise, they will be treated as variables, which might cause errors. To create a new key, you must place '+' or '$' before the setter All other existing syntax will be preserved Functions - getVar(variable) get a variable, starting here - getVarRoot(variable) - get a variable by the name, starting from root or key correspondingly. The first parameter is optional and is used to track the number of calls. - Variables belonging to the local node are obtained by simply typing their name. - To get variables from ancestors, use ##$...$ instead. - regexp(pattern,string) - run regexp expression on a string - sin, cos, tan, log10, ln, log2, expE, exp10, mod, exp, sec, csc, sqrt, curt, root, log - math functions - getKey(...) : - 2 inputs: name, index - get a single **key** by **index** - 1 input: name - get all **keys** by name - 1 input: key - get key's value - no inputs - get all keys under all names - getKeyValue(...): Like getKey(...), but gets values, not the keys themselves. - setKey(...) : - 3 inputs: key name, index, value - set given key at the given index to the given value - 2 inputs: key, value: sets given a key to a given value - 2 inputs: keys, value: sets all given keys to a single value - 2 inputs: keys, values: sets keys to the corresponding values - 2 inputs: key name, values: sets keys under given name to the corresponding values - 2 inputs: key name, value: sets keys under given name to a single value - If you want to set multiple keys to a list, use setKeyDuplicate function - setKeyDuplicate(...): - 2 inputs: key name, value: sets keys under given name to a single value - 2 inputs: keys, value: sets all given keys to a single value - call(func, inputs): calls a function with given list of inputs - getKey(...) : - 2 inputs: name, index - get a single **key** by **index** - 1 input: name - get all **keys** by name - 1 input: key - get key's value - no inputs - get all keys under all names - getNodeValue(...): Like getNode(...), but gets values, not the nodes themselves. - setNode(...) : - 3 inputs: node name, index, value - set given node at the given index to the given value - 2 inputs: node, value: sets given a node to a given value - 2 inputs: nodes, value: sets all given nodes to a single value - 2 inputs: nodes, values: sets nodes to the corresponding values - 2 inputs: node name, values: sets nodes under given name to the corresponding values - 2 inputs: node name, value: sets nodes under given name to a single value - If you want to set multiple nodes to a list, use setKeyDuplicate function - setNodeDuplicate(...): - 2 inputs: node name, value: sets nodes under given name to a single value - 2 inputs: nodes, value: sets all given nodes to a single value Setter prefixes '$' as a modifier - creates a temporary variable '$$' as a modifier - creates a long-term variable, but it is removed after all scripts finish. Basic data types String, node, key, number, boolean, list, anonymous function Advanced data types Achieved through specialized functions. Operators - \+ adddition - \- substraction - \* multiplication - / division - ^ exponent - | OR - ! NOT - & AND - \ XOR - !| NOR - !& NAND - !\ XNOR - = equal - \> more - < less - <= !> not more - \>= !< not less - <> != not equal Grouping - () parentheses - <% ... %> code sections (they do not start a new node). - [[...]] - list Where? It will need a new file format - which distinguishes it from simpler patches. Suggestions for file extension: - mm - from '**m**odule **m**anager' - akp - from '**a**dvanced **k**erbal **p**atch' - kscript - from '**k**erbal **script**' - kpscript - from '**k**erbal **p**atch **script**' Why? - KSP API is too complex for beginners - Existing capabilities are insufficient for extremely advanced users How? Existing patches should not be called 'scripts' - they will be more advanced form of data. Constructs - Define function: FUNCTIONDEF[...] <%...%>. Place inputs within square brackets, and in double curly brackets place code. The FUNCTIONDEF is a reserved name in this programming language (but not in CFG files). The first input names the function, following ones are input variable names. - Define anonymous function: FUNCTIONANONYM[...] <%...%>. Place inputs within square brackets, and in double curly brackets place code. The FUNCTIONANONYM is a reserved name in this programming language (but not in CFG files). - for($x = 0; #$x# < 10; @x += 1) - a 'for' loop - foreach($x = 0;@NODE[y]) <%...%> or foreach($x = 0;#key) <%...%>and - runs an action for every node or key - if(cond) <%...%> elseif(cond2) <%...%>} else <%...%>} - conditional statement - fornode(node) <%...%> - run given code for a given node - try <%...%> catch($exc) <%...%> - if first block throws an error or exception, call second block '-' with text "qwertyuiop" - 3 = "qwertyu" 3 - "qwertyuiop" = "rtyuiop" 3 - "qwertyuiop" - 3 = "rtyu" Remove the last instance: "anobnoa" -< "no" = "anoba" Remove last instance "anobnoa" >- "no" = "abnoa" Remove first instance "anobnoa" - "no" = "aba" Remove all instances
  10. I am building a space tug that moves its arms out of the way from the object it is towing and re-aims it's main thrusters located on the arms based on direction of travel. I am trying to use weak motors to save cost and weight, but I am finding that the toggle locked actions don't do any good. They dont seem to trigger and toggling requires them to be in the right state to start. I wish there was a way to say at the start of a movement unlock that part, and once moving is complete to lock it again. Also setting the play head to 0 after getting to the end is nice too so I dont have to add those steps into the custom action groups.
  11. Just bought Making History; primarily so that I can test it with the mods I maintain, but decided to give it a quick go anyway. Not even 10 minutes in and there's a GLARING issue - when reverting to the VAB to tweak your craft, you have to rebuild it from scratch. Every. Single. Bleeping. Time. EDIT Ok, so it's actually possible to re-load the last craft you built for the current stage of a mission. This wasn't obvious to me since so many other parts of the game are restricted/disabled during Making History. So it's not quite as bad as I originally thought, but still: not a good user experience. In the standard game, going back to the VAB always has the last craft you built open. When reverting to the VAB in Making History, it should be the same - autoload the last craft built for the current stage of the mission. /EDIT That is NOT a good user experience. Feature Request: When reverting to VAB, have the last ship you built visible (as is the case in the core game), and not an empty palette.
  12. I know it's soon after the release, but I wanted to get out some early feedback on the Mission Builder because I love the idea behind it. Checkpoints are a really useful feature to quickly test changes in the mission plan. I'm not yet sure how extensive it is if the whole structure before the checkpoint is changed, but after some short tinkering with it, I found that it atleast works if the nodes after it are changed. The Celestial Body window is a great way to see the parameters of the nodes. However there are some things I encountered that I'd like to see added and I found some bugs. Bugs Inconsistent behavior with the 'Ignore Surface Velocity' flag between the 'Landed Vessel' and 'Splashed Vessel' nodes. Current Behavior: I both cases when toggled on, the 'Max Surface Velocity' Slider and input box disappear. Then when the node is deselected and then reselected, even though the flag remains on, for the 'Land Vessel' node the slider and input button are shown while for the 'Splashed Vessel' node the two are hidden. Expected Behavior: The behavior for the 'Splashed Vessel' node is expected. The input box and slider should be hidden. Urgency: Low The Celestal Body window in the GAP (Graphical Action Panel, right side bar) remained open for longer than expected. Current Behavior: After editing a node that uses the Celestial Body Window and clicking another node the Celestial Body window remains but goes to black. Only after clicking on a third node (or going back to the first one), the window disappears. Expected Behavior: Close the window immediatly after clicking on a second node. Optionally if that second node does use the Celestial Body window, keep it open and switch the view to the correct body. Urgency: Low Can't immediatly launch for the launchpad right at the start of the testing. Current Behavior: After creating a mission with the VAB/SPH enabled and creating a vessel and saving it in a previous test, when in the Astronaut Complex overview and clicking on the Launchpad all parts are locked. This is fixed by first going into the VAB/SPH and launching from there. Expected Behavior: Allow to launch directly by clicking on the launchpad. Urgency: Low 'Dialog Message' and 'Display Message' don't support newline characters. Current Behavior: Newline characters/line breaks do show up in the message input box, but do are ignored/removed in the game. Expected Behavior: Line breaks should not be ignored in the game. Note: I noticed that the newline character and tab (\n and \t respectively) are interpreted in the input box, kudo's for supporting that, but could it be the source of the bug? Urgency: Medium Edit: '<br>' does work, but this introduces the 'Input box caret position'-bug I describe bellow. Input box unfocuses on scroll Current Behavior: After editing an input box, scrolling in it, and clicking on a specific location the whole text get's selected as if the box was not focused/selected. Expected Behavior: Clicking should move the caret to the position in the text of the click. Note: All input boxes select their whole text on focus. In most programs that behavior is reserved for double click, the first click moves/places the caret. Urgency: Low A node was sticking to the cursor, not sure what caused it. Video. Download Link to the mission files at the time. Urgency: Low Reclaiming a vessel with the VAB/SPH locked can get a player stuck during a mission. Current Behavior: After reclaiming a vessel, there's no way of progressing further in the mission. Expected Behavior: Roll back to the last 'Spawn Vessel' node. Urgency: High Vessel requirements not checked properly on vessel load. Current Behavior: When loading a ship in the VAB, not all requirements are checked propperly. Example; 'Vessel requires x stages' stays at 0. Expected Behavior: Check all requirements Note: A workaround is to add and remove a stage. Urgency: Low A small bounce on the launchpad triggers the failstate during the Dawn of Space Age mission (tested at the third, the Jebnik 1, launch) Urgency: Medium Input box caret position doesn't always match with where the text appears. Video. This bug is caused by inputting newline characters ('\n' or '<br>') instead of pressing enter. Each character in these tags offset the caret by one, so 2 for '\n' or 4 for '<br>'. Urgency: Medium Feature requests Some nodes should be able to output their state or completion variables. Urgency: Low Examples: 1) Use the output of the Time of Mission node as a variable in a Dialog node. 2) Use the the body that statisfied the 'Any Celestial Body' option in a previous node as an input in a following node so that mission can dynamically adjust to different planets. 3) Use the ship that statisfied a previous node as the requirement for the following nodes. If a mission is structured as follows: Reach orbit --> Land on Kerbin. The player can launch a ship into orbit, then instead of returning to Kerbin, can just create a new ship, hover for a second and then land the ship. 4) Use the time the mission took as modifier for the score. Add an option for the node 'Land Vessel' to also include allow splash down. This can ofcourse be done with a separate 'Splashdown' node, but this clutters the objective window for the player. Concurrency for events. What I mean with this is adding a way to support event loops that don't interfere with the main objective tree. Example: I was trying to have an event happen every 5 minutes (such as a dialog), and could achieve this with the following setup: 'Always True' --> 'Display Message' --> 'Time Since Node'(5m, "Display Message") --back to the Display Message node--> And set the 'Catch All' flag at the 'Always True' node, and disable the 'Activate only once' flag for the other two nodes. This worked and the event did fire every 5 minutes, but if I then connect other goals to the 'Start Node', they are somehow getting disabled (the goals that is, not the event loop). Presumably this is caused because the event nodes are the active nodes. A 'collapse all' and 'close all' button in the GAP. Urgency: Low Add a "Revert to vehicle assembly" option during the mission. Urgency: High Add an option to limit the number of allowed launches so that you can force the player to create one ship and complete the whole mission with it. Just found out you can do this with a 'Spawn Vessel' node. When adjusting the 'Mission Start Time' Box at the Start Node, open a Celestial Body viewer so that we can see the position of the sun with respect to the planets or a moon with respect to their planet. Urgency: Low Add an option in the 'Parts Selection' window to allow or disallow whole categories (for example with right mouse button on the Group Icon). Apparently the hotkeys are Shift + Click and ALT + Click During a mission, add a 'Revert to last vehicle creation' or 'Revert to last Checkpoint'. Note: This is different than 'Revert to launch' since this should also work after saving/loading and does not require the player to be in flight. This can also act as a temporarily bandaid solution to many bugs that are currently in the game. Urgency: Medium Add icons to nodes so you can easilly see what type of node it is without having to click on it. Mock-up Urgency: Low Add a way to support vessel restriction groups 'Must have a docking port', 'Must have a science module' and 'Must have an LV-T30 or LV-T45' Urgency: Low Ability to copy and paste nodes. Sometimes you want to create highly similar nodes, so copy pasting would be nice This is already in the game Add an 'Any Orbit' option to the Orbit Node. Sometimes you don't really want to specify an orbit, but use the objective as a in-between step which doesn't really require any specific orbital parameters. Urgency: Low Suggestions Replace the 'Vessel: Unknown' text with 'Vessel: Any' if the Vessel option for a node is set to 'Any' Why is 'Modify Score' a separate node when the 'Change Score' can do the same thing. Furthermore, why is adding score not an option in the 'Modify Score' node? Lastly, it is unclear what has a higher precedence level Completion Bonus or Modify Mission Score. I suggest to combine the two nodes and remove the Completion Bonus option. Add an 'Add score' option to the pull down menu of the current Modify Mission Score. During a mission, the mission pannel is quite cluttered. I think it would be nice to remove/hide objectives that were completed in previous check-points (i.e. after completing a bunch of objectives with a vessel, if the mission requires the player to create a second vessel, hide the objectives of the first one). Input boxes for Dialog nodes are really small, only 3 lines (on 1920x1080 resolution). Perhaps scale a bit with the content. Update 1 - 14/03/18 I will continue updating the lists as I come across other things Added 4 bugs Added 4 feature request Added 2 Suggestions Added an example to the Variables feature request Update 2 - 14/03/18 Removed a feature request about creating vessels during a mission, since this is already in the game, but added a bug that also has to do with the 'Spawn Vessel' node. Update 3 - 15/03/18 Added 3 more bugs. Added 2 Feature Requests Added 2 Suggestion Added urgency measure. Update 4 - 20/03/18 Updated the two newline bugs with info from @Lupi
  13. Hey guys, is there any chance you can do mappings with the keyboard option for Xbox One? I haven't tried it yet, so it may already work but, if it doesn't, any chance you can support this?
  14. When you have dozens of craft files, it becomes tedious to scroll through the big list on the search dialog. My request is that you put a text field at the top which lets you filter the entries. Since you have something similar on the Parts search box in the Editor, I'm hoping this isn't a lot of work to implement. Would be great to have it on the savegame load dialog as well (including the Alt+F9 Quickload one) Edit: Also please set the initial focus in this dialog to the field, so you can just start typing.
  15. I was watching the movie The Martian and I thought that it would be rather easy to implement sandstorms in KSP. 1) There would be a random possibility to trigger a sandstorm event after entering the atmosphere 2) Particle effects can be used to visually represent the sandstorm. Also decreasing global illumination and draw distance gives the low visibility effect. 3) The wind can be just a force vector of random magnitude acting on random points on the ship all having a particular direction.
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