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This wishlist is meant to be a source of inspiration for developers and modders and also a tracking system of the things implemented in the game.

General:

Spoiler
  • Public bug tracker [on the forum]
  • Improved physics simulation
    • predictable aerodynamics [v0.1]
    • better wheels
    • lifting body physics
    • ground effect
    • liquid physics / buoyancy [v0.2]
    • craft flex just a little (more realistic) [v0.2]
    • craft break apart due to joint stress and aero-forces (not just heat)
  • Better graphics
    • parts [v0.1]
    • terrain
    • lighting
  • Performance enhancements [v0.1.5]
  • Mission builder
  • Native mod loader
    • dynamic mod loading (preferably in game)
  • Lore related missions [v0.2]
  • Colonies building system
  • Interstellar travel
  • Adventure mode [v0.2]
  • Multiplayer

Lore:

Spoiler
  • anomalies / discoverables [v0.1]
  • vistas [v0.1]
  • more creative content, the celestial bodies still feel barren
  • craft showroom / museum / storage space (with refueling possible)
  • roleplay mode (missions for pilot, scientist, plane / rocket engineer, mission control specialist)
  • memorial (list of fallen kerbal heroes)
  • cinematic cutscenes for historic missions
    • countdown [v0.1]
    • crew walking to the craft
    • kerbal crowds
    • speeches by important kerbal
    • mission control (system checks and their reactions)
    • view from TV cameras
    • kerbal press and media

Kerbals:

Spoiler
  • Appearance
    • hair styles [v0.1]
    • diverse facial features [v0.1]
    • suits / costumes
    • growing beard on missions
    • androids
  • Personality
    • unique appearance [v0.1]
    • animations [v0.1]
    • kerbal families & relationships
    • pets
  • Classes
    • Pilot
    • Engineer
    • Scientist
    • Medic
    • Tourist
    • Colonist
  • Gratitude to heroes
    • medals
    • badges
    • statues
    • recorded biography
    • travel logs
  • Colony gameplay
    • giving orders to kerbals

Progression:

Spoiler
  • probe exploration before manned [v0.2]
  • remove parts count as a limit to progression
  • tutorials [v0.1]
    • helper (as P.A.I.G.E AI)
    • animation videos
    • hands-on explanations
  • achievements
    • Steam achievements
    • in-game milestone badges
    • in-game challenge badges

UI and game mechanics:

Spoiler
  • allow returning to the past after finishing a mission by recording and then reenacting previous actions in sync (to merge sequential and parallel mission play styles)
  • scalable UI [v0.1.3]
  • Editor (construction)
    • Load/Save
      • better file organization
      • distinct auto-saves [v0.1]
      • workspaces with multiple assemblies [v0.1]
    • unified VAB and SPH (change orientation)
    • part comparison tool (ex. for side-by-side engine stats)
    • electrical planner
    • antenna planner
    • heat management planner
    • trip planner [v0.1]
      • delta-V map [v0.1]
      • thrust-weight ratio map [v0.2]
      • mission profile graphics
    • engineer report [v0.1]
      • check-list
      • craft blueprints
      • note taking tool
    • ability to choose which probe core controls the craft from the VAB
    • ability to set the orientation of control part from the VAB
    • gizmos for procedural parts
    • fuel tank grouping (so multiple tanks act as one)
    • attachments
      • ability to close a part loop by attaching the last piece at both ends - right now we have to either build from the middle, attach struts which disappear when staging or use docking ports (which are too big)
      • multi-point attachments [v0.2]
    • vehicle construction time (important for space races)
    • tool to quickly show empty COM (could make use of tank grouping)
  •  
  • Views
    • recording
      • videos
      • snapshots F2 [v0.1]
    • cameras [v0.1]
      • flight
      • orbital
      • chase
      • horizon
      • auto
    • first person kerbal view
    • overlays
      • black and white / fuzzy / sepia for probes
      • simulation mode [v0.1]
        • for tutorials [v0.1]
        • for testing
  • IVA
    • pods interiors
    • crew modules interiors
    • customize IVA cockpits and interiors with stickers
    • moving around inside with kerbals
    • integrate HUD and map view elements in the flight deck instruments
    • Control Room for probes
  • NavBall cluster
    • mach-meter (although mach depends on type of gas and temperature)
    • docking alignment indicator
  • Staging
    • TWR indicator [v0.2]
  • Time warp control
    • merge physics / regular warp [v0.1]
    • warp under acceleration [v0.1]
    • pause - 1x - 10.000.000x in 12 steps [v0.1]
    • allow rotation and holding SAS orientation while warping
  • Parts Manager [v0.1]
    • hide part options not used regularly [v0.1]
  • Map view / tracking station
    • improved tracking station object organization [v0.1]
    • landing trajectory predictions
      • in atmosphere
      • skipping off the atmosphere
      • impact location (biome)
    • automated orbital station keeping (for satellite constellation stability)
    • maneuver nodes
      • map view control
        • pull arrow [v0.1]
        • scroll
      • fine control tool
      • show total delta-V requirements for planned maneuvers
    • reminder alarms
    • lists of nearby
      • kerbals
      • vessels
    • suicide burn / point of no return indicator
    • orbital details
      • AP/PE distance and time to [v0.1]
      • period
      • inclination
      • eccentricity
      • biome below (science location indicator) [v0.2]
    • ability to plant flags
      • on surface [v0.1]
      • underwater
      • view / control flags
  • Flight command and automation
    • in-flight COT, COL and COM overlay
    • VTOL
      • thrust vector control automatic stabilization
      • automated fuel usage priority for stable COM position
    • coordinated aircraft control surfaces (cancelling out unwanted side effects of control surfaces placed at an angle)
    • automated navigation
      • recoverable rocket stages
      • delivery routes / automated transports
        • abstracted
        • physical / visible in flight
      • ability to launch and coordinate multiple small vessels simultaneously (by setting maneuver nodes before launch)
  • Resource management
    • show vehicle construction material costs (total and per stage)
    • dedicated fuel transfer tool [v0.1]
    • dedicated kerbal transfer tool [v0.1]
    • monoprop delta-V
  • Vehicle editor mode (EVA construction)
    • streamlined building, repairing and modification of vehicles (only available when kerbals are nearby using parts from local craft and cargo storage)
    • EVA construction blueprints
  • Visual Scripting Language
  • Support for multiple external monitors

Colonies:

Spoiler
  • Types
    • terrestrial colonies
      • KSC [v0.1]
    • orbital colonies
    • colonies on liquid
      • floating
      • on stilts
    • floating colonies in atmosphere
    • underwater colonies
  • Buildings
    • VAB [v0.1]
    • runways [v0.1]
    • landing pads [v0.1]
    • launch sites [v0.1]
      • land [v0.1]
      • water [v0.1]
    • parking garage [v0.1]
    • R&D [v0.2]
    • training center [v0.1]
  • Colony construction parts:
    • resource transfer
      • pipes
      • electrical lines
      • conveyors
      • roads
        • bridges
        • ramps
        • tunnels
        • suspended
        • railways
    • mass drivers
      • space elevators
      • launchers
        • catapult
        • linear
    • launch tower
      • booster catching arms
    • cranes
    • laser beams (to accelerate solar sails)

Parts:

Spoiler
  • part wear and failure on excessive wear (not random)
  • Kerbal inventory:
    • magnetic boots [v0.1]
      • toggle on/off
    • RCS pack [v0.1]
    • rocket / jet pack
    • scuba equipment
    • tethers
    • rappel ropes
    • flares to light up environment at night
    • parachute
    • air tank
    • snacks
  • Vehicle construction:
    • when parts are clipped together calculate the resulting mass and volume correctly (remove mass of intersecting walls, adjust volume of fuel in intersecting tanks etc.)
    • life support
      • air
      • water
      • snacks
      • radiation protection
    • hull cameras
    • balloons
    • ballutes (to stabilize COM during reentry)
    • airbags
    • allow linking distinct assemblies with struts
    • resource transfer
      • tubes
      • fuel lines
      • tiny docking ports
      • claw
    • procedural parts
      • wings [v0.1]
        • wings with multiple integrated control surfaces and fuel
      • fuel tanks
      • cargo bays
      • trusses and beams
      • radiators
    • propellers
    • aero brakes [v0.1.3]
    • grid fins [v0.1.5]
    • water craft parts
      • floating ships
      • submersibles
    • solar sails
    • deployable ramps for rovers
    • engines
      • engines should not gimbal when they have zero thrust
      • aerospike
        • linear
        • toroidal [v0.1+]
      • rotating detonation
      • nuclear jet
      • 90 / 180 degree thrust vectoring nozzles
    • robotic
      • motors
        • electric
        • fueled
      • smart parts
    • transportation
      • good wheels [v0.1]
      • mattracks (crawler already has them)
      • ski parts (to build sleds, jet skis)
      • mech walker parts
    • landing legs [v0.1]
      • auto-leveling
    • utility weight
      • large (mass simulator)
      • tiny (a small procedural part that can be attached to balance the COM of small probes while conserving area)
    • quantum communication parts late in the tech tree
  • Part visuals:
    • launch tower [v0.1]
      • arms moving
    • launch pad
      • launch sparks [v0.1]
      • water deluge [v0.1]
      • exhaust smoke [v0.1]
    • vehicle
      • propellant venting
      • frosting on cryogenic tanks
      • ice falling off
      • transparent fuel tanks (as a toggle) - like this video
      • sparks and particle effects for friction
      • condensation
        • trails [v0.1]
        • cones
    • engine plumes
      • in atmosphere [v0.1]
      • in space [v0.1]
      • per fuel type [v0.1]
      • per engine type [v0.1]
    • weathering
      • dents, scratches, cracks
      • burn marks
        • on heat shields [v0.2]
      • frozen
      • melted
    • diverse explosions [v0.1]

Science:

Spoiler
  • Planetarium
    • Celestial body synopsis and information (v0.1 in Tracking Station)
    • Scientific details and experiment results
      • gradual discovery of celestial bodies
      • history and evolution of the star system and celestial bodies
      • maps
        • terrain
        • biomes
        • resources
        • anomalies
      • details about layers of celestial bodies
        • radiation belts
        • atmosphere
        • biosphere
        • internal structure
  • Testing facilities (can be abstracted)
    • simulator mode
    • air tunnel / aerodynamic properties
    • RCS placement
    • simulated gravity
    • buoyancy
    • electrical systems (batteries, solar panels)
  • Telescopes
    • ground
    • space
      • regular
      • solar gravitational lensing
  • Experiments
    • use the Kerbalism system of file storage
    • passive experiments
    • experiments that are mini-games
    • microscopic
    • spectroscopy
    • exoplanet atmospheric analysis [v0.2]
    • gravity waves detection with satellite array
    • perform all science button [v0.2]

Communication:

Spoiler
  • visualization of antenna range in map view
  • antenna planner
  • remove dedicated relay function and require 2 antennas to make a relay [v0.2]
  • discourage antenna stacking to increase range
  • add antenna gain/power slider (consumes more EC)
  • data transfer speed [v0.2]

Environment (visual and/or gameplay enhancing):

Spoiler
  • Temperature
    • reentry heating [v0.2]
    • environment heating [v0.2]
    • managing temperature deltas
      • heating
      • boiling
      • freezing
    • melting visuals
    • freezing visuals
  • Atmospheric
    • clouds [v0.1]
      • multiple layers
      • fluffy
    • wind
    • dust
    • haze [v0.1.5]
    • droplets
    • gas heating refraction
    • lightning / thunder
    • auroras
    • shock waves (created by explosions)
    • birds flying
  • Liquid
    • underwater
      • building
      • exploration [v0.2]
      • resources for deep sea mining
      • biomes
      • life
    • objects / events
      • lakes [v0.1]
        • on surface [v0.1]
        • subsurface
      • oceans [v0.1]
        • currents
        • waves [v0.1]
        • tsunamis
      • swimming pool [v0.1]
      • rivers [v0.1]
        • running water
        • waterfalls
      • lava
      • floods
  • Terrain
    • varied surface friction
    • mountains, hills [v0.1]
    • vertical cliffs [v0.1]
    • canyons [v0.1]
    • sinkholes [v0.1]
    • volcanoes [v0.1]
    • caves
    • lava tubes
    • crevasses
    • earthquakes
    • mud
    • quicksand
    • frozen bodies of liquid
      • glaciers
      • icebergs
      • frozen lakes
    • destructible terrain
      • landslides
      • avalanches
      • holes in the ground when landing caused by engine exhaust
      • explosion craters
    • other visuals
      • footprints
      • wheel tracks
      • permanent route marks
  • Scatter
    • collidable
    • grass / flowers [v0.1]
    • trees [v0.1]
    • rocks [v0.1]
    • planetary rings [v0.1]
    • debris fields
  • Particle aggregation
    • rain
    • snow
    • sand
    • dust
    • influencing solar panels
    • weight influencing building physics
  • Planetary weather systems
    • climate [v0.1]
    • seasons
    • dust storms
    • snow storms
    • rain storms
    • hurricanes
    • tornadoes
  • Space weather systems
    • radiation
    • radiation belts
    • radiation pressure
    • electromagnetic storms / solar flares
  • Gravity wells
    • Lagrange points
    • Black holes
      • time dilation effects
  • Objects in space
    • Multiple star systems
    • Planets and moons
      • Kerbol outer planet
      • tilt [v0.1]
      • high orbital inclination [v0.1]
      • spin axis wobble
      • rogue planet
      • crazy celestial body ideas
    • Comets
      • regular
      • from outside star system
    • Asteroids
    • Oort cloud
    • Other
      • witnessing impacts
      • shooting stars
      • meteor showers
      • finding impact debris

Sound:

Spoiler
  • Main theme
  • Epic music [always has been]
  • Positional audio [v0.1]
  • Count down at launch [v0.1]
  • Chatter
    • mission control [v0.1]
    • crew
    • kerbals talking with each other
  • Engine sounds [v0.1]
  • Propeller / fan noise
  • Sonic boom
  • Environment sounds
    • air/wind [v0.1]
    • thunder
    • rain
    • liquid splashes [v0.1]
  • Action sounds
    • walking / driving on:
      • pavement [v0.1]
      • grass [v0.1]
      • dirt [v0.1]
      • sand
      • ice
      • snow
    • explosions [v0.1]
    • hitting objects [v0.1]
  • IVA
    • ship (stress) sounds
    • beeps
    • notifications
    • (proximity) alarms

Multiplayer:

Spoiler
  • easily trade crafts with friends [v0.1]
  • persistent universe
  • real-time gameplay
    • fly / drive / sail / EVA kerbals together
  • asynchronous gameplay compatible with time warp
  • space races
  • RPG adventure mode - each player controls a single kerbal when on mission
    • IVA piloting together (simultaneous interaction with instruments)
  • create contracts for other players
  • trade resources
  • request permission to dock / land
  • be able to scavenge ships for parts and materials
  • ability to grief
    • steal ships
    • steal colony parts (yes that big)
    • attack colonies
    • defend colonies (automated defense parts)

QoL & other improvements:

Spoiler
  • Press >>> (warp to maneuver) again to go down from 30 to 5 seconds (so I don't have to wait so long or fiddle with manual time warping).
  • Turn off first time user experience during the campaign. [v0.2]
  • Perform maneuver node fine tuning (like scrolling on node elements like in KSP1).
  • Pause the game when pressing Esc.
  • Move the map view node-info mini-windows (like AP / PE ) by dragging them with the mouse.
  • Use the Space-bar key to pause / resume tutorial video.
  • Have a Chase Camera for kerbals on EVA. [v0.2]
  • Allow precision text-based editing of parts manager parameters
  • Add ability to set colors via RGB and/or hex codes
  • UI buttons should show hotkeys in tooltips
  • Link distinct assemblies with struts
  • Do part details comparisons in the Parts Catalogue
  • TWR indicator per stage [v0.2]
  • Deploying solar panels should not require electric charge
  • Make the dark NavBall colors a little brighter / better contrast.
  • Fix the pixelated bitmap graphics (icons).
  • There are too many fonts.
  • The engine icon in staging looks like a championship cup - why not use the same icons as in the parts catalogue?
  • SOI enter / exit splashes are too big when zooming in.
  • Panning the camera is difficult and buggy. Zooming is not smooth.
  • Wings need procedural gizmos.
  • In VAB the craft is not centered on the absolute coordinates, not on the visible screen space excluding the parts catalogue.
  • Abort / Science / Parts Manager could use their own hotkeys (to perform actions and quickly close PM).
  • Move Abort button to the top of the Vessel Actions bar.
  • We really need a precision controls tool for maneuver nodes.
  • Ablator is not displayed in the Vessel Resource window.
  • Displaying available monoprop delta-v would be useful.
  • Don't change the stage display mode from detailed to minimal when closing the Delta-V Tool in the VAB.
  • Make the stage display mode bar be clickable up to the right edge of the screen (extend its click area to the right).
  • I have issues when dragging stages to change their order. I have to drag on top of another stage, not between them. It doesn't work properly sometimes.
  • We need an inclination change reference point relative to the CB equator.
  • The fairing designer tool is clunky. Please add auto-shaping smooth / aerodynamic fairings.
  • We cannot select / switch to planted Flags in the Tracking Station.
  • Pan the tech tree using left-click + drag anywhere.
  • Add a way to rename our space agency / change its flag.
  • Improve the Workspace Save / Load workflow - it is still very confusing - eg. why do I need to name both the workspace and the vehicle? Generate the workspace name from the vehicle name or vice-versa. Or better yet - why can't I save more than one named vehicle in a Workspace?
  • Add folders to the Save / Load in the VAB.
  • Display hotkeys in the pop-ups while hovering the mouse over buttons in the VAB (eg. symmetry / snap).
  • Fix the blurry Center-Of spheres.
  • Add ability to write notes / add check-boxes in the engineer report.
  • Make the delta-V map tool accessible from map / tracking station / flight view.
  • In flight view allow middle click to center the camera on a vehicle component like in VAB.
  • Mission objectives tool should be accessible in VAB.
  • Display how much fuel tanks have in the Parts Manager.
  • Reduce time warp when entering new SOI.
  • RCS puffs control algorithm is bugged and creates instability;
  • Slower progression in Tier 1 of tech tree;
  • Stayputnik and Flea SRB should be unlocked before the Mk1 command pod and methalox engines;
  • Other tech tree balance issues;
  • On the campaign selection screen the "Delete Campaign" button can be easily clicked by mistake;
Edited by Vl3d
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I am 1000% on board for the progression being probes/automated before manned. It's always something I felt was a bit odd. It could do with some more 'inline' style guidance cores for the early game, with upgrades including probes that store fuel/MP. However the 'defence' parts in multiplayer for bases would force the game out of the rating which won't happen. The ability to pick up/destroy colony parts is a necessity for sure.

 

Weather is definitely one I would love to consider as well! It makes exploring planets kinda boring, not having to consider these things. It would be good if we were guided to send probes to the planets, do science there and we can learn about insulation against cold planets, hot planets, high wind planets. That would be more of a mid-game thing. I honestly think the hardest part is making new people stick around, since the audience they're going for wanna have fun and be creative messing about, not doing complicated missions like that, that would be needed for progression in the 'normal' games.

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I think that eating snacks could be a science experiment, like opening the bag in space get them everywhere, on Moho they burn, on Eve they dissolve etc.
Jool aerostats colonies !
I also like Kerbalism science were you have to stay on orbit for 90 days, it makes me fill the system with probes.

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I'd love for the Parts selector in the VAB to be able to be hidden or minimized so that way you can get more of the craft on the screen. as it stands it seems to take up 1/3 of the screen and always makes it seem like stuff isnt centered when infact it is.

Something like the RCS build aid mod. it helped balance where to put RCS blocks and had a slider to show between full COM and empty COM it also allowed you to change the size of the COM ball so that it didnt soak u the entire craft if it was a small craft.

Docking port alignment indicator and the ability to target other docking ports easier.

more clearly defined modes for docking and normal and when in docking mode the ability to switch between translate and orient easier, like the last game.

focus camera on a different part not just COM also something that was in the base game that just seemed to be ...glossed over....

Edited by P38sheep
added items that irk me
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I don't know what parts are in KSP2, but I'd like 4-nozzle RCS cluster parts like on the Lunar Module, with 1 up, 1 down, and 2 horizontal angled 90° apart, so they can be placed as on the Lunar Module.  These RCS quads are placed at 45° left and right of the front and rear at the corners of the craft as in the photos below.

Quote

Apollo_17_LM_Ascent_Stage.jpg

apollo-11-aldrin-and-the-lunar-module-naLM-2_NASM_RK_2008_21.jpg

Edited by Jacke
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1 hour ago, Jacke said:

I don't know what parts are in KSP2, but I'd like 4-nozzle RCS cluster parts like on the Lunar Module, with 1 up, 1 down, and 2 horizontal angled 90° apart, so they can be placed as on the Lunar Module.  These RCS quads are placed at 45° left and right of the front and rear at the corners of the craft as in the photos below.

There are currently the same ones as KSP1, where all four nozzles are in the same plane, and 90 degrees rotated from each other, so almost these!

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32 minutes ago, whatsEJstandfor said:

There are currently the same ones as KSP1, where all four nozzles are in the same plane, and 90 degrees rotated from each other, so almost these!

But not quite.  Take a look at the photos of the Lunar Module's RCS quads in my post.  Having a quad like that in the stock game is a great help.

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I look at the 2 mods list I install EVERY SINGLE TIME in KSP 1 and that says quite a lot.

#1 Chatterer ( already taken care of in KSP 2 )

#2 Scan Sat ( increases my enjoyment of KSP 1, to have satellites that actually have a useful function )

I agree with probes before Kerbals as well

 

 

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11 hours ago, DwightLee said:

#2 Scan Sat ( increases my enjoyment of KSP 1, to have satellites that actually have a useful function )

LOVED SCAN sat as well as remote tech.

With the new emphasis on aircraft I think something like mouse aim (which is a thing that controls aircraft using the mouse and makes them WAY easier to fly then keyboard) would be pertinent to have.

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4 hours ago, Periple said:

Is this just your personal wishlist, or a collection of wishes from the community?

I "borrowed" every wish I found related to KSP on the Internet and added my own. Except for N-Body.. that will never be on the list.

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13 minutes ago, Vl3d said:

I "borrowed" every wish I found related to KSP on the Internet and added my own. Except for N-Body.. that will never be on the list.

Why not?

If it's a grand unified wishlist of every wish you've seen, then I think you ought to include everything, never mind that some of the wishes are contradictory or you don't like them. Since you still need to make editorial calls (when are two similar wishes a duplicate? when is a wish clearly described enough that it even is a wish? etc),  you also ought to be clear about how you're curating it, which wishes you're including or excluding and how you arrive at those decisions.

If it's your personal wishlist, even if it includes wishes you saw from others that you liked, then I think you ought to clearly indicate that. 

I'm a little uncomfortable that this looks like it's a collected community wishlist but it seems it's actually curated and edited through your personal preferences. It's like you make it look like you're speaking on behalf of the community without having been made a community spokeskerbal.

I appreciate the clearly huge amount of work that's gone into it and I'm sure it can be useful for inspiration -- I just think it ought to be clear what and who it actually represents, and how!

Edited by Periple
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3 minutes ago, Periple said:

Okay fair, but in that case I think it'd be nice if the thread title was something like Vl3d's Grand Unified Wishlist, so it's clear it's your project and not a community project!

I sometimes create polls. And I'm always looking for new ideas to add. I've been through all the forum suggestion posts (old and new), Reddit, mod list in CKAN and the forum. Scraped everything. Always trying to find a new cool idea. Please contribute.

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10 minutes ago, Vl3d said:

Please contribute.

I thought of a few things but they were already on the list :joy:

I do have one idea though. You could make a proper big poll of these, where anybody could vote any of these ideas up or down, and then see how people feel about it. You'd have to do this with Google or something like that because obviously the forum poll won't be sophisticated enough.

For example, on this scale:

-3 Hate this, won't play the game if it's in
-1 Dislike this, would make me want to play the game less
0 Don't care
1 Like this, would make me want to play the game more
3 Love this, won't play the game if it's not in

You could then show a breakdown – how people feel overall (upvotes vs downvotes) and what they feel most strongly about (most -3's or +3's) or least strongly about (most 0's).

I bet some of these things would be pretty much universally liked or loved and others would be controversial. That way you could even include N-body! 

(I would probably vote -3 but I know there are lots of people who would vote 1 or 3 :joy:)

Edited by Periple
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23 minutes ago, Periple said:

I thought of a few things but they were already on the list :joy:

I do have one idea though. You could make a proper big poll of these, where anybody could vote any of these ideas up or down, and then see how people feel about it. You'd have to do this with Google or something like that because obviously the forum poll won't be sophisticated enough.

For example, on this scale:

-3 Hate this, won't play the game if it's in
-1 Dislike this, would make me want to play the game less
0 Don't care
1 Like this, would make me want to play the game more
3 Love this, won't play the game if it's not in

You could then show a breakdown – how people feel overall (upvotes vs downvotes) and what they feel most strongly about (most -3's or +3's) or least strongly about (most 0's).

I bet some of these things would be pretty much universally liked or loved and others would be controversial. That way you could even include N-body! 

(I would probably vote -3 but I know there are lots of people who would vote 1 or 3 :joy:)

Good idea, but IMO the devs and Nate have the last word about what stock KSP2 should be. We can only give suggestions.

Next comes the decision of the modders about what to implement, and after that the players decide what to install.

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39 minutes ago, Vl3d said:

Good idea, but IMO the devs and Nate have the last word about what stock KSP2 should be. We can only give suggestions.

Of course! But it would help them if they had an idea of how popular, unpopular, or divisive various things are! As a developer I'm much more interested in reactions to ideas than just ideas -- it's not like ideas are in short supply in this business, everybody has them :joy:

 

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Some of those wishlist items I was going to write... But here are some more.

- Shrouded landing legs for S and M sizes in addition to the exposed variants: cleaner look, aerodynamic enhancements.

- Basic 'autopilot' functions (potentially for when Kerbals have XP and/or for high-end probes) when SAS enabled - auto-dock (if velocity is zero and within 1000m of target - docks 'right way up' with regards to the docking ports, option to rotate through 90 degree increments as needed), kill velocity/rotation (craft manoeuvres to zero velocity and rotation based on target), auto-orbit (set desired altitude via a drop down menu in 5km increments, on launch  craft flies/attempts to fly to make parameters, notifies player when done - shuts down), auto-intercept (handy for surface to orbit rendezvous - select target, select intercept, craft calculates the best launch window and ascent profile for the flight, commits when suitable - if it is not able to achieve, due to delta V shortages or target eccentricity, does not engage and notifies player), auto-land (uses waypoints, using a drop down menu (specific to the body being orbited) select the waypoint you want it land at, it calculates the delta V and when to burn and does so - DOES NOT TAKE INTO ACCOUNT TERRAIN ANGLES...so the player better be sure where they want to land is reasonably flat. Or they should attempt a manual landing instead).

-More sensor types/better 'KerbNet' (ties in with anomalies and finding them) - Electromagentic spectrum sensor (detects radiowaves - anomalies could emit a signal, giving you a way to refine your search for them such as by altering your orbit or adding satellites in different orbits of the same celestial body), Thermal sensor (detects different heat signatures or lack of them - anomalies could be hotter or colder than their background, making them easier to locate/detect), ground surveillance radar (provides high resolution mapping of planetary surfaces from orbit - the lower the orbit, the higher the resolution).

-A 'simulator mode' when you can run tests on designs you intend to fly in a career-mode game - like a basic Sandbox mode.

Edited by Cailean_556
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I like your ideas about science and the simulator mode, but I think they have to be really careful about autopilot functions so they don't make flying optional! That would be very bad game design!

I think auto-land could work if it was strictly limited to bases that supported it. So you'd have to build a base with the system and equip craft with a compatible system. That would take the grind out of routine landings at your bases but you'd still have to show off your hot piloting skills when landing anywhere else. Maybe auto-RV and auto-dock with similar restrictions -- but not so it would ever be completely unnecessary to do this stuff manually.

I'm not sure how auto-orbit could ever work, getting to orbit is really easy if your craft is well designed, so I think mostly this would just get players to paper over design problems in their craft with a really good autopilot, and also you couldn't couple it with gameplay restrictions like auto-landing.

I think a simple atmospheric autopilot would be fine -- hold altitude, direction, and speed, hold attitude and direction, maybe even fly straight and level between waypoints. But more than that risks making one of the main activities in the game optional and that would be a bad idea!

However I do think the game needs better tools for landings and orbits, like what KER has with the suicide burn counter and impact marker. It could also visualize atmospheric trajectories -- these would necessarily be approximate because craft aerodynamics are so different!

Edited by Periple
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