t_v Posted January 2, 2022 Share Posted January 2, 2022 I think this has already been recommended, but a set of buoyancy parts not just for water buoyancy but for air. I saw a recent RSS Saturn video that featured a vacuum optimized craft using an immense balloon to essentially exit the atmosphere of titan before lighting its engines and I thought that was a pretty cool mechanic to consider building a craft around. Link to comment Share on other sites More sharing options...
Catto Posted January 8, 2022 Share Posted January 8, 2022 I do agree to the monorail part, but i would also adore to see ships that fly on their own and kerbal paths. So you can have kerbals walking around your bases on set paths. Link to comment Share on other sites More sharing options...
t_v Posted January 9, 2022 Share Posted January 9, 2022 I think this is already in the game, because we saw volumetric clouds on a planet that looked like Eve, but could you also have clouds on gas giants? It would be cool to see Everest-sized cloud fronts in the distance as you slowly approach them (this would also go well with bases on gas giants supported by giant balloons, hence the buoyancy parts. It would also be a nice landing challenge if you can’t come in from above without popping the balloon and sending your base into the depths…) Link to comment Share on other sites More sharing options...
TheOrbitalMechanic Posted January 10, 2022 Share Posted January 10, 2022 On 1/8/2022 at 5:05 PM, t_v said: could you also have clouds on gas giants? They basically confirmed this in the clouds show and tell a while back. https://forum.kerbalspaceprogram.com/index.php?/topic/201418-show-and-tell-clouds/ Link to comment Share on other sites More sharing options...
DerkyJerkyWreaksHavoc Posted January 10, 2022 Share Posted January 10, 2022 On 7/25/2021 at 7:01 PM, Admiral Fluffy said: So i was looking around the KSP 2 Develpompent ideas, and I couldn't find any "General Ideas" Threads. So I made one. My Ideas: In the colony construction, let us make monorails that can take Kerbal diffent places, or even another colony. The rails would be fairly cheap, but the train part would be much more expensive. The part manufactutear would be KNRF, or Kerbin National Railway Foundaion. Yet another plug to get my fake company into KSP 2. So that is my short idea! Also, please put exoplanet ideas into this thread. https://forum.kerbalspaceprogram.com/index.php?/topic/203802-exoplanet-ideas/ so we would have extra terrestrial mickey mouse terrorizing the kraken with his magic wand? seems sufficient to me Link to comment Share on other sites More sharing options...
darthgently Posted January 10, 2022 Share Posted January 10, 2022 No "stowaways" at launch. If the player doesn't put a kerbonaut on a craft, then there will be no kerbonauts on craft. Or at least an ability to kick them off the craft on the launch pad without need to revert. Link to comment Share on other sites More sharing options...
Bej Kerman Posted January 10, 2022 Share Posted January 10, 2022 1 hour ago, darthgently said: No "stowaways" at launch. If the player doesn't put a kerbonaut on a craft, then there will be no kerbonauts on craft. Or at least an ability to kick them off the craft on the launch pad without need to revert. 1. This is already a difficulty option 2. EVA, walk to safe distance, recover stowaway or just launch. This really doesn't need its own set of features. Link to comment Share on other sites More sharing options...
AtomicTech Posted January 10, 2022 Share Posted January 10, 2022 On 1/2/2022 at 6:59 AM, gussi111 said: What do you guys think about adding lithobraking parts like air balls that rover opportunity used on Mars for conserving fuel? That might be the most Kerbal suggestion I've heard. Link to comment Share on other sites More sharing options...
AtomicTech Posted January 10, 2022 Share Posted January 10, 2022 2 hours ago, Bej Kerman said: 1. This is already a difficulty option 2. EVA, walk to safe distance, recover stowaway or just launch. This really doesn't need its own set of features. I'd disagree, It'd be nice to be able to manage crew on the launch pad. Link to comment Share on other sites More sharing options...
Bej Kerman Posted January 10, 2022 Share Posted January 10, 2022 2 hours ago, AtomicTech said: It'd be nice to be able to manage crew on the launch pad. By EVA-ing, yeah. Link to comment Share on other sites More sharing options...
AtomicTech Posted January 10, 2022 Share Posted January 10, 2022 4 minutes ago, Bej Kerman said: By EVA-ing, yeah. That'd take too much time, especially w/larger crews. Link to comment Share on other sites More sharing options...
Bej Kerman Posted January 10, 2022 Share Posted January 10, 2022 Just now, AtomicTech said: That'd take too much time, especially w/larger crews. if you've got larger crews then the individual kerbals 99% likely don't matter. Link to comment Share on other sites More sharing options...
Pthigrivi Posted January 10, 2022 Share Posted January 10, 2022 I don't understand this. Whats wrong with reverting to VAB if the crew compliment isn't what you wanted? Link to comment Share on other sites More sharing options...
darthgently Posted January 10, 2022 Share Posted January 10, 2022 49 minutes ago, Pthigrivi said: I don't understand this. Whats wrong with reverting to VAB if the crew compliment isn't what you wanted? Because I often launch craft with zero crew, or undercrewed. I specifically set the crew to what I want only to find on launch that a seat I wanted empty has been filled by KSP. So now I don't have room for the kerb I'm going to rescue etc. Any other questions? Link to comment Share on other sites More sharing options...
Pthigrivi Posted January 10, 2022 Share Posted January 10, 2022 Sorry I didn't mean to be snarky, I genuinely didn't understand. Yeah the whole crew assignment thing is actually a problem. I feel like I've been trained to check so I haven't noticed in a while but it seems like if you add one part or disconnect a bunch of parts to add one in the middle in the VAB it dumps all your crew and you have to re-fill the seats, or something? There definitely should be some more predictable behavior here. And eventually we're going to have potentially hundreds of colonists so I feel like there has to be some kind of streamlined crew-assignment UI to move personnel around. I don't see why it couldn't be used to swap people out on the launchpad. Link to comment Share on other sites More sharing options...
darthgently Posted January 11, 2022 Share Posted January 11, 2022 To be clear, when I wrote being able to remove them at the launch pad, I meant that they'd just go away. Not like they'd be living homeless on the launchpad like it was downtown San Francisco Link to comment Share on other sites More sharing options...
Bej Kerman Posted January 11, 2022 Share Posted January 11, 2022 15 hours ago, darthgently said: To be clear, when I wrote being able to remove them at the launch pad, I meant that they'd just go away. Not like they'd be living homeless on the launchpad like it was downtown San Francisco Does it matter? Link to comment Share on other sites More sharing options...
AtomicTech Posted January 11, 2022 Share Posted January 11, 2022 21 hours ago, Pthigrivi said: Sorry I didn't mean to be snarky, I genuinely didn't understand. Yeah the whole crew assignment thing is actually a problem. I feel like I've been trained to check so I haven't noticed in a while but it seems like if you add one part or disconnect a bunch of parts to add one in the middle in the VAB it dumps all your crew and you have to re-fill the seats, or something? There definitely should be some more predictable behavior here. And eventually we're going to have potentially hundreds of colonists so I feel like there has to be some kind of streamlined crew-assignment UI to move personnel around. I don't see why it couldn't be used to swap people out on the launchpad. That's kinda what I was getting it! Link to comment Share on other sites More sharing options...
adsii1970 Posted January 12, 2022 Share Posted January 12, 2022 On 1/10/2022 at 4:56 PM, darthgently said: Because I often launch craft with zero crew, or undercrewed. I specifically set the crew to what I want only to find on launch that a seat I wanted empty has been filled by KSP. So now I don't have room for the kerb I'm going to rescue etc. Any other questions? One of the easiest fixes for this would be something I hoped they'd implement in the current game. Okay, I've used PhotoShop here to add a visual representation of what I am talking about - a grey box in an "empty seat" where the avatar would normally be. And when this grey box is checked, a red "x" appears as a way to keep the game from assigning a Kerbalnaut to that seat. So, that way, when you launch and revert, correct the ship, and go to launch it again, there's still two crew and two empty seat. But once the ship is out of the craft editor, the empty seats behave as they do now. Link to comment Share on other sites More sharing options...
darthgently Posted January 12, 2022 Share Posted January 12, 2022 46 minutes ago, adsii1970 said: One of the easiest fixes for this would be something I hoped they'd implement in the current game. Okay, I've used PhotoShop here to add a visual representation of what I am talking about - a grey box in an "empty seat" where the avatar would normally be. And when this grey box is checked, a red "x" appears as a way to keep the game from assigning a Kerbalnaut to that seat. So, that way, when you launch and revert, correct the ship, and go to launch it again, there's still two crew and two empty seat. But once the ship is out of the craft editor, the empty seats behave as they do now. Excellent! Link to comment Share on other sites More sharing options...
Catto Posted January 12, 2022 Share Posted January 12, 2022 I also really hope they focus on underwater exploration. Like underwater features, fish on Kerbin and other planets with oceans where fish COULD be, Just to y'know bring life to the marine a little bit! Link to comment Share on other sites More sharing options...
problemecium Posted January 12, 2022 Share Posted January 12, 2022 (edited) Has anyone brought up the idea of having mods segregated by saves? Imagine if you could have your vanilla career save and a RSS/RO save and a KSPIE save, etc. all accessible in the menu together, and have the game load the mods each one uses when you select it. Then we wouldn't have to restart the whole KSP executable and watch it overlay a grid onto Bezier curves for two to ten minutes every time we want to switch between save files, and even better we wouldn't have to either uninstall and reinstall mods or have multiple copies of KSP installed to allow the different configurations of mods to exist and be accessible. KSP isn't that big a game at barely 2GB, but KSP2 will surely be significantly larger and even with unlimited drive space, managing a bunch of duplicate installations is a big time sink (and even harder for Steam users and (almost impossible for) console users). Edited January 12, 2022 by problemecium Link to comment Share on other sites More sharing options...
Admiral Fluffy Posted January 12, 2022 Author Share Posted January 12, 2022 12 minutes ago, problemecium said: Has anyone brought up the idea of having mods segregated by saves? I legit had that idea this morning. Link to comment Share on other sites More sharing options...
AtomicTech Posted January 12, 2022 Share Posted January 12, 2022 26 minutes ago, problemecium said: Has anyone brought up the idea of having mods segregated by saves? Imagine if you could have your vanilla career save and a RSS/RO save and a KSPIE save, etc. all accessible in the menu together, and have the game load the mods each one uses when you select it. Then we wouldn't have to restart the whole KSP executable and watch it overlay a grid onto Bezier curves for two to ten minutes every time we want to switch between save files, and even better we wouldn't have to either uninstall and reinstall mods or have multiple copies of KSP installed to allow the different configurations of mods to exist and be accessible. KSP isn't that big a game at barely 2GB, but KSP2 will surely be significantly larger and even with unlimited drive space, managing a bunch of duplicate installations is a big time sink (and even harder for Steam users and (almost impossible for) console users). That would be a solid idea! Link to comment Share on other sites More sharing options...
Staticalliam7 Posted January 12, 2022 Share Posted January 12, 2022 Soot effects would be really nice, like how Tundra's Falcon 9 tanks can have soot toggled Link to comment Share on other sites More sharing options...
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