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If you could redesign/improve the Kerbol System, what would you do?


Findthepin1

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1 minute ago, FTLparachute said:

There are a couple of mods to that effect (tilt unlocker and tilt 'em) but they aren't used much. Besides this is more for hypotheticals - there's a lot of stuff suggested here much more outlandish than knocking the planets over.

they don't work though, and they only did for gas giants and stars (?)

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1 minute ago, FTLparachute said:

There are a couple of mods to that effect (tilt unlocker and tilt 'em) but they aren't used much. Besides this is more for hypotheticals - there's a lot of stuff suggested here much more outlandish than knocking the planets over.

It looks like those mods aren't updated? I'll try them out on KSP 1.12 to see if they still work, and if the do then I'll remake my cfg with one of those. Thanks for letting me know those existed.

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3 minutes ago, Mr. Kerbin said:

they don't work though, and they only did for gas giants and stars (?)

Tilt Unlocker, yes. Tilt 'Em seems to handle terrestrials (they have kerbin on its side on the mod page)

Edited by FTLparachute
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Nevermind it does not work for 1.12, I am now in denial of it not working :(

as said from someone on that thread.

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The reality is that axial tilt is no "small change", it's an entirely different way of doing the physics calculations at some points. Hence why the first (and only) working version is from Principia which just does everything on it's own. Also, if I could fix it, I could have also written it long time ago. Which I haven't. :P Dagger has really done a great job with this, which is why I refused from the very beginning to integrate it into the core of Kopernicus (and instead showed Dagger how to make it a Kopernicus plugin): Dagger deserves all the credit and attention for this.

But that attention is part of the problem I guess. Dagger hit some of the same roadblocks everyone who tried to make an axial tilt mod (including me) hit. But his mod already got a lot of (premature) attention at that point, especially by people going around and annoying, even pressuring planet makers to add Tilt'Em support immediately. As a developer, that puts such a high pressure onto you, that I can understand why Dagger seems to have abadoned it.

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Sorry there is assumptions in my post and more could be read. I figured dagger has been doing this on his own didn't know he already sought others input. Also didn't know you were still around Thomas hadn't seen you on the forums. I've been gone a while and and a lot of modders have moved on as life usually does. Anyway if this mod never continues life will go on just want to show my own interest in this great endeavor.

 

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  • 3 weeks later...

-Axial tilt for a start.
-Larger planets, not RSS scale, but probably 2.5x scale. Not a fan of how small Kerbin and the other planets are. 
-Asteroid belt for added challenge in getting to Jool
-I'd visually remake the Mun, actually quite like how it looked in KSP 2. 
-Minmus given a weirder orbit, for kicks
-Mun moved further out
-Laythe given rings, also for kicks
-Bigger distances between everything
-Remove Dres

Spoiler

-Add Dres


-More deserts on Kerbin
-All inclusive beach resort on Laythe. An Easter Egg


If I had control over KSP's development, and the Kerbol system in particular, I'd probably go for those. 

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On 2/7/2025 at 10:06 PM, Hobbesian said:

-Asteroid belt for added challenge in getting to Jool

Wut?

How would that add challenge?

I add asteroid belts there (proc generated rounds co-orbital with dres, and a few other "on rails" celestial bodies as vesta, and Pallas analogues), their gravity is so tiny the odds of them affecting affecting your transfer trajectory is miniscule, and easily managed if they do

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4 hours ago, KerikBalm said:

Wut?

How would that add challenge?

I add asteroid belts there (proc generated rounds co-orbital with dres, and a few other "on rails" celestial bodies as vesta, and Pallas analogues), their gravity is so tiny the odds of them affecting affecting your transfer trajectory is miniscule, and easily managed if they do

Good point, in that case I'd add it for aesthetics/possible science rather than challenge. I didn't give it too much thought when I listed it. 

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this.

 

In a forum post from late 2013,[2] Squad member Jeff C.(NovaSilisko) described an idea he had for connecting many easter eggs into a story concerning a civilization which predated the Kerbals. Experiments with interstellar travel resulted in the homeworld of this "precursor civilization" being flung out into an extremely distant orbit. Before they froze to death, they launched monoliths and other messages onto many planets and moons in hopes of seeding intelligent life. Instead, they created Kerbals, not-so-intelligent life.

The planet would not show up in any map and would be too distant to be observed with a telescope, making locating it by chance nearly impossible. However, players would be able to find transmitters beaming out SSTV signals on various bodies, each one of which would provide part of the orbital parameters necessary to locate it. The planet would be a bit smaller than Kerbin, covered in ruined cities and frozen oceans, and perpetually in twilight due to being so far from Kerbol.

 

yanked straight from the wiki

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