Jump to content

What part would YOU like to see added to KSP?


Recommended Posts

8 hours ago, Stoney3K said:

So much THIS! The notion of having a space-faring species like the Kerbals while the entire planet is completely unpopulated, save for the KSC, really makes no sense. You would at least expect SOME buildings to be spread around all over Kerbin. Having more cities, roads, airports and other general objects would make flying aircraft a lot more interesting, as you could have missions to air-taxi a VIP from airport to airport in early career.

Even without adding gameplay, a populated Kerbin would really add to the suspension of disbelief.

A theory on this is that it's earth in the future but a meteor struck and wiped out all the green men after they took over, they have cloning technology and that is why Jeb, the original test subject is so B.A. They labeled all other kerbals from his genes, and they erected the space program to find new life that they didn't have a chance to explore previously, ever wonder why a seamingly military base above the desert is there, or the pirimid on duna.. It's all pre war remnants from when they took over, the planets are all different because Their attempts to terraform into a livable atmosphere failed in the past and then they had no choice but to chryofreze Jeb to be "copied" to produce life once kerbin was livable after the asteroid hit.

Link to comment
Share on other sites

Not so much a part itself but an perhaps have an optional horizontal IVA model for the Hitchhiker and Mobile Lab. One that we could toggle in the VAB/SPH.

Mine and most other base builds I've seen on the forums here are landed or built on their sides. Here is a couple of mine. 

oYElP8z.png

q5J98ed.png

Looks cool on the outside but switching to IVA and looking out a porthole is disorienting.

Now that cutaway views will become a thing in 1.1, seeing the original IVA turned on it's side will just look weird in cutaway view and I will probably just disable it for these builds. 

Here is a pic of a crude 3D mock up I created in AutoCad that will give you an idea of what I'm suggesting.      

vRvXH4G.png

Shown here is a second cupola that is not a command pod but is closer to the one in ISS. When attached to a Hitchhiker, merges both internal spaces into one room.

This would be something I would like to see in a mod or in a future build of KSP. What say you? 

Link to comment
Share on other sites

2 hours ago, Landge said:

Not so much a part itself but an perhaps have an optional horizontal IVA model for the Hitchhiker and Mobile Lab. One that we could toggle in the VAB/SPH.

Mine and most other base builds I've seen on the forums here are landed or built on their sides. Here is a couple of mine. 

oYElP8z.png

q5J98ed.png

Looks cool on the outside but switching to IVA and looking out a porthole is disorienting.

Now that cutaway views will become a thing in 1.1, seeing the original IVA turned on it's side will just look weird in cutaway view and I will probably just disable it for these builds. 

Here is a pic of a crude 3D mock up I created in AutoCad that will give you an idea of what I'm suggesting.      

vRvXH4G.png

Shown here is a second cupola that is not a command pod but is closer to the one in ISS. When attached to a Hitchhiker, merges both internal spaces into one room.

This would be something I would like to see in a mod or in a future build of KSP. What say you? 

With the release pf 1.1 I plant to attempt something akin tp this, althpugh seeong it in stock eould be embraced with open arms!

Link to comment
Share on other sites

I did put all parts I felt where missing into my thread, linked in the first page.

My list; either for parts count, Burn-time sanity or just plain usefulness in exploration :
 - Bigger fixed solar panels (say 2x2 or 3x3... that would correctly attach on wings), the Balka solar panel from COSMOS (both half and double), and the TrioPannels from FutureSolar. (Parts Count)
 - 2,5m Nerva, possibly 240-280 Kilo-newton (to keep same Thrust to weight on the engine (parts-count). <-- Old FNmT280 nerva from "KommitNucleonics" is the most beautiful of the lot I have ever used.
 - 1,5m RTG (Free power, replaces say, 10 small ones, if not more (parts-count)
 - Nuclear Reactors... 1,25m/2,5m (Produce lots of power, runs on same mechanics than fuel-cell [start/stop], consumes Uranium instead of LFO, and lasts a long time [very efficient]). 
 ----> Small=50 Ur, large=400 Ur? (parts-count/exploration)
 - Bigger Ion engines.  Most build I see, people have between 4-30 of them.  So say a 1.25m (25KN) and 2.5m(100KN) ? (Parts-count)
 - Electrical Propellers... Mainly for exploration.  None in the game so far.  Perfect for atmospheric worlds without Oxygen. (Exploration)
 - A basic, V-shaped 1.25m, 2-kerbal capsule (early in tech tree), and an advanced 6-kerbal capsule (late in tech tree, with lots of built in RCS/thrusters and ASAS) -- Utility.
 - Better looking LF tanks or a fuel switcher for us to pick what we need.  Speaking of tanks, how about spherical tanks?  You can make them with Procedural fuel tanks, but a stock one or 5 would be nice to have.

 (The 3 next ones are low priority but I will always use them; might as well mention them)
 - Since RemoteTech-alike changes are coming in 1.2, the Origami antenna... It's on the mod forums and still work fine so far. (utility/range; good since some of us will install OPM in 1.1)
 - Something like the M27-Cockpit from b9 Aerospace.  It makes a really nice "truck cockpit" for a rover and other utility craft. 
 - A windowed cockpit like the Ke-111 from SxT Mod or bubble cockpit from "Oblivion"

Okay so my list actually increased a bit since last time.  I actually cleaned-up all my installs since 0.24 and I had a lot of nostalgia parts I have yet to find proper substitutes for.
I left out the old Interstellar radiator (which I modded with some help from ppl last week, since nothing was quite to my satisfaction) because the stock ones do the job perfectly.  It's just more beautiful imho, lol.

I also left out the old parts from "Ion Hybrid-Electric Pack Engine" old mod.  Beautiful end-game 250KN thrust ion engine (well used a mix of LF+O+Xe+Electricity, but that's easy mod-able). 
I have not tried to update them since 0.24, I might give it a shot in 1.1, but not sure if compatible anymore...  So I do not specifically ask for them, but if anyone wants to update them, go ahead, I'd like that !
Haha !  Just fixed them so they work.  I think.   Testing required, which I am doing now.

That being said, a huge Thank you to the modders that are still updating their mods
Another Huge thank you for ppl who helped me getting the darned Interstellar Radiator working...
And a special Thank you to Necrobones, who's parts I use LOTS eversince I found out about them (try and put the small white landing gear in your legacy mod if you can btw!).

 

 

Edited by Francois424
Link to comment
Share on other sites

I'd like to see more thought behind gathering data instead of "land and collect data." Science data becomes much more variable depending on environmental factors. (The new kerbal "science-o-meter")

In short, the goal is to make building manned rovers much more attractive.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...