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What do you feel is missing from the STOCK game as far as parts goes ?


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[quote name='Red Iron Crown']I am unaware of such discussions. I've personally made craft with >20 LV-Ns, and I know others have gone even higher.[/QUOTE]

[url]http://forum.kerbalspaceprogram.com/threads/66866-why-are-there-people-who-stick-more-than-one-nuke-on-their-ships[/url]

Regular not in the sense of every week, but the question turns up once in a while.

[quote name='cantab']We almost have that now with the crew cabin. No control is a drawback, but it's workable.[/QUOTE]

Nyah ... I though of a more inline option - but the doors might work out for rovers now that I think about it ...
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  • 2 weeks later...

Extra fuel tanks to attach to the top of existing SRB's for a bit more fuel, air bags / balloons (Forgot what the official term for them is) for landing on Duna and in oceans and perhaps (if they added GP2 or more, thicker atmosphered planets) heat resistant plates to add to different parts of a ship rather than just adding a heat shield or using a fairing.

Dunno if any of them have been put into mods, but honestly the problem with mods is if they break or KSP updates you have to wait before you can use your save file again.

 

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That's sort of an interesting point.  Planes have definitely gotten the love they needed at this point (except for wheels, wheels still could use some, please 1.1!) but it makes you wonder what they'll start focusing on next.  There's still a lot of potential in the land of rovers, satellites and 'colonization' that can be tapped for inspiration.

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What KSP needs
- Atmosphere, clouds and water enhancements, see EVE and Scatterer
- More detailed surface textures, see RSS
- Option to play in solar system with real planets (still kerbal scale due to parts), see Small Solar System and RSS
- Wheels and tracks, see Kerbal Foundries
- Satelites, see Octosat for parts and SCANsat for functionality
- Modular tanks/engines and real-life stuff, see SSTU and FASA
- A shuttle that will fly!!!!
- Better joints, see Kerbal Reinforced Joints
- Alarm clock, see Kerbal Alarm Clock
- Larger hangars and ability to zoom out more
- Technical aspect of 64-bit, multi-core, GPU for graphics, not load every texture into ram, physics engine...
 

I could go on...

Edited by Jimbodiah
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Not really parts per say, but id die for the ability to (within some logical limitations) have the ability to add or remove parts in the field.  For example, if i dock 2 vessels, and find them too flimsy, a strut or 2 could be added between one side and another to help fix the issue.  Another thing, id love the ability to say take a structural panel and attach it to a ship to replace damaged components from a battle or whatever.  i know this is not what most people do in KSP, but i do alot of stock combat, especially with capital ships, and id love the ability to (within limits) replace damaged panels on the craft.  KAS is one mod that adds some of what i want, but id love a stock implementation of allowing some parts (say radial only, struts and fuel lines in particular) in the field by kerbal engineers.  At the bare minimum we really need the ability to add struts after the fact when we realize the monstrosity we sent to jool broke a component off and is nolonger stable, so we need to strut it together.  For now my solution is taking a small craft with 2 claws on each end and attaching one to one end, and the other to a structural panel (or even mating the front and rear of a ship together after it gets shot in two), but it is high on parts and rather unpractical.

As for parts, i would really like a larger rapier (or similar engine but 2.5m).  The main reason i dont enjoy (or build) any mk3 sized SSTOs is because i cant justify using so many bloody parts which lag my game to death.  If i could replace a stack of ~10 rapiers with 1-2 larger ones, itd go a long way towards killing both lag/part count, and well, giving those of us that actually like SSTOs or spaceplanes an engine that can really lift something.

I would also like larger structural panels (sometimes making vessels out of those 2x2 becomes a lagfest especially when the craft is truly massive such as a station or some battlecruiser.  truiangular ones would also be nice, and would open up more options for aesthetic designs without adding much to part counts (a 1x1 sized triangle and a 2x2 sized triangle would do nicely).

A light that is omnidirectional (intended for self-illumination) and has similar lighting range then the current wide angle one would be wonderful, as lights are somewhat laggy in large numbers, and you cant get a nice self-illumination effect from the stock ones without going to high number of lights (and thus slower gameplay).

0.6m SRB with a decent 50 or so kN thrust.  What id do for the ability to replace those awful ibeam+4-8 sepatron missiles with a ibeam+single SRB.  Weapons aside, it would really be nice for a RATO booster on some heavy planes (RT-5/RT-10 is a little too bulky for plane assist boosters). 

 

 

Also, while i know squad will NEVER implement this because they hate procedural anything, id love at the bare minimum procedural wings and procedural structural panels.  This would allow us exponentially more options as to what we want to make and how we want it to appear.  no more clipping every bloody thing together, no more excessive part count spam, just shape whatever you want in whatever way you want.  Yes it destroys the "lego" approach squad seems to love, but the options it would open up would in my opinuion more tne make up for this, and it would at least help everyone lower that all important part count, thus less lag, less crashing, less rage, and less desire to tear your eyes out when the FPS drops to 2.

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6 hours ago, mattinoz said:

Unless you can translate that into a Parts list I don't think it's going to traction.

Yeah, I think that is the core of the problem. We have more than enough parts to make a good experience out of the game, but stock tech tree and goals keep falling short.

I've had great expectations of Better than starting manned and SETI, but again both of them get their own weaknesses (BTSM ruins it for me with dubious design decisions like disabling actual useful tools (part offset) for fear of cheating and battery mass obsession), SETI gets a bloated tech tree...).

I see all those parts we already have and in game context I realize I never ever really need them for anything. So I keep waiting for things I find important to show up in patch notes. No sign of them so far.

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I'm an airplane nut, and I have a wish list just for that stuff.

- A proper, working in game autopilot that can hold bearing, altitude, and keep the craft level.  After the first couple of 'fly here, take temp/pressure/crew reports/etc.' missions, it gets boring, especially when the mission is halfway around Kerbin.  (yes I could do it by rocket but that's a whole other thing).

- Player-set waypoints to go with the autopilot.  I want to click on the map, set a waypoint (and altitude if desired).  Basically, stuff to reduce the time in-atmosphere missions take.

- Inset navigation and landing lights.  The game currently has two spotlights that don't work well if you're trying to create a 'flush-mounted' light.  Battery packs have a green light that can do for a nav light, but there's no corresponding red light.  Also underbelly revolving 'runway' lights, as military craft have.  Mostly just for cosmetic value, sure.  But some of us value the pretties.

-working hud and displays in cockpits.  I know this is more work for a limited section of the game, but boy would it make planes even more of a joy.

-tunable actuation of control surfaces.  We got cargo bay opening limiters, now I want to limit the steering surfaces, because I fly with a keyboard and it is so easy to fly into a stall by overcontrolling currently.  It would be nice to be able to set a percent on these, just like engine gimbaling and thrust limiters for engines.

-more types of landing gear,  including side-drop type deployment.  Also, working landing lights on all landing gear please. :)

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A large radial monoprop engine with high gimbal, for use on shuttles. I also agree with having inline monoprop engines, as well as larger monoprop tanks. A fuel switcher would be nice, too. Also, more nuke engines, perhaps like the ones in porkjets Atomic Age mod. 5m parts would be nice as well.

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probably some duplication
- mk3 to size 3 structural adaptor
- mk3 to size 2 structural adaptor
- mk3 to mk2 structural adaptor
- size 2 to mk2 structural adaptor
- mk3 ore tanks
- mk3 reaction wheel
- mk3 probe core
- mk2 reaction wheel
- size 3 LF only tank
- size 2 LF only tank
- size 2 LV-N
- size 0 inline MP engine
- size 1 inline MP engine
- size 3 reaction wheel
- size 3 docking port
- the asteroid day mod, since it is a Squad mod
- a heat tank of some kind. the usual sizes. 

Edited by steuben
forgot a couple o gthings
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- Movable parts like hinges etc. We need parts that can allow us to build things like the canadarm, retractable ramps etc. 

- thermal tiles and flush heat shields. 

- fuel lines that have restricted fuel flow based on caliber of pipe. Wider fuel lines = faster fuel flow to meet the demand of rocket engines. If we use lower caliber fuel lines that don't meet requirements of an engine the thrust power should be diminished proportionally. 

- navigation lights for airplanes. 

- steerable nose wheels for larger landing gear

- heat damaged parts (ALL OF THEM)

- life support parts. It's time to incorporate this NOW.

- sound suppression water system and pumps. Acoustic damage needs to be part of the game. 

- CAR AND TRUCK PARTS. 

- Helicopter parts

- Boat parts

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14 hours ago, TeeGee said:

- Movable parts like hinges etc. We need parts that can allow us to build things like the canadarm, retractable ramps etc. 

...

- navigation lights for airplanes. 

- steerable nose wheels for larger landing gear

...

- Helicopter parts

- Boat parts

I'd also like hinges... I think I can sort of see a foundation for them with the way you can specify how much a cargobay door will open/close

Navigation lights... well, we already have landing gear where you can specify the RGB composition of the lights... and thus have a green light on one side, a red light at the other... the problem is with the symetry system you can't change the color of one without changing the color of the mirror one - so you'd have to add each part individually, which is tempting fate with something that likely won't be symetrical enough.

which also bring up another point... the symetry system... I'd love to be able to place something with 2 fold radial symetry on a part that was placed with 6 fold radial symetry... but I can't, it forces me to place with 6 fold symetry, or no symetry at all

Steerable nose wheels for the larger landing gear sizes: definitely yes

Helicopter parts? meh... I'd still like propellor parts electric, LF using, and LFO using (or just electric using, and a beefy fuel cell that can supply the electricity so you can make them a LFO-electric hybrid rive)... but combine that with hinges/ oratating parts, and various sizes... and sure, you could make helicopters with them, tilt rotor aircraft...etc...

But I don't really see such a need, the diference is mainly cosmetic between a big "ducted fan" that looks ie a jet engine, or a propeller/rotor. We can already make VTOL craft... so... meh

Boat parts? I think many of the structural and airplane parts work just fine for that... I want sub parts: ie ballast tanks/ballast generators, and electric drives (nulear reactor... like a giant RTG, with better EC/s/mass than an RTG) - the electric drives could be the same as the propulsion that you could also use for aircraft.

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