Not Jebediah kerman Posted Tuesday at 04:07 PM Share Posted Tuesday at 04:07 PM Would someone be willing to create a mod to add cities, highways, train tracks, ports, airports, kerbal npcs in cities, cars on city streets, air and maritime traffic that makes the game mechanics more difficult, cities that light up at night, ambient sounds, etc... Someone may say that the game performance would drop a lot, but imagine that all this only happens when you get closer, like in the parallax 2 mod. Others will say, but why? and the answer is, why not? Unfortunately I don't have the resources to program or the knowledge (right now I don't even have the game because my computer broke) Or a fauna mod, which is compatible with the KcalBeloh mod, where they add fauna to some celestial bodies (habitable), its function will be to collect a lot of science, but it would be difficult at the beginning, and the kerbin fauna would be the other way around, which would serve to obtain little science at the beginning, and some of those animals could be ship crew at the beginning of the game, (or not so at the beginning ) and also, they would have an aesthetic function. Imagine exotic marine animals in laythe or large long necks in the forests of Efila or flying lizards in Suluco. Imagine playing KSP like this, before we did not think that Black Rack's Volumetric Clouds would be possible or Parallax's floor details, which is what prevents us from continuing with realism. Let's make KSP1 a KSP2, please? Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted Tuesday at 07:11 PM Share Posted Tuesday at 07:11 PM I don't know how to do this, but I love the idea Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted Tuesday at 07:30 PM Share Posted Tuesday at 07:30 PM Maybe @Gameslinx or @linuxgurugamer might be able to do it if it is possible Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted Tuesday at 11:30 PM Share Posted Tuesday at 11:30 PM Anything is possible, but is it worth it? First off, I don't do this sort of stuff, secondly, it's a lot of work, third,this game is about spaceflight and airplanes. Quote Link to comment Share on other sites More sharing options...
Not Jebediah kerman Posted Tuesday at 11:51 PM Author Share Posted Tuesday at 11:51 PM 13 minutes ago, linuxgurugamer said: Anything is possible, but is it worth it? First off, I don't do this sort of stuff, secondly, it's a lot of work, third,this game is about spaceflight and airplanes. Uhm, yeah, its spaceflight and airplane game, but, we have parallax, that is an aesthetic, like this, i know that iis a lot of work, and if i could, i would do this for myself, but i can't If anyone wants to do it, he can do it, i only gave an idea, if you don't want to do it, don't do it. Also thanks for replying is my first or second post and sorry for my english, soy español Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Wednesday at 01:23 PM Share Posted Wednesday at 01:23 PM 20 hours ago, Not Jebediah kerman said: a mod to add cities, highways, train tracks, ports, airports, kerbal npcs in cities, cars on city streets, air and maritime traffic that makes the game mechanics more difficult, cities that light up at night, ambient sounds, etc... It is a given that the taller the order, the less likely it will get done. You are asking for a whole separate simulator game to be made. 21 hours ago, Not Jebediah kerman said: add fauna to some celestial bodies (habitable), its function will be to collect a lot of science Beyond Home (a planet pack) does this. It has several unique plant objects that can be used for science but they do not involve Parallax and if you change them to appear through Parallax they cannot be used for science. 17 hours ago, Kevin_kerman said: Maybe @Gameslinx or @linuxgurugamer might be able to do it if it is possible Linuxgurugamer does not make parts. He makes part modules. He could certainly contribute with part modules but the main thing (making assets) is not his thing. Quote Link to comment Share on other sites More sharing options...
Not Jebediah kerman Posted Wednesday at 02:20 PM Author Share Posted Wednesday at 02:20 PM I know that is difficult, but, like i said before, i would do it myself if i could, but i can't. But it would be fun, if someone does it ever, because it will add a lot of life to kerbin, because now is very empty the surface of the main planet, it quite boring, the same plains, the same mountain, but with cities and animals, it will be more exciting to explore our planet, it would be missions to discover animals, to fly above cities etc..., also it will add a lot of realism to the actual game. If you add this hypothetical mod with Black rack's Volumetric Clouds, Parallax 2, Scatterer and other visual and functional mod, we will have a better game than KSP ot than KSP 2 Also, Beyond home adds "plants", no animals, animals are more interesting, they can move, fly etc... Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted Wednesday at 03:13 PM Share Posted Wednesday at 03:13 PM OMG, I have been thinking about this for SO LONG!!!! (nice to see someone had a similar idea!) Quote Link to comment Share on other sites More sharing options...
timmy kerman Posted Thursday at 02:45 PM Share Posted Thursday at 02:45 PM This is all possible, actually, for sure, save one thing - the animals. People have been trying for years to add moving, animated creatures with AI and unique behaviour and the issue really gets down to being that the game simply isn’t built for it. To rattle off a few issues off the top of my head: -The animation base is just not made for it. Yes, it can make parts move, but only parts; no moving bits of the environment; not aside from purely graphical changes, anyway. -There is no real way to spawn things in. Yes, BDarmoury has a very rudimentary vessel spawner, but it can only spawn in crafts from craft files within a certain range, cannot really handle multiple objects spawning at once or in quick succession, and it is still hilariously buggy. -AI, simply put, does not exist. Yes, there are basic bot systems by way of MechJeb or the Ai systems from the previously mentioned BDarmoury mod, but neither of these are particularly polished and neither really truly react to environmental conditions and have the same issue as all of these points: They only apply to vessels. While I have no doubt that one day, maybe, we will be able to do this, for now it just isn’t really possible. Access to the source code would maybe make stuff like this possible, but for now, it’s a huge “If”. Keep in mind that however I may be sounding, I believe this is possible. And I really want it to be realised by someone. Maybe even as a modular system! Imagine being able to set up a new kind of animal with just a config file, some animations, and a few models! Let’s hope that it will exist. I want to see more than just my Kerbonauts waddling around on distant worlds. Quote Link to comment Share on other sites More sharing options...
Not Jebediah kerman Posted Thursday at 02:55 PM Author Share Posted Thursday at 02:55 PM I hope someday this exist Quote Link to comment Share on other sites More sharing options...
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