Jump to content

KSP 2 Ideas that don't merit their own thread.


Recommended Posts

  • 1 month later...
3 minutes ago, PSNDanjam123 said:

Just an Idea if KSP2 does well...

Kerbal Space Program: The Movie

Personally, they shouldn't make a movie at all, in fear of it being absolutely terrible.

Link to comment
Share on other sites

1 minute ago, Catto said:

Personally, they shouldn't make a movie at all, in fear of it being absolutely terrible.

I think it could do well if done properly, think action/adventure/comedy. A mission to the Mun & back or an asteroid threat as examples.

Link to comment
Share on other sites

39 minutes ago, PSNDanjam123 said:

I think it could do well if done properly, think action/adventure/comedy. A mission to the Mun & back or an asteroid threat as examples.

Yeah.

I don't want KSP'S reputation to be damaged beyond repair, though.

Link to comment
Share on other sites

4 hours ago, Kerballego22 said:

I really would love volumetric clouds to to make flying planes more fun, and to add realism.

 

Good news, those are in the game! Check out the Show and Tell channel and the Dev Diary channel to see what stuff the devs are working on. 

Link to comment
Share on other sites

  • 4 weeks later...

I vaguely remember there was a thread. The OP said that rocket science is just like bicycle science --- KSP Players know that they need to pitch up a little when they fly past the ap but hasn't reached orbit, and that if they overdo it they will waste fuel, without calculating everything behind it. That was a long, amazing article. But the thread just vanished. Maybe the author decided to remove it.

Well we can still say that tutorials are very useful --- I have been looking at the KSP wiki for months before I actually design efficient rockets. I can't land on the Mun until I read the "Mun for dummies" for more than 10 times. A year passed before I could perform proper interplanetary transfers without Alexmoon's Transfer Window Planner. Very recently I could make use of gravity assists to lower DV requirements. Tutorials out of game don't have to be videos. I personally prefer text tutorials and I have been reading them since I first joined the KSP community. The "Stock Parts" page has been clicked, like, a hundred times by me. Even now I read some available papers about real rocket science to figure out how to go to B planet from A planet. Old fans of KSP1 will, by nature, transfer their knowledge base to KSP2. A decent amount of them may skip tutorials, while others may watch tutorial videos to support the developers or to get familiar with all the new things.

But what can we see in real life? In the next decade men will be sent to the moon again. ExoMars will be launched. We will see a Mars sample return mission. We will launch probes and landers to the hottest and coldest places of our solar system. When these missions are performed successfully in real life, many people with zero experience in aerospace will be attracted to this field. One good option for them is KSP or KSP2. Trial-and-error is an effective way to foster a new generation of knowledgable space-enthusiasts and even actual future rocket engineers and flight specialists. KSP2 plays a role of "developing interest", while STEM schools can fill their brains up with equations and whatever the actual hard/boring thing is. 

So my suggestions is:

Talk to NASA / ESA / Roscosmos / CNSA / JAXA / ... to

  • add a KSP icon / symbol to a rocket fuselage / payload skin / astronaut suits
  • do a live advertisement from the surface of the moon "Hey there, people on the Earth! Do you wanna go to space just like we do? Well KSP is an amzing way for you to do it! It is a game about ... and already has several million players on the five continents, and also me here on the surface of the moon! ... It's now available on ... at a price of only ... Buy it and you build you own rocket! Isn't this cool?" 
  • ..,

And also...

  • Provide (a limited amount of) free giveaway or discount tokens, available at space / science museums.
  • Hold offline activities and tell people "Hey guys! The xxx mission has successfully sent a rover / lander / orbiter to xxx. Is it hard? Yes! Going to space is hard. Is it easy? Yes! Rocket science is as easy as bicycle science. Do you actually know how to ride a bicycle? If you say yes, how many of you have actually calculated how a bicycle reacts to force and torque applied by the cyclist? [silence] Well, none of you, right? You don't need to get that deep to know how to cycle. You don't need to get that deep to know how to go to space! We are talking about Kerbal Space Program which sends every person with a dream to wherever they want to go, with actual rocket science but without all that maths..."
  • ...

Disclaimer:

  • I'm a student, not some expert engineer or marketing genius. I feel that these ideas are "cool", but whether they could bring more profit to the developer is beyond my knowledge.
  • KSP has already cooperated with ESA and NASA OFFICIALLY. A lot of real space experts started as KSP players, lots of whom are mentioned in the 10th anniversary video. KSP will be written into history textbooks if mankind actually fastforward to Kerbal science, because of millions of STEM students inpired by KSP and build real-life wonders.
Link to comment
Share on other sites

On 5/26/2022 at 3:25 AM, CFYL said:

do a live advertisement from the surface of the moon "Hey there, people on the Earth! Do you wanna go to space just like we do? Well KSP is an amzing way for you to do it! It is a game about ... and already has several million players on the five continents, and also me here on the surface of the moon! ... It's now available on ... at a price of only ... Buy it and you build you own rocket! Isn't this cool?" 

The idea of doing an ad from the moon (for anything!) just made me sick to my stomach

Link to comment
Share on other sites

  • 2 weeks later...
On 5/27/2022 at 8:32 AM, whatsEJstandfor said:

The idea of doing an ad from the moon (for anything!) just made me sick to my stomach

Yeah, that's a bad idea. Something more subtle seems like a good idea, though.

What I came here to suggest, though, are radial separators. It's not super common, but not vanishingly rare either, to want 2 parts of a rocket to separate radially without a decoupler on either. And considering that it probably (???) isn't toooo much work, I think it's worth it.

Edited by LHACK4142
I said radial decouplers lol
Link to comment
Share on other sites

5 hours ago, LHACK4142 said:

What I came here to suggest, though, are radial separators. It's not super common, but not vanishingly rare either, to want 2 parts of a rocket to separate radially without a decoupler on either. And considering that it probably (???) isn't toooo much work, I think it's worth it.

Interesting how different people use parts differently. Personally I believe that even stack separators should be removed from game because they are rarely needed (I don't use them at all and don't even unlock them in career) and at those rare times they are needed, their functionality can be replicated with two decouplers pointing at different directions. So they just clutter the interface for me.

If we are speaking about suggestions, mine would be to remove separators as a part and make them as switchable version of decouplers. And it could be for both stack and radial decouplers. This would be more logical and would reduce number of parts in editor

Link to comment
Share on other sites

6 hours ago, desert said:

So they just clutter the interface for me.

That's a UX/UI issue, not a decoupler issue. Plus this affects everyone, especially those that have actual uses for stack separators. Just no with this idea.

Link to comment
Share on other sites

Maybe this idea does actually merit its own thread, but I think some sort of customizable/ easily editable in-game KSC should be implemented, so I could choose if I wanted the VAB here, here, or there, or if I want roads to go here and there, or this way instead (Roads are important to me because 80% of what I make in KSP nowadays are ground vehicles), or if I want two runways instead of one, or one runway to be longer. Maybe it shouldn't be that customizable, and maybe the way KSP2 will be made this won't exactly be possible, but I think it would be really cool to add an editable KSC into KSP2 so I could have my own, special space center. However, I'm not sure how that would effect performance on crappy computers, or the size of the game itself.

Edited by Ben J. Kerman
I think that maybe I say maybe too much.
Link to comment
Share on other sites

11 minutes ago, Ben J. Kerman said:

Maybe this idea does actually merit its own thread, but I think some sort of customizable/ easily editable in-game KSC should be implemented, so I could choose if I wanted the VAB here, here, or there, or if I want roads to go here and there, or this way instead (Roads are important to me because 80% of what I make in KSP nowadays are ground vehicles), or if I want two runways instead of one, or one runway to be longer. Maybe it shouldn't be that customizable, and maybe the way KSP2 will be made this won't exactly be possible, but I think it would be really cool to add an editable KSC into KSP2 so I could have my own, special space center. However, I'm not sure how that would effect performance on crappy computers, or the size of the game itself.

I'd love that! maybe a more user friendly kerbal konstructs

 

Link to comment
Share on other sites

On 3/14/2022 at 12:06 AM, Catto said:

If you want it to be scientifficly accurate, which it will be, for a challenge if you were in medium-low altitude of a gas giant you couldn't transmit anything, cause of science. Also maybe pressure that can crumple parts, and also heat shields that will turn black based on how charred they got.

The gas giant no transmit should be an option that you can turn off/on in the game's settings.

Or, to get around this, laser antennas because normal radio waves can't go through gas giants.

The probe we dropped into Jupiter send back data, no you can not transmit while inside the fireball going in, assume it is another cut of depth but its probably so deep it make Venus surface look friendly. 
But yes Jool just got more weird as they removed the ground and now its transparent if you go deep down. 
Happened the update after I landed Jeb on the surface but was unable to plant a flag so I posted an bug report after recovering him. 
No Idea why they just lowered the surface 3 kilometer or something. 
Think my last time down there temperature was so high the kerbal could only survive outside the capsule for estimated less than an minute who makes sense. 

Link to comment
Share on other sites

On 6/5/2022 at 7:02 PM, Ben J. Kerman said:

Roads are important to me because 80% of what I make in KSP nowadays are ground vehicles

I think it's more or less confirmed, as they showed elements of colony editor in Show and Tell Highlights #3 and there were roads

On 6/5/2022 at 6:21 PM, Bej Kerman said:

That's a UX/UI issue, not a decoupler issue. Plus this affects everyone, especially those that have actual uses for stack separators. Just no with this idea.

Yep, that's why my suggestion is to keep this functionality using part variants

Link to comment
Share on other sites

Just now, desert said:
On 6/5/2022 at 4:21 PM, Bej Kerman said:

That's a UX/UI issue, not a decoupler issue. Plus this affects everyone, especially those that have actual uses for stack separators. Just no with this idea.

Yep, that's why my suggestion is to keep this functionality using part variants

Had I caught that, I would have typed all the same things but prefaced it with "removing stack separators and streamlining stack separators are contradictory ideas so I'll just complain about the worse one". Integrating them as different variants does sound like a good idea, providing that the paint jobs and textures are separated from functions this time round and not mashed into the same thing as KSP 1 did.

Link to comment
Share on other sites

  • 3 weeks later...

I don't think this would need a new thread so here is one proposition :

Replay system, it would be nice to have if you want to see how your launch failed, or if you want to do movies in KSP2, allowing for more camera angles

Edited by shinya
Link to comment
Share on other sites

Really really really big batteries, enough to make storing energy for a night viable with just 5-10 big batteries

edit: storing energy for a mid-tier colony, I mean. 

Edited by t_v
Link to comment
Share on other sites

  • 2 weeks later...

I’d love to be able to see orbital data for things other than my current orbit. For example, if I plan a maneuver and I want a certain orbital period, I want to be able to access real-time data on the new orbit, after the maneuver. If right-click menus are still a thing, this could go alongside the “warp here” and “create maneuver “ buttons. 

Link to comment
Share on other sites

×
×
  • Create New...