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Showing results for tags 'mod idea'.
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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.
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Anyone who builds rovers probably loves solar panels...which require sun. When your driving or flying everywhere, you may not know just how much time you have before sunset, or how long until sunrise. Will you be able to make it to sunrise flying in the dark, or will your batteries give out at twilight? Can you mine all night long, or do you need to save power to keep Kerbals from freezing to death (Life support mods)? What if we have a third time option in the clock? Have UTC, mission time, and a new local time. Or a button to bring up your local almanac...what time is sun rise, sun set, or the next kracken moon?
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First I would like to say two things the mod's name would be Kerbal Nursery and this is not supposed to be a Civilian Population knockoff. My mod is similar with the goal, it has the ability to make more kerbals however takes a completely different path and is intended to also have less parts. It does not require kerbals present at all times to make more rather it requires resources: Keeds, Soil and Pollen (this plays on the assumption that kerbals are plant animal hybrids) making these into kerbals by putting them in little incubation chambers and growing them. It would however require kerbals present to get more of each of those except for soil which would come from the ground(of course). I feel a little embarrassed to ask for help because I have not done it before. if you completely hate this idea please go easy on me and please stay mature about it, if you wish to help me please either comment below or preferably I will see it much faster if you PM my discord TyrantTITANIUM#6970 (do NOT PM me from here unless you want to help or ask and decide if you want to help and we can talk, if you wish to harshly criticize my idea please don't PM me and keep it here) I am also fairly decent at 3D modelling but I don't know everything.
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I've played around with TAC Life Support a bit. I quite like the idea of a life support mod, but TAC requires quite a bit of micro-managing, especially with the food resource. I started to come up with an idea of an easier to use life support mod (more suitable for beginners?), but then I realised I have no idea how to create parts. If anybody does, and thinks this is a good idea, please send me a message. The details for the idea are as follows: Kerbals require a single life support resource, called Snacks 1 unit of Snacks weighs 1 kg Snack containers weigh 1kg (dry mass) for every 8kg of Snacks they hold (9kg wet mass) Kerbals consume 1 unit of Snacks every hour If Kerbals run out of Snacks, they go into hibernation until more Snacks are provided. A Kerbal in hibernation can't be controlled, like a probe core with electricity Command pods hold 12 units of Snacks (2 days supply) for every Kerbal they can hold. The External Command Seat only holds 3 units of Snacks A Kerbal on EVA holds 3 units of Snacks, in addition to their monopropellant Non-command pod parts that can hold Kerbals (e.g. the Hitchhiker capsule) holds 6 units of Snacks for every Kerbal they can hold. There are intended to be several dedicated Snack containers: The Tiny Snack tank (0.625m part, about the size of the Oscar-B fuel tank) holds 24 Snacks The Emergency Snack Box (similar in size to the Experiment Storage Unit) holds 36 Snacks The Small Snack tank (1.25m part, about the size of the Advanced Inline Stabilizer) holds 96 Snacks The Large Snack tank (2.5m part, about the size of the Advanced Reaction Wheel Module, Large) holds 192 Snacks The Deep-Space Snack Storer (2.5m part, about the size of the Large Holding Tank) holds 1800 Snacks, intended for a three-Kerbal, 100-day mission The Mega Deep-Space Snack Container (3.75m part, about the size of the Kerbodyne S3-3600 tank) holds 9000 Snacks, intended for a three-Kerbal, 500-day mission in deep space The Snackificator is a 2.5m part (about the size of the Convert-O-Tron 250) that functions in a similar manner to an ISRU: 1 unit of ore + 20 units of electricity -> 10 units of Snacks Conseration of mass: 10kg ore (1 unit) -> 10kg Snacks (10 units) It can have a heat efficiency modifier, like how the in-game ISRU's do, and need radiators to cool it down Intended for use of surface bases, to produce Snacks for colonies If anybody has any suggestions of how this could be implemented, or made better, please comment.
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I had this idea like half a year ago for extended smaller airplane fuselages. The basic idea is it parts that are half meter tall, but up wide like 2 to 3 mk 0 parts connected together side by side. I don't have much 3d modeling or modding skills, so I'm putting this here just to get the idea out there.
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Hi, I'm playing KSP for 2 months and have Some Experience, But to Some cause, I needed to re-start my Game and Now I'm in Early-Mid Carrer. As in this Phase Many, Build subassemblies for Fast and Effective Missions. Most subassemblies are Launcher. I want to Request our Modders to Create a Mod that creates a Report for a Launcher about its Specification. I.E. Weight, Thrust, Delta-V, Thrust Vectoring, Speed and most Important for Choosing a Perfect Launcher, A Launch Capability Report, about, Weight to Low Kerbin Orbit, Kerbin Stationary Transfer, Stationary Orbit and Trans-Munar and Trans-Minmas Injection Orbit. Plz Recommended An Mod or Create one, Its an Idea for Modders not a Planned Project. Plz ,Thanks
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So I am building an Interstellar ship that has a micrometeoroid shield (Technically a heatsheild but I can pretend) on the front because it has the Orion drive from USI witch in real life could get up to 3-5% the speed of light where the smallest particles could destroy the spacecraft with it. The Ship i'm building is massive and might require a 20-40m heatsheild/micrometeoroid to cover the entire ship. Does anyone know of a 1.2 or 1.2.2 compatable mod that adds something like this?
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In stock KSP, your parts are either 100% functional or 100% exploded and gone. There are a few notable and interesting exceptions to this: things like wheels, landing gears, and parachutes. I think the prospect of parts becoming damaged due to misuse is a fun game mechanic. We have to protect those parts, and when things go wrong we have to send out an Engineer to fix them. I'm not talking about "random part failures", as some mods have set out to do. I don't particularly like the idea of uncontrollable failures that require tedious repairs. But I do like the idea of paying for my own mistakes. And I like the idea of adding a small margin of error where a mistake doesn't result in total failure, but rather something which can be fixed. I don't fully understand how part destruction works, but I know that the part files come with various impact tolerances and the like. Hit below the limit and you're okay. Hit above the limit and you're toast. So here's what I would propose: 1. Introduce new "damage tolerance" values to every part. You can use Module Manager to add these, based on some percentage of the tolerances related to destruction. (Say 80%?) 2. Just adding the extra possibility of damage would make things hard. So to balance this let's also use Module Manager to increase destruction-causing impact tolerances by some percentage. (Say 10%) This gives a nice window of room between 100% functional and 100% destroyed. 3. When a part falls into this "damage window" it becomes Damaged. The part (and everything attached to it) is still attached to your ship. You receive a warning at the top of the screen: "Part X has been damaged!" 4. Damaged parts no longer function properly. Some examples of what this implies: Engines are locked in a deactivated state. Tanks containing resources cannot be accessed. Reaction Wheels lose all torque. Decouplers cannot decouple. Antennas cannot deploy. Science Labs cannot perform research. Crossfeed is disabled on any part. You get the idea! 5. To be fully realized, such a mod would change the model and texture to appear damaged, but that's incredibly ambitious. More realistic perhaps is a simple adjustment to the texture to indicate that it has been damaged. And in lieu of anything else it would be nice to just have an overlay that highlights any damaged parts. Of course there would also be a "Damaged!" line on the right-click context menu. 6. Damaged parts can be fixed. There are a few ways to approach this. Perhaps the setting is configurable, or perhaps you'd just need to pick one and run with it. My opinion is that an Engineer is required to fix the Damaged part. Just hop out on EVA, right click the part, and choose "Repair". It may also be desirable to include some kind of "Repair Parts" resource. (whatever the random failure mods are using, I figure) In this case, the ship with the Damaged part would have to have this resource available, and the repair would use up some amount of these. Another possibility is to include KIS integration, and require a particular tool in order to repair Damaged parts. So that's it! Would anybody else find this as awesome as I do? Does something like this exist and I just don't know about it? Thoughts?
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I always wanted to change boring stock paintjob on my space station. But can we have a mod to switch between steel like paintjob, white one, more grey or ablator plates on mk1/2 pod or mk2 cockpit. That will be so great! Just imagine you are launching a station module shining with bright steel cover Or a shuttle with a covered nose/bottom?
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Okay, so larger planets are great in many respects but they take up SOOO MUCH RAM!!! Here's a solution to make the planets act like they're huge without compromising performance or accuracy. What if instead of inflating the planets, we deflate the parts! They'd have the same abilities as normal parts and fuel and all other properties but be a tenth of the size. It's a little hard to explain and I don't have much time because I'm REALLY TIRED and want to go to sleep. Basically the planets would LOOK huge but facilities, kerbals, flags, rocks, asteroids, and parts would all be tiny
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I recently played the game "Scraps" and thought the idea to be quite cool, so I figured, "why not implement this kinda thing into KSP where players can make their own parts?", now I'm no modder but maybe the cool guys out there could work on something like this. There would need to be mechanics from some mods (weapons from BDArmory, Resource collection and management from Interplanetary Launchpads and maybe some Garages from that rather new Garage mod) and also some new mechanics (like a thing that could put your model into a hangar, detects new parts and calculates their resource cost based on the combined weight of all the new parts (like calculating the mass of your current ship and subtracting it from the new ship) so that you would need to collect materials from destroyed parts, and also a detector to prevent the player from converting functional ships to parts) I know that this is a huge list but I think it may be cool, so anyone out there who can write this please do cause I can't... Oh yeah, also an AI capable of piloting a rover in a combat style and knows how to fire the weapons on it (preferably accurately, but not too accurate to be OP).