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When ksp2 comes out, what mods will you want to see for it?


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Weapons! My friends and I are all military aviation nerds, and having a game where we can design crazy aircraft and then smack on whatever weapons system we want would be fantastic. 

In combination with that, if the stock aerodynamics aren't great, an aerodynamics overhaul mod would be in order. Plus general atmospheric flight parts to make things even more interesting and varied. 

I do plan on doing the whole space exploration thing with my buddies, but being able to set up wargames as an alternative to the base game is something I've always wanted from KSP. Dogfights, bombing runs, high altitude recon, and nuking the moon are all things I look forward to in KSP2. I know it's supposed to be a light-hearted game about space and exploration, but I know there are other folk like me with coding and modeling experience that can make this dream a reality. 

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10 hours ago, Domonian said:

I know it's supposed to be a light-hearted game about space and exploration

More than that there's the fact that KSP is an all around terrible game for war and conflict.

Trailmakers, Besiege, Space Engineers, Robocraft and at least 50 other similar titles are all better equipped for that.

I'll never stop thanking Bahamuto for abandoning BDArmory and making VTOL VR instead, it's one of my favorite VR games now.

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12 hours ago, Master39 said:

More than that there's the fact that KSP is an all around terrible game for war and conflict.

Trailmakers, Besiege, Space Engineers, Robocraft and at least 50 other similar titles are all better equipped for that.

None of those games provide the scale or systems compared do what KSP has to offer. Space engineers is about the closest game there is to it, but that's just because its also big and in space, the actual building and combat isn't my style. Stormworks and From the Depths are also close, but the blocky style of building still doesn't suit my needs. The plug-and-play aspect of KSP in combination with the technical systems (plus the planets) are all things I want to be able to play with, both exploratory and explode-atory. Given that multiplayer is a major aspect of KSP2, I don't see a world where mods about combat aren't made. It's going to happen sooner or later, so I'm excited :)

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7 hours ago, Domonian said:

None of those games provide the scale or systems compared do what KSP has to offer. Space engineers is about the closest game there is to it, but that's just because its also big and in space, the actual building and combat isn't my style. Stormworks and From the Depths are also close, but the blocky style of building still doesn't suit my needs. The plug-and-play aspect of KSP in combination with the technical systems (plus the planets) are all things I want to be able to play with, both exploratory and explode-atory. Given that multiplayer is a major aspect of KSP2, I don't see a world where mods about combat aren't made. It's going to happen sooner or later, so I'm excited :)

The lack of any kind of complex damage system for KSP is just a big nono for me in terms of combat, everything is either entirely functional or exploded in a puff of smoke, the blockiness of other games allows for a more refined and playable damage system.

As for the size of the solar system, it only increases the waiting times for everyone, and the only reasonable tactic is fighting for the control of the KSC and/or destroying it to deny access to space to your enemy. (and forget missiles, just redirect asteroids)

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22 minutes ago, Master39 said:

As for the size of the solar system, it only increases the waiting times for everyone, and the only reasonable tactic is fighting for the control of the KSC and/or destroying it to deny access to space to your enemy. (and forget missiles, just redirect asteroids)

I’m not personally interested in combat, but I think you just described the appeal of KSP combat. The real orbital mechanics turn warfare into essentially a stellar RTS game that simultaneously allows for control over planets and shipment of people and supplies and whatnot, and close dogfights and other conflict-filled encounters that play more like other games, with the added bonus of realism. 
 

And then with the asteroid, you described the second appeal. KSP allows you to be very creative, and this can apply to conflict as well. Other games will have dedicated weapons (and you can always use the good ‘ol ramming option) but don’t allow you to construct a station that drops guided meteors on people. In short, KSP combat, despite its limitations, has an appeal that other games don’t match, and if someone wants to install a mod that replicates that with the expanded capabilities of KSP 2, then that is up to them whether they find it worthwhile or not. 
 

As for me personally, my ideal playing experience is with many, many systems and planets, so I’ll find a way to cram as many planet packs into the game as possible. Then, I’d love a more in-depth astronomy mod that visually represents the light dips as planets pass in front of stars and the spectrograph readouts from stars and planets, which you can then interact with to uncover information about the system. I’m planning to create that mod if it isn’t out, so hopefully it goes well!

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In terms of mods I'd like to see:

  • Surface-to-space laser propulsion, as a method of early-game interstellar travel.
  • Kilometer-long magnetic "railgun" mass drivers, as a cheap method of interplanetary travel (after the extreme cost of building the mass driver itself, interplanetary launches can happen with very little debris left behind).
  • Orbital colonies, akin to those found in The High Frontier by Gerard O'Neill.
  • Underwater colonies, like concepts for colonies on Europa. (Would also require subnautical ship and colony parts to be implemented.)
  • Surface 'gravity rings', which spin to generate 1g with the net force of a planet or moon's own gravity (this requires a specialised diagonal surface, whose tilt will differ depending on the parent body's gravity).
Edited by intelliCom
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1 hour ago, t_v said:

I’m not personally interested in combat, but I think you just described the appeal of KSP combat. The real orbital mechanics turn warfare into essentially a stellar RTS game that simultaneously allows for control over planets and shipment of people and supplies and whatnot, and close dogfights and other conflict-filled encounters that play more like other games, with the added bonus of realism. 
 

And then with the asteroid, you described the second appeal. KSP allows you to be very creative, and this can apply to conflict as well. Other games will have dedicated weapons (and you can always use the good ‘ol ramming option) but don’t allow you to construct a station that drops guided meteors on people. In short, KSP combat, despite its limitations, has an appeal that other games don’t match, and if someone wants to install a mod that replicates that with the expanded capabilities of KSP 2, then that is up to them whether they find it worthwhile or not. 
 

As for me personally, my ideal playing experience is with many, many systems and planets, so I’ll find a way to cram as many planet packs into the game as possible. Then, I’d love a more in-depth astronomy mod that visually represents the light dips as planets pass in front of stars and the spectrograph readouts from stars and planets, which you can then interact with to uncover information about the system. I’m planning to create that mod if it isn’t out, so hopefully it goes well!

Space war is either extremely boring, extremely one sided or extremely unrealistic.

And, in KSP's context, the winner is chosen 9 times out of 10 by whatever multiplayer warp system they implement, whoever controls the timewarp wins.

 

You can make it work, you can amicably organize battles within limited areas and rules of peaceful approach, allowing everyone to bring their assets to de designated battle ground, but at that point you have removed all advantages of having a fully modeled solar system and orbital mechanics and that means that other games are better at that.

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22 hours ago, Master39 said:

More than that there's the fact that KSP is an all around terrible game for war and conflict.

Real life is also a terrible place for war and conflict but people still want to do it. :(

Back to the OP.

On 7/17/2022 at 6:12 PM, catloverjerrygarcia said:

For me this all depends entirely on what's in the box/under the hood.  Figuratively speaking of course.

I'll probably remake the techtree and consider simplifying or extending the resource system.  Depends on how it is implemented.   

 

 

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35 minutes ago, Master39 said:

Space war is either extremely boring, extremely one sided or extremely unrealistic.

I personally don’t like fast-paced fighting where skill and reflexes are involved, my personal preference if I am playing a combat game is something like  Civilization where combat is something that is slow and built up to and planned instead of tied up in execution. You can say that you don’t consider Civilization a fighting game but it has just as much conflict as your average shooter. It comes down to personal preference and what might be boring for one person won’t be for another. 
 

10 minutes ago, theJesuit said:

Real life is also a terrible place for war and conflict but people still want to do it. :(

Agreed, and let’s do our best to keep war out of real life and KSP 2. But I don’t particularly see the point of opposing someone’s interest in a particular modded experience if they want that. 
 

I just realized, I didn’t mention that I would love to see a FTL mod for KSP 2, because I always loved working my way up to the point where reaching the next system got drastically easier. 

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On 7/18/2022 at 11:59 AM, Master39 said:
On 7/18/2022 at 1:28 AM, Domonian said:

I know it's supposed to be a light-hearted game about space and exploration

More than that there's the fact that KSP is an all around terrible game for war and conflict.

Trailmakers, Besiege, Space Engineers, Robocraft and at least 50 other similar titles are all better equipped for that.

DCS especially. I'm not sure what a military aviation nerd has with modding KSP 2 to have weapons when DCS simulates just about everything inside the cockpits of the available aircrafts.

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If you really want war in space, there's actually a game for exactly that, and it's still not KSP nor kSP 2.

It's called Children of a Dead Earth and it's available on Steam.

The best part is that you are fully able to go thru designing every aspect of your ship, from space-faring systems (propulsion, avionics, RCS, etc), all the way to designing your own nuclear weapons (tho it doesn't do thermonuclear, the best you can get is boosted fission, that's still more than enough for the task at hand).

But you can do missiles, cannons, cannons that fire missiles, nuclear missiles, cannons that fire nuclear shells, and even cannons that fire nuclear missiles. Oh and there's laser weapons too, but you're gonna need a lot more power for those so you're gonna have to have vulnerable radiators.

And the best part?

You can do all of that without having a single chance of slagging any part of my carefully orchestrated peaceful exploration/industrial/trade empire.

That's nice. Because if you did that, I could take a rock and throw it so hard that not only will the KSC no longer exist, neither will half the continent it was on.

Because with KSP 2 they've given us drives powerful enough to be used as weapons, one way or another. And a rock flung at nearly the speed of light will do quite a lot of damage. Why is that? Well it's simple physics.
Remember that kinetic energy is 1/2 MV2?  Now imagine that V is a number that is close to the speed of light, and then remember that you need to square that. Sound familiar? It should. It's getting close to E=MC2. OK, so it's roughly half that. Still a stupendously large amount of kinetic energy.
As in, "gonna have to measure the impact energy in gigatons" type "large" amount of kinetic energy.

I don't even need antimatter to obliterate half a continent. I just need to get a rock going fast enough.

This whole concept is called a Relativistic Kinetic Kill System, or RKKS for short. So flinging "rocks" is one thing. But if they're flinging "RKKS", you and your whole civilization should be either scared into compliance with whatever their demands are, or evacuating whatever was targeted. Because you can't stop it, you can't destroy it, because destroying it will only turn it from a bullet into a load of buckshot, and so the only option is to run from it.
My personal "demands" are quite simple. Just leave me to exploit resources and trade with other players in peace. Or you and maybe several others near you will be reduced to atoms.

My main point here is "Do not upset someone who knows the laws of physics, and has access to high-power propulsion systems".
I'm not afraid of becoming one of the reasons that the various theories about the "Great Filter" exist, at least in-game.

 

Anyways, the thing I want most out of mods of KSP 2 is more planetary systems, and maybe a mod that changes over entirely to restricted n-body physics (planets and moons on rails, asteroids and player constructed vessels subject to forces from ALL of those planets and moons no matter how far away they are).
So basically "planet packs and Principia, but for KSP 2".

Oh yeah and a MechJeb type mod if the stock game doesn't have a tedium-reducing autopilot of some sort.

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Would really appreciate mods like SSTU, it makes building rockets in KSP so much better since you can easily change some parameters instead of adding moar parts

Chatterer and Final Frontier would be lovely too, they add so little yet so much to the game

Outside of this the game seems to cover much more than what I would have asked,

maybe some possible new game mod by modders ? like a different  type of multiplayer from the base game one, or some UI mods ?

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56 minutes ago, SciMan said:

Remember that kinetic energy is 1/2 MV2?  Now imagine that V is a number that is close to the speed of light, and then remember that you need to square that. Sound familiar? It should. It's getting close to E=MC2. OK, so it's roughly half that. Still a stupendously large amount of kinetic energy.
As in, "gonna have to measure the impact energy in gigatons" type "large" amount of kinetic energy.

When you accelerate near light speed, the effective mass of whatever you are moving goes up, and it takes more energy to change its velocity by the same amount, leading up to infinite amounts of energy required to get to light speed, at which point whatever you were pushing is infinitely heavy and large, essentially the size of the universe. Most people think that the highest-density energy storage is antimatter, or maybe a supermassive black hole, but you can store infinite energy in a regular moving object without having to worry about the giant influence of something like a black hole. That sort of system could be used to sustain life for a long time after the stars go out, similar to how living around black holes can. 

44 minutes ago, SSTO Crasher said:

I want outer planets to be stock

I like how the Kerbol system is designed, with each celestial body teaching you new concepts and creating new challenges; Minmus teaches inclination changes and the Oberth effect, Duna teaches interplanetary transfers and resonant orbits, Jool teaches gravity assists so well that I left my first fly through of the system using four assists off of Dres, Eve, Duna, and the Mun when I had never ever done gravity assists before that flight. I've actually never played OPM, but could you name some of the challenges and lessons that make those planets worthwhile (and why they should come before the first interstellar flight instead of after)?

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7 hours ago, Bej Kerman said:

DCS especially. I'm not sure what a military aviation nerd has with modding KSP 2 to have weapons when DCS simulates just about everything inside the cockpits of the available aircrafts.

I can't make my own planes in DCS. I don't just want an aircraft simulator, I want everything KSP2 has to offer PLUS weapons. There are no other games that have what I'm looking for. If I wanted to play DCS, I would go play DCS, and the same can be said about pretty much everything else. 

5 hours ago, SciMan said:

If you really want war in space, there's actually a game for exactly that, and it's still not KSP nor KSP 2.

It's called Children of a Dead Earth and it's available on Steam.

This game does look interesting, but isn't quite what I'm looking for either, for reasons I've stated above.

If I want to nuke a rover or outpost because I don't need it anymore, I want to be able to. That's what sandbox games are about, right? 

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58 minutes ago, Domonian said:

If I want to nuke a rover or outpost because I don't need it anymore, I want to be able to. That's what sandbox games are about, right? 

For people replying to this, remember, this isn’t a request for a stock feature. This is a statement of personal preference for a modded experience. 
 

I really should just think through my list of desired mods instead of adding more piecemeal, but I keep remembering new ones. I’ll definitely be changing up the multiplayer system if that is possible, new multiplayer game modes interest me a lot. 

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1 minute ago, t_v said:

For people replying to this, remember, this isn’t a request for a stock feature. This is a statement of personal preference for a modded experience. 

This! When I said sandbox games I suppose I should have said mods, since this is strictly about personal choice. My bad, got a little carried away I guess.

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53 minutes ago, Domonian said:
6 hours ago, SciMan said:

If you really want war in space, there's actually a game for exactly that, and it's still not KSP nor KSP 2.

It's called Children of a Dead Earth and it's available on Steam.

This game does look interesting, but isn't quite what I'm looking for either, for reasons I've stated above.

If I want to nuke a rover or outpost because I don't need it anymore, I want to be able to. That's what sandbox games are about, right? 

You did say you're a military aviation nerd, so naturally we gave you games that put more emphasis on weapons systems than building your own ships. If building and managing interplanetary and interstellar infrastructure sounds like your kind of game, cool. Just try not to expect anything grand from military mods.

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8 hours ago, t_v said:

For people replying to this, remember, this isn’t a request for a stock feature. This is a statement of personal preference for a modded experience. 
 

I really should just think through my list of desired mods instead of adding more piecemeal, but I keep remembering new ones. I’ll definitely be changing up the multiplayer system if that is possible, new multiplayer game modes interest me a lot. 

I replied with proposals for other games because I play tons of them, I was making the point about it not being a matter of being against violence in videogames or in KSP, it's just a matter of KSP being objectively a terrible game for combat.

Or for racing, or for simulating rollercoasters and train. Or building catapults.

Those are all things you could do with KSP, but that are done 100% better by other games.

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16 hours ago, Master39 said:

it's just a matter of KSP being objectively a terrible game for combat.

Or for racing, or for simulating rollercoasters and train. Or building catapults.

Those are all things you could do with KSP, but that are done 100% better by other games.

It's still fun to try and do.

As for mods, some of the helper mods, FTL mods.

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