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Interior Interaction , Customization


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Interors

So as we watch the astronauts on iss floating around. i think it would be cool to be able to move inside a spaceship in ksp. moving interactions and all that fun stuff. it would be awesome if you guys add much more interiors and customizable. 
We could build our own interior with lots of different parts and build the outer part of the cabin, stick it on our spacecraft and fly to space and do fun stuff. That would be perfect in  first person view. Y

Customization

To be able to customize the colors of the ship. its kinda boring with the stock colors of spacecraft parts. 
 

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Hi LemonSplatter,  welcome to the forums.

I think customisable interiors, and being able to float around inside 'cause it's cool' (nice though it would be) would be a HUGE amount of work for no real gameplay benefit.  Maybe a couple of interior options for some modules, such as a horizontal and vertical layout for the lab would be a nice touch though, and if we could activate some experiments etc from inside then yes I can see a gameplay reason for it too.

Being able to apply different colour schemes to ships would be a nice feature that I'd like to see too (I think there is a mod that does this), but it wouldn't have much impact on actual gameplay so, depending on how easy it is to implement, may not be a good use of devs time at the moment.

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Ive heard the moving around IVA before. I think its probably to hard and a lot of work for really no gain. It sounds cool, but when we currently have ragdolls and other interesting things going on when Kerbals are inn EVA I can only imagine the madness that would come once we allow them to move in cramped spaces.

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Instead of putting up a ready crew module/ cabin, we can just put a "crew cabin shell" into the parts menu. It will be like a cargo bay (with a hatch instead of huge swinging doors), so kerbals can move around in it. Then, there can be parts such as a battery, computer, seat, experiment glovebox (etc) that can be dragged+dropped into the cabin shell. Why not?

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46 minutes ago, 073198681 said:

Instead of putting up a ready crew module/ cabin, we can just put a "crew cabin shell" into the parts menu. It will be like a cargo bay (with a hatch instead of huge swinging doors), so kerbals can move around in it. Then, there can be parts such as a battery, computer, seat, experiment glovebox (etc) that can be dragged+dropped into the cabin shell. Why not?

As a basic concept I like this (a sort of customisable science lab).

I'm still not convinced about the overall value of interactive IVA due to the potential difficulty to implement etc. And whether it would be worth the time to develop for what it could give to the game overall, but that doesn't stop your idea being in essence a good one.

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2 hours ago, pandaman said:

And whether it would be worth the time to develop

Well, wouldn't that be just developing more "cargo bays" and parts? Shouldn't that take just as much time as any other update?

 

2 hours ago, pandaman said:

the potential difficulty to implement etc

Same as last quote. I do not know anything about programming, but, since Squad managed to get cargo bays into the game with ease, shouldn't this work by the same principles? Please correct me if I'm wrong. Thank you.

On 05/01/2016 at 4:32 PM, MKI said:

It sounds cool, but when we currently have ragdolls and other interesting things going on when Kerbals are inn EVA I can only imagine the madness that would come once we allow them to move in cramped spaces.

Well, the main thing that impedes motion in kerbal spacesuits is the massive helmet. Remove that, and you can move around much more freely in any cramped space. I say we leave the free movement to the larger, less cramped science modules/ crew storages. When a kerbal enters a command capsule from the inside, he instantly sits down at the controls and cannot be moved around the capsule.

Good thought, though. I'ma like that comment.

Edited by 073198681
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5 hours ago, 073198681 said:

Instead of putting up a ready crew module/ cabin, we can just put a "crew cabin shell" into the parts menu. 

Since 1.0.5 the Mk1 fuselage is hollow.  I used a bunch and the Mk 1 hitchhiker to make a torus.  I could EVA from the hitchhiker and make my way around the torus.  Basically it's an unpressurized 1.25m version of a crew cabin shell.

I wish we could get some other parts hollowed out, like the 1.25m to 2.5m adaptor. 

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1 minute ago, McQ said:

Since 1.0.5 the Mk1 fuselage is hollow.  I used a bunch and the Mk 1 hitchhiker to make a torus.  I could EVA from the hitchhiker and make my way around the torus.  Basically it's an unpressurized 1.25m version of a crew cabin shell.

Seriously? That is actually possible? I didn't know that. Is it possible to attach parts on the inside edge of the fuselage? :huh:

3 minutes ago, McQ said:

I wish we could get some other parts hollowed out, like the 1.25m to 2.5m adaptor. 

Then, we would have a nice capsule to put seats in. That will be amazing. Speaking of that, is it possible to EVA in the 2.5m-3.75m adapter?

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8 hours ago, 073198681 said:

Well, wouldn't that be just developing more "cargo bays" and parts? Shouldn't that take just as much time as any other update?

 

Same as last quote. I do not know anything about programming, but, since Squad managed to get cargo bays into the game with ease, shouldn't this work by the same principles? Please correct me if I'm wrong. Thank you.

Well, the main thing that impedes motion in kerbal spacesuits is the massive helmet. Remove that, and you can move around much more freely in any cramped space. I say we leave the free movement to the larger, less cramped science modules/ crew storages. When a kerbal enters a command capsule from the inside, he instantly sits down at the controls and cannot be moved around the capsule.

Good thought, though. I'ma like that comment.

I'm not a programmer either so I don't actually 'know' how much work is involved, but it isn't just 'making new parts' (which I guess is relatively straightforward).  It's the other stuff that needs programming in order to make it actually work in a meaningful way that I think could be the difficult part.

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EVA trickery is great and all, but the core of this idea was to combine EVA & IVA to a degree. Come on. Who the hell doesn't want to be Jebodiah wreacing havoc by bouning around the cabin mid orbital manuever???

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