GoldForest Posted September 11, 2019 Share Posted September 11, 2019 I just thought of something that would be neat to have in KSP 2. I don't know exactly what it's called, but basically when the control surfaces don't follow the engine gimbal or thrust vectoring. Think the F-22. It can pitch it's nose about 15 degrees or so upwards, but angle its thrust in a way that it can slide parallels to the ground. Detached thrust and control surfaces basically. Link to comment Share on other sites More sharing options...
KerikBalm Posted September 11, 2019 Share Posted September 11, 2019 Thats just post stall maneuvering/manuevring at a high AoA- you can already do that. Link to comment Share on other sites More sharing options...
Sunshadow Posted September 11, 2019 Share Posted September 11, 2019 I hope we will get an easier way to put payload stuff like rovers inside the transportation vehicles. Link to comment Share on other sites More sharing options...
Turbo Ben Posted September 11, 2019 Share Posted September 11, 2019 What I'd really like is support for more than 1 monitor. I have 3 and the only way I can use them all is by using Nvidia's span function, which is less than ideal. Link to comment Share on other sites More sharing options...
Sirad Posted September 12, 2019 Share Posted September 12, 2019 If not mentioned already: Large liquid fuel Tanks that doesnt look Airplanish Link to comment Share on other sites More sharing options...
Xd the great Posted September 12, 2019 Share Posted September 12, 2019 16 minutes ago, Sirad said: If not mentioned already: Large liquid fuel Tanks that doesnt look Airplanish Or modular tanks that can have its contents switched out. Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted September 12, 2019 Share Posted September 12, 2019 Make OPM stock lol Link to comment Share on other sites More sharing options...
Snark Posted September 12, 2019 Share Posted September 12, 2019 4 hours ago, TheKSPBeginner said: Make OPM stock lol Not gonna happen (either literally, or in the sense of "add more planets to the outskirts of the system"). They've explicitly stated that they're not adding any new celestial bodies to the kerbals' home solar system. New planets will go in new solar systems. Link to comment Share on other sites More sharing options...
Spaceception Posted September 12, 2019 Share Posted September 12, 2019 (edited) On 9/4/2019 at 3:25 PM, tater said: Arguing that I'm wrong to use "program"? Fine, call them launch and spacecraft providers, whatever you want to call a generic entity that sends stuff to every world in the solar system. Bottom line is that that is a thing in KSP already, it's just very poorly done. Improved KSP would take that fact and run with it. Rescue contracts? Sure, how about other entities with stations or bases that seek resupply? That's a pretty normal KSP type contract, and it might be fun to visit an alternate station/base that you didn't design. Maybe another program sends a craft to grab a asteroid, and it bumped the thing and broke the engine off, and they ask for their crew to be rescued, AND they offer more funds if you can move the thing into a stable orbit around wherever. Instead of a single kerbal in a single part, you rendezvous with a large ISRU craft attached to an asteroid with 5 crew. Even if not an explicit race, it might be cool (and instructive for new players) to see other programs flying stuff at certain launch windows. When a Duna window opens, you might see a spacecraft on the map you can check out (but not interact with) that does a TDI burn. If you highlight it, and stay in map mode, you see the maneuver it does, go to external view, and you can see what that craft looks like. Hmm, when the devs show themselves here and (hopefully!) take more questions, you should ask if that could be planned for the future (could definitely enhance progression mode) or can be at least moddable. I had no idea how much I wanted to see that until I did. What was that Henry Ford quote again? Edited September 12, 2019 by Spaceception Link to comment Share on other sites More sharing options...
Muetdhiver Posted September 13, 2019 Share Posted September 13, 2019 I really hope to see better ground exploration w.r.t to rovers and all. At the moment it is all so limited. What would be really cool is being to set a waypoints to rovers and let them slowly move along, including during timewarp, while you do other things*. *Such as landing the return vehicle at the last waypoint for example. Link to comment Share on other sites More sharing options...
pquade Posted September 14, 2019 Share Posted September 14, 2019 It occurs to me this is a chance to correct something wrong about asteroids. Could the classes be changed to reflect the real world classification system?https://solarsystem.nasa.gov/asteroids-comets-and-meteors/asteroids/in-depth/#many_shapes_and_sizes_otp Link to comment Share on other sites More sharing options...
Guest Posted September 14, 2019 Share Posted September 14, 2019 Optimization. Having settings that actually change the game's performance (in recent games low/medium/high means nothing) Link to comment Share on other sites More sharing options...
Zarkov2 Posted September 15, 2019 Share Posted September 15, 2019 I hope they change the tourism missions a bit in KSP2. IMHO, they get a bit over the top in KSP once you have been to other planets. It seems illogical that a group of tourists show up, all expecting to go to different destinations, including different planets. Maybe I'm just being lazy or doing it wrong, but it creates an incentive to hold off with visiting other planets until you have milked tourism a bit, and then basically forget about those missions. I think it would make more sense (and be more interesting) if the player were able to define travel itineraries, and then, depending on what was included, get some bonus reward for completing the whole trip. Link to comment Share on other sites More sharing options...
Arugela Posted September 15, 2019 Share Posted September 15, 2019 (edited) I want a 600-1000 part aricraft to have little to no lag! 8) (On my Phenom II 1100T cpu!!) I think they can do better actually. 5000 should be the minimum!! ;D And linux. but I guess if it's in KSP1 also I won't care much. Edited September 15, 2019 by Arugela Link to comment Share on other sites More sharing options...
horace Posted September 17, 2019 Share Posted September 17, 2019 I hope it is free Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 17, 2019 Share Posted September 17, 2019 1 minute ago, horace said: I hope it is free Not gonna happen. Developers need to make money. Link to comment Share on other sites More sharing options...
Blaster84x Posted September 18, 2019 Share Posted September 18, 2019 My hopes are full mod support, Minecraft-style private servers and no Denuvo (or their competitors)... It would be cracked in a few weeks, make the game more expensive (license costs) and just decrease performance. Source: wiki/Denuvo/Controversies. Link to comment Share on other sites More sharing options...
Tw1 Posted September 18, 2019 Share Posted September 18, 2019 (edited) Radical suggestion: When a kerbal dies, a ghost pops up for a while, like when a pikmin is killed in pikmin, and vanishes in the direction of kerbin. IDK. could be cooler than just *poof* I do hope they work on the kerbals from the demo and trailer. The green looked wrong. IMHO, the texture replacer standard pack has a good range of skin tones which look right on kerbals. Also, with the space center - I suspect that having flat clear ground encourages people to experiment and build contraptions. Nothing to hit, means you can fly any nonsense around as much as you like. So I think they should keep some area around launch facilities like that. Edited September 18, 2019 by Tw1 Link to comment Share on other sites More sharing options...
Ethan Kerman Posted September 18, 2019 Share Posted September 18, 2019 FTL DRIVE PEOPLE Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 18, 2019 Share Posted September 18, 2019 9 minutes ago, Ethan Kerman said: FTL DRIVE PEOPLE Not gonna happen on stock 8 hours ago, Tw1 said: Radical suggestion: When a kerbal dies, a ghost pops up for a while, like when a pikmin is killed in pikmin, and vanishes in the direction of kerbin. IDK. could be cooler than just *poof* Great idea for a mod Link to comment Share on other sites More sharing options...
Arugela Posted September 19, 2019 Share Posted September 19, 2019 (edited) On 9/17/2019 at 3:56 PM, RealKerbal3x said: Not gonna happen. Developers need to make money. No, they need to make games. Money is incidental and should be based on merit! 8) And we do not know if kerbals have souls. Just look at jeb. They're more like plantine automatons! Technically if they die they just add an insignificant chance of life developing on a new planet. Or adding minute amounts of bacteria and plant matter and potentially seeds into the soil to begin to teraform it in a million or so years. Enough crashes and you will increase the density of soil composition and life will begin! But they jipped the feature with parts count limits and the inabiilty to easily load a few miillion kerbals into a ship to do full teraforming campaigns. Has anyone tried doing this in game yet? it could be a hidden feature! Edited September 19, 2019 by Arugela Link to comment Share on other sites More sharing options...
Epox75 Posted September 19, 2019 Share Posted September 19, 2019 (edited) I'd love to see a tool equivalent to Transx in Orbiter: http://orbiter.quorg.org/ either stock or in a mod and then permanent footprints on non atmospheric planets and and global dust storms covering my solar panels on Duna! (RIP Opportunity) Edited September 19, 2019 by Epox75 added another wish :) Link to comment Share on other sites More sharing options...
runner78 Posted September 19, 2019 Share Posted September 19, 2019 I need something like Kerbal alarm clock in stock. It' easy to forget planed maneuvers with many active flights. Or hard to planing launch windows without helpers. Maybe as part in the progression mode. Link to comment Share on other sites More sharing options...
Tw1 Posted September 19, 2019 Share Posted September 19, 2019 One other thing, while I remember: The Mun's crater distribution seemed like it had room for improvement to me. This time around, I would like to see more differentiation between the nearside and farside. I wouldn't mind if they kept the steep mountains at the poles though. (And if they kept very similar landforms near the prograde point I would be surprised and very happy as I can build a third iteration of my "city" there, but that's just me, and I'm not actually expecting that.) Link to comment Share on other sites More sharing options...
Bartybum Posted September 20, 2019 Share Posted September 20, 2019 (edited) On 9/19/2019 at 11:57 AM, Arugela said: No, they need to make games. yeaaaaahhhh look no. they make games because they need money to live a life. Edited September 20, 2019 by Bartybum Link to comment Share on other sites More sharing options...
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