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MOD IDEA!!!!!!!! So what if there was a mod that added the scrapped precursor storyline into the game? more sstv signals, even an sstv decoder that requires an obscene amount of EC, but make it balanced and stuff like that. stuff about the og duna thingy; I wish I knew how to program mods just for this to exist tldr: Whiny lore nerd whines that his favorite game doesn't have lore.
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I would like a plugin which basically provides a UI for all the ModuleResourceConvertors on a vessel. So you would be able to see each convertor, input resources, output resources, and maybe a efficiency option. You would be able to toggle each convertor on and off, as well as see the total resources going into convertors and total resources leaving convertors. Would also be cool if it supported some of the more popular mods, such as USI & Pathfinder. If it did support these mods, it would be useful to have a dropdown or something for their respective switchable convertors. I think such a mod could significantly improve gameplay in heavily modded installs. It would probably have to update every frame or ship update rather than scene change, because lots of mods switch convertors in-flight.
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Hi there, I'm currently playing KSP 1 career mode, and have basically just started (I haven't even landed on the Mun yet, haha). I'm basically just doing contracts to get money & science. One of the contracts I have accepted is one that asks me to do a crew report above a certain altitude over a certain area, so I figured the easiest thing to do would be to launch a vessel into polar orbit & just keep it there forever, in case more of those contracts show up. The idea being that at some point, the satellite will be over the right area, so all I have to do is timewarp until I'm there. The problem is, I keep warping past that point. Does anyone know of a mod that automatically collects crew reports over those areas, or a mod that could stop the timewarp once I entered the area? Thanks. P.S. If I haven't explained the problem well enough, please just let me know & I'll try to clarify what I mean. Also, just FYI, I do have mods installed. One is ForScience, which does automatically collect crew reports, pressure, temperature, goo & Science junior data (all the science experiments I've unlocked so far), but it doesn't do the crew reports over the specific areas. I also have Science Alert & Automated Science Sampler installed, but as far as I can tell, neither of them work. And just for the sake of completeness & in case there might be interference between mods, I also have Kerbal Engineer installed.
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Currently, the game sometimes doesnt feel alive, like.. you can get a LOT of stranded kerbal contracts! Where are all the vessels?! There may be a 50% failure rate because kerbals, but that still leaves a lot of potentially functional vessels out in space you have explored. The NPC ship idea could be that after entering orbit around a body and returning back to Kerbin, there is a small chance when exploring that body again, a vessel will spawn in orbit within a few thousand km of the active vessel. They would be owned by the different companies from the contract system (the ones that seem to always get kerbals stuck in space). The vessels would be from a library of vessels like the repair contracts are. There would need to be things in place to prevent the player from controlling them, maybe like just outright locking controls. And that there would be reputation penalties for significantly altering their trajectory or damaging them (likely doable). Basically, you can either track in tracking station, or intercept it and load it that way before tracking somehow, then it would despawn either if you havent chosen to track it, or if you have chosen to stop tracking it just like asteroids in the tracking station this would scale with how much you explored the area, like.. at first you would see just simple little rockets similar to your early game stuff, then later on it would be a variety of space stations. You might be able to borrow some fuel out of a fuel depot if it is possible. they would keep their names after undocking with the naming priority stuff and will despawn if you let them. Not sure how doable NPC ships would be, but would be a neat addition.. Perhaps there could be contracts for refueling some vessels. the bigger wrecks idea? Simply have the game choose from a library of vessels, destroy a non-crew part, spawn a kerbal in a part that can hold crew (and make sure the kerbal IS in the part that is able to be spawned in). Doing this instead of just spawning a single crew capsule part with one kerbal inside would add a bit of variety. For these ideas, the game should check and make sure the vessels being spawned in are using only unlocked parts, and maybe scale with how much you have explored an area... Just some ideas! let me know if these already exist!
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Hey everyone, I'd like to share an idea I've had for over a year. It's simple: KSP but you have to build the civilisation before you leave kerbin. I know it's extremely complex and stuff, but i would like y'all to share your thoughts on this mod idea. Could we make this happen? If you guys are really into making this happen I can start a discord server for it...
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Hello everyone, I think it would be a good idea if someone could create a mod (or maybe a separate tool instead) that lets you convert a KSP 1 craft file into a KSP 2 workspace file. However, it would only let you convert a craft if all of its parts had an equivalent in KSP 2. Also, when converting a KSP 1 craft to KSP 2, the tool should be able to let you set the workspace name and description for the craft when setting it up to be converted. And maybe the tool/mod would let you convert KSP 2 workspace files to KSP 1 craft files as well. What do you think? I think something like this would save a lot of time for someone trying to recreate a KSP 1 craft in KSP 2, as you could just convert the original craft instead. Especially if it had a high part count...
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Ok, so I saw this wiki article, and it got me thinking: I should try to make my own planet pack! Then, a few hours later, I gave up, because it was way too difficult for me to figure out all the syntax and stuff, and I was having so many issues, and in the end, I was left with a glossy ball with the texture directly mapped onto it. So yeah. But, this also got me thinking: would it be possible to make a user-friendly editor to, at the very least, edit planets? I have very little modding experience, so I'm not sure if this is possible, but if it is, that is my suggestion for a mod. It doesn't necessarily have to be in game, but I just want it to be user friendly. Maybe something like SimpleRockets2's Planet Studio could work! I, and I'm sure at least a few others, would greatly appreciate such a mod.
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Is there a mod that adds life rafts and other survival gear? If not, any modders out there up to the challenge? Dmav522
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There's been this idea for a mod I've been thinking about for a bit. The mod allows you to change the units of speed and/or measurement displayed, for example, km/h, mph, feet, etc. Is this possible to do? Also, I've had very little (in fact, none at all) experience with modding and I thought this mod would be a simple one to start with.
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When debugging a possible mod issue, I want to remove all mods that don't have any parts being involved so I know what I can remove without breaking my ship. Maybe there is already one, but if not, could someone make a mod that lists all parts making a ship, and the mod that provides that part, and a file location.