StarKerbol Posted July 27 Share Posted July 27 ksp 2 has magnetic boots, but ksp 1 doesnt, is there a problem in ksp 1 that magnetic boots cant be implemented into the game? Quote Link to comment Share on other sites More sharing options...
Ultimate Steve Posted July 30 Share Posted July 30 I have no idea how feasible this would be, but I hope someone figures it out. Magboots were one of my favorite parts of KSP 2. Quote Link to comment Share on other sites More sharing options...
dandoesstuff Posted August 1 Share Posted August 1 MAG BOOTS Quote Link to comment Share on other sites More sharing options...
Bobbejans Posted August 2 Share Posted August 2 MAG BOOTS!!!!! Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted August 3 Share Posted August 3 KSP 1 has been out of development for far longer than KSP 2. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted August 3 Share Posted August 3 The fact that my kerbal can leap from a deorbitting craft 1000 meters above the surface of the Mun... impact Munar surface between 20-40 M/S and ... stick like glue. Kerbal Grav boots are one of the most aggravating aspects of development for me. I miss Kerbals bouncing into the air several times before rolling to a stop... or frantically trying to activate your EVA jetpack to prevent tragedy. Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted August 3 Share Posted August 3 I'd rather see tethers than mag boots, TBH. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted August 4 Share Posted August 4 11 hours ago, Scarecrow71 said: I'd rather see tethers than mag boots, TBH. Yes tethers would be excellent. The closest I have come is using the Kerbal Attachment System mod. Quote Link to comment Share on other sites More sharing options...
kerbiloid Posted August 4 Share Posted August 4 Spacecrafts are made of aluminium. It isn't magnetic. Also everyone needs incredibly strong abs and legs to stick to a vertical surface. Gecco boots and gloves. Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted August 4 Share Posted August 4 2 hours ago, kerbiloid said: Also everyone needs incredibly strong abs and legs to stick to a vertical surface. Not in a zero-gravity environment, though. Quote Link to comment Share on other sites More sharing options...
RileyHef Posted August 4 Share Posted August 4 On 8/3/2024 at 7:31 AM, Fizzlebop Smith said: The fact that my kerbal can leap from a deorbitting craft 1000 meters above the surface of the Mun... impact Munar surface between 20-40 M/S and ... stick like glue. Kerbal Grav boots are one of the most aggravating aspects of development for me. I miss Kerbals bouncing into the air several times before rolling to a stop... or frantically trying to activate your EVA jetpack to prevent tragedy. A thousand times, yes! I know the ragdoll physics of Kerbals in KSP is a nuisance to many, but I love it. The clumsiness it creates is charming and reminiscent to humans on their first moon missions tripping while on the lunar surface. Kerbals in KSP2 were tremendously stiff and underdeveloped. We know there were animations for Kerbals getting up from a fallen position, but obviously the devs never got around to implementing physics and animations related to it. I may be wrong, but I believe mag boots in KSP2 were a result of incomplete development and were not originally an intentional feature. Getting back on topic, I also agree with the idea of tethers instead of mag boots. I'm really not sure what mag boots provide that ladders and the EVA pack do not already offer (other than maybe convenience of not having to build ladders? But where is the fun in that). Tethers, on the other hand, would allow multiple Kerbals to conduct EVA and be detached from a craft without being babysat by the player. It also could mitigate drifting away from crafts. This is especially annoying when a Kerbal is detached and I want to time warp. I could go on, but I feel that with limited mod support in KSP I would rather see a more functional feature like tethers instead of replicating KSP2's mag boots. Quote Link to comment Share on other sites More sharing options...
Zozaf Kerman Posted August 5 Share Posted August 5 13 hours ago, Scarecrow71 said: Not in a zero-gravity environment, though. Can you really define a vertical surface in a zero-grav environment? Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted August 5 Share Posted August 5 11 hours ago, Zozaf Kerman said: Can you really define a vertical surface in a zero-grav environment? Depends on frame of reference. For example, if you are in the cargo bay of a space shuttle, you (not you personally, but you as in the generalized population) probably will see the walls of the cargo bay as vertical. Overall...no, you really can't. With no gravity, there is no such thing as up/down, or vertical/horizontal. Quote Link to comment Share on other sites More sharing options...
ETorres01 Posted August 5 Share Posted August 5 I would add tethers, and TOGGLEABLE magboots that only work on craft. hopefully ill learn how to mod soon. Quote Link to comment Share on other sites More sharing options...
oleg kerman Posted September 3 Share Posted September 3 Would be nice if we had ability to rotate kerbals in all axis, like a spaceship, pitching and yawing them. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted September 4 Share Posted September 4 There is a mod that increases EVA functions as you suggest. Type EVA on Ckan On 9/3/2024 at 10:38 AM, oleg kerman said: Would be nice if we had ability to rotate kerbals in all axis, like a spaceship, pitching and yawing them. Quote Link to comment Share on other sites More sharing options...
oleg kerman Posted September 5 Share Posted September 5 16 hours ago, Fizzlebop Smith said: There is a mod that increases EVA functions as you suggest. Type EVA on Ckan Thank you Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted September 7 Share Posted September 7 Try @Angelo Kerman's mods. One of them has stuff that may have what you need. I don't remember which mod it is, though... Quote Link to comment Share on other sites More sharing options...
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