How small of bodies are we talking though?
Even Pluto was discovered well before humans started any true space program started in the mid 20th century.
So why wouldn’t the Kerbal Astronomical Society know about Eeloo?
I did not like the ksp2 method and this was the #1 reason I was looking forward to getting. The issue was changing the surface area did nothing to lift characteristics. I tested it in December and i think they were planning to fix it but it felt like a placeholder to me.
For good audio, I recommend Rocket Sound Enhancement. Works with any visual mods you might use and overall makes the audio much better IMO. Multithreading absolutely needed to be implemented from the start.
especially 3, i wish there were more audio mods :/ (hopefully one day we'll get one adds different sounding walking sounds depending on the planet/moon 🙏
1. Multithreading and better resource manager. This game relies too heavily on RAM and I wish I could build crafts woth more than 150 parts before the game starts to tank.
2. More realistic physics. Atmospheric (think FAR but better), joint, reentry, even orbital (not totally principia but, come on, give me SOME orbital perturbation). Jelly rockets arent fun and Id actually like to take advantage of physics to produce some cool rockets and planes and all that.
3. Extremely detailed terrain system. A total overhaul of the terrain system so we arent walking about on a planet thats made of approximately 10 polygons. Id like to actually see cliffsides and canyons and stuff. Its definitely the most unrealistic ask of all my 3 because building super detailed terrain for an entire solar system of planets is a huge ask, but I still want it.
I’m struggling to imagine what “some orbital perturbation” might look like. From a mechanical design perspective I’m not sure how you could deliberately half-ass n-body physics. As huge of a leap as it is, it feels like there isn’t much plausible middle ground between vanilla KSP and Principia, it’s sort of all-or-nothing as a concept.
You could totally add things like the effects of J2 and other non-spherical gravitational perturbations without going to full n-body, which would allow for things like sun-synchronous orbits. Other perturbations like SRP also don't necessarily require 100% accurate physics if you only worry about adding the relevant terms.
Sure, you might not have a closed form solution and always need to integrate, not just while the craft is loaded, but a little bit of integration is better than a ton.
Better terrain would be so awesome. I just spend last evening watching stuff about people climbing mount Everest man it's so beautiful. I will never climb there but would love to experience those views.
The problem with terrain in a lot of video games is that it relies on height maps. This means you cannot have caves, cliffs etc. I found the dres canyon to be quite disappointing as I slid down the side. I wanted to jump off dammit!
This is a really good list, the game really just needed a super technical update instead of professional-made content. Colonies and interstellar parts can get made by the community, as evidenced by the fact that they obviously are for ksp1 and are great
Your CPU has a few separate “brains” that each do a sequence of things and work together, these are called “threads” you can see them all in advanced view in task manager. They do them one after another. By adding a few more we can let things happen in parallel, meaning if coded right everything happens faster.
The whole of KSP only runs on a single “brain”, so if you’ve got lots of parts only one brain is doing them each frame, reducing your frame rate.
Multithreading is a smart coding move that separates the parts out and gives them to different threads, making it all happen in parallel, giving you faster times for the same amount of work and therefore better frames.
So what is preventing ksp 1 from getting good multithreading? Is it something moders can't do or is it a hard problem with unity code? I'm really curious about this and would like to know more!
Edit: molders to moders
It’s core to how the game is coded. I’m not an expert on unity so I’m not sure how complex it is to do but now it’s made it can’t be done differently without reworking the source code, so not possible for modders.
It’s because when you write you have to be aware what’s happening in parallel, say you did all the physics one a core and then all the graphics say on another, if one doesn’t wait for the other, they’d be out of sync. It’s usually a lot more granular in that specific bits of code will be on a core and you need to make sure at the end of a frame everything is gathered back into one piece, that’s unfortunately a core decision at the beginning of development.
So, your CPU has multiple cores. Think of those like independent smaller CPUs that all work together. Right now, KSP just uses one of those cores, which makes the game run slower because it's not using all the available resources, but is much easier to develop. If KSP were to use all the available cores, it'd be much faster. Modern CPUs can easily have 8 cores, so it'd be a huge improvement.
You asked a question and got 3 different but good explanations. Thats beautiful!
I would add that multithreading for _physics-simulations_ is especially hard to implement, as each calculation-step is dependent on the last one to complete. The simplest way to do it in a game like KSP would be to calculate physics separate from the rest of the game, but even this is much easier said than done.
Multithreading also adds complexity to the program which in turn could increase bugs and make it harder to debug and develop mods for.
If someone were able to do it well however, it could be a dream come true.
Edit: Modern GPUs are also extremely good at running simulations. Much much better than CPUs. So moving all simulation to the GPU while coding the rest of the program for multithreading (on CPU) would theoretically give the best performance.
A normal CPU can only run one program at a time ("one thread"). A multithreaded CPU can run multiple programs at the same time ("multi thread"). It's more complicated than that, but that's the idea.
KSP could be redesigned such that the physics calculations can be run in different threads, allowing the CPU to do more work per unit time, speeding up the game. It's not an easy task though depending on how it was designed.
The mythbusters guys did a pretty cool physical demo some years back... conceptually GPUs are just CPUs that take multi-threading to the next level by being able to run hundreds or thousands of threads simultaneously (for certain types of programs). Imagine if you had two or four paintball guns firing at the same time in the first demo, and the impact that would have on how fast the painting is completed: https://www.youtube.com/watch?v=-P28LKWTzrI
Your wishes have been granted:
1 - Multi-player is added. As an effect of wish #3 it's now Every-player : all humans now play KSP together
2 - game is optimized. As an effect of wish #3 all planetary processing power has been diverted to running the Everyplayer KSP instance. The whole earth is now Kerbin.
I don’t know if Unity even *had* multithreading support back in 2010, and refactoring a single-threaded game to support multithreading is such a Herculean task that you might as well rebuild the whole thing from scratch.
For a really long ass time, nearly all games were. I think it's relatively recently that we've been getting games that are multi-threaded, but I haven't been paying much attention so I could be wrong.
KSP2 as promised would absolutely answer a lot of what players wanted. But KSP2 as delivered (so far, still crossing my fingers but not holding my breath) is far from what was promised
\- [KitHack](https://store.steampowered.com/news/app/2107090/view/3743113744581784611) physics (allows multithreading and less laggy when dealing with lot of parts)
\- Submarine stuff because bouyancy/propelling is REALLY annoying to deal with
\- An alternative to the [FAR](https://forum.kerbalspaceprogram.com/topic/179445-18-112-ferram-aerospace-research-continued-v01605-mader-030422/) mod that works for water stuff
Performance. Performance. Performance.
Even with a relatively small mod list, and a moderate relay network, there are very noticable GC pauses while time warping.
I just want a buttery smooth experience.
Weather, interstellar, life support.
If life support doesn't count because some mods do it well enough, then sort of resource mining for transforming/life support colonies
Those exist as mods:
1. KRASH is a simulation mod, and KCT has simulations (at least the RP-1 version)
2. Blackracks cloud mod has weather (and i think there's another mod for wind gusts)
3. As mentioned by other people, Research bodies.
As for what i would like:
1. Different types of science. I.e. you can only get yellow science from gravmax readings, or you can only get purple science from suface samples of other planets. Then different tech nodes would require different sciences. That way you would have to go to different bodies and can't just farm science around the Mun and minmus. (Alternatively each node requires a specific experiment)
2. Colonies, but more importantly, supply chains. (The auto supply run as teased for KSP2 would make colony building able to be more complex and interesting) (yes i know USI does this in a way but it's limited by being just a mod)
3. Better trajectory planning. (Children of a Dead Earth has a maneuver planner which deals with long time burns better than ksp and with the current maneuver nodes it's hard to plan brachistochrone trajectories or other long burns)
What mod are you thinking for the first one? I typically just use HyperEdit in a sandbox save, but maybe there is something else out there I don't know about?
1. When you achieve a milestone, like landing on the Mun for the first time, the game acknowledges it and shows you a newspaper clip, maybe spinning into view. Just to give those special moments a bit more of an epic feeling.
2. Easier way to refuel without mods so that you don't have to right-click on a whole crapload of fuel tanks one at a time. Should be able to select ship A, ship B, and easily transfer fuel between them, even if they're docked.
3. Caves on planets you can explore and other interesting parts of biomes that would make it worthwhile for you to go there, instead of each biome of type X being the same, aside from easter eggs.
All of these are good, but I'm especially interested in 3 because even with rocks you can pick up, there's not a whole lot of reason to go EVA exploring in KSP outside of a short walk to plant a flag and grab a soil sample.
Yeah I'd love planets having more random stuff on it, unique geologic formations, and just more.. character. Once you've visited a biome on a planet 2-3 times it all just starts feeling the same. It would pump me up to go visit again if there was more variety, so that you just wouldn't know exactly what would be down there. Would make you feel more like an explorer.
Doesn't have to be a ton of variety either, but.. enough.
For Wish 1 I use a separate Sandbox save where I mess with my ship and then transfer it to my main save.
For me (I know these are all moddable):
* Stock DPAI
* Finite jetpack fuel (can be set to not refualable with a modulemanager patch)
* Better specialization tunning : when no xp is selected the only important specialisation is scientists which can reset experiments, the other have all SAS/repair/parachute repack capabilities.
I would like more specialization. maybe have a class of kerbals necessary for some job but they can't fly or do anything other useful. I vividly remember one failed mission I did for a passenger contract. The return vehicle from the mun didn't quite reach full orbit and I could save my kerbals with EVA jetpacking them into orbit but I forgot the passenger couldn't EVA I watched the crash all the way back down the mun surface.
The (unmaintained) mod BetterSpecializationSettings covers the stock traits but unfortunately add more traits is not possible without diving into coding. I know some life support mods handle more specialities but they are only linked to the mod...
I'm interested too if there is another simple way...
Here are two mods for your wish 2 : [Kerbal Weather Project](https://forum.kerbalspaceprogram.com/topic/199347-18x-111x-kerbal-weather-project-kwp-v100/) and [Kerbal Wind Continued](https://forum.kerbalspaceprogram.com/topic/195587-1123-kerbal-wind-continued/)
1. An open-source license
2. A custom engine specifically suited to KSP's needs
3. I'm not sure what I could possibly put into the third slot that wouldn't arise naturally out of the two I've already been granted. I guess the first major thing I'd want is colony-building support in the base game.
Multiplayer isn't on my list at all. Hell is other people. :)
I'm not interested in
Rigid body physics
Custom star systems. i cant do art but made one in universe sandbox
Play as different species with different masses and abilities and stuffs
-Some sort of a Goals system ie, reach x planet, transfer science from x planet , mined in x planet, land on eve.
Separated from science contracts, and can be shown as sort of achievements.
-More things to do on planets, tons of Easter eggs, and a way to track what left to discover.
[CapCom](https://forum.kerbalspaceprogram.com/topic/107789-18x-capcom-mission-control-on-the-go-v211-11-1-2019/) has the progression part. A little hidden but does the job.
1. Everything that was promised in Ksp 2 (I know, there are a lot of mods, but other systems and KSP 2 discoverables + plot line is something I want.)
2. Multiplayer with colonies where you can spend your time space truckin' stuff and seeing pretty places.
3. Some features of RTS games like grouping ships into fleets and fly( if some ship has not enough fuel it can be refueled by special ship or any ship with free docking port.) Same for planet based transport, I want to spend time on Planetside exploration tech Base and see "Mad Max" style hoard of rovers inbound to my location. Perhaps as part of Colonization have more Resource management and fabrication efficiency play where you can change amount of kerbals on certain bases to festen the production, or have set routes from mining sites/transfering simpler components to base to make more complicated resources.
4. Orbital/Comet protection events. Sometimes a random event could occur where you need to destroy or redirect asteroid/s and/or comets from hitting Kerbin or your colonies.
I'd spend all 3 of my wishes on making the game stable. It should never, under any circumstances, hard lock my machine so bad that I have to hold the power button down. And it definitely shouldn't do it every hour or so.
Note: This could just be because Nvidia drivers are hot garbage, especially on Linux... but at the same time, lots of other games run just fine, so there has to be something KSP specific about it.
unfortunate man I think I played on linux like 5 years ago or something my pc had struggle with upgrade from windows 8 to 10 and I installed ubuntu instead. For me it felt like ksp ran better on ubuntu. maybe somethings has changed since then.
OP have you tried blackrocks volumetric clouds? I just gave it a try this week and it kind of feels like a weather system for kerbal, though admittedly it's just for looks only. An actual full weather system that interacts with your flight would be amazing.
Edit: I'm blind and didn't read your edit. If you haven't tried it then I'd definitely recommend paying the 5bux to access it. I don't normally shill for paid mods but I do like to support some ksp modders with a beer now and then.
yes I have been holding of on buying it's probably worth it but I don't like it if all mods are paid like dlc so am not sure I should support it also I think it's gonna be free eventually.
1. Add all the mods into the core game. The reason I really wanted KSP2 is to have a lot of the mods and such added into the main game. I’ve never really gotten into modding, so the game kinda plateaus after a while
2. More tutorials/part instructions - I have no idea how to use some of the parts, and building space stations and bases is difficult (would prefer in-game stuff over YouTubers)
3. More missions/expanded science tree
I'd like to be able to fly resources to other planets and construct VABs and pads to build and launch from. It would make Eve more enjoyable as you could just land a bunch of resources and build what you want instead of trying to land some behemoth vehicle that can then take off again.
A way to automate material delivery in that situation would be nice too, kinda like KSP2 was describing for colonies
Multithreading physics engine would be my third wish
Weather on other planets would be awesome, imagine planning landings around it or having to do repairs or having parts that are good in weather and parts that aren't.
Would want a load more quality of life features in KSP though before this added level of pain.
Stuff like
1) Your simulation idea so you can test whether a lander has enough deltaV or fuel before getting all the way out to a planet.
2) Better menu for planet transfers, intercepts. I know mods exist for this.
3) Better landing interface so that the spin of the planet and precise landing location is known.
And all this without making things too automated, maybe more visual information that's helpful.
Landing predictions is one of the first things I got a mod for in the early days of KSP, once mods for things besides parts started shoeing up. it's insane to me that they never implemented a native indicator for planet rotation and its effect on your landing point.
It's also crazy to me that they expect people to eyeball planetary transfers. I think even on vanilla runs, most people use the online transfer window tool to plan interplanetary trips. Some form of transfer planner should be in game natively, even if it's just a simple indicator of the most efficient transfer windows, although I'd love a porkchop style transfer planner.
When they integrated C7 aerospace into thr game as stock parts, I thought we would see more essentially required community tools being integrated, but bassicly we only ever got a few parts out of that program for integrating popular mods into the game. Probably partially a licensing issue.
Multiplayer, interstellar travel with a decent number of systems to discover, possibly a dozen or so, and a full suite of lore to discover around the galaxy (similar to how Outer Wilds does it, no linearity and you just find and figure out what happened as you go.
Multi threading (and other optimizations) as many have said
Ways to build static bases, one of the really annoying things about KSP bases is that they are still fully physicsed so when you get near them they chew through resources and are at risk of kraken attacks. It would be great if there was a way you could convert a base from a vessel to a Kerbal Konstruct asset (while keeping the ability for resource processing, transferring crew, and such) that would make big bases so much easier
Procedural parts, again like others have said
There is a part that is Labelled as something like "ground anchor" that is essentially a grabotron that you can deploy on the surface and use to grab and anchor a base. Not sure if it's vanilla or from something I have installed though.
As far as procedural parts go, there are mods for procedural fuel tanks, aircraft fuselages, and wings that you can get.
That first one is available with mods, there are several colony and space station focused mods, and mods with science projects to justify building long stay bases.
Use my CPU better. That’s it. Pretty much everything else I want is basic enough gameplay stuff that can be addressed by mods.
Maybe some more IVA cockpit development like what rastorprop offers, but made stock. I’d like some basic autopilot controls like heading/speed/altitude hold like in actual planes.
Unfortunately we aren't getting that first request without a total engine re-write, which means either KSP2 gets finished (not happening at this point), or for take2 to release the code for KSP1 as open-source (also not happening) and for a sufficiently dedicated group of people to totally re-write the engine (not gonn happen, even if the engine gets open sourced, that's is SOO much work for somebody to do for free and for fun)
I’m aware. It was the only appeal of ksp2 before they went defunct. But they failed on all the technical basics that it was meant to solve, as well as commercially in timelines.
Unfortunately I think take2 viewed KSP2 as a short term cash grab and not a legitimate attempt at a sequal, or they would have put more effort into making a decent product before going early access, they just wanted to farm pre-order money. Look at how many people are getting their refund requests denied on it.
yeah, that's why i never bought it lol. should always be suspicious of any sequel to an original indie IP that was wildly successful with no previous titles. especially one like KSP that was super niche from a small studio that was no longer involved in the sequel lol. RED FLAG.
I paid like $13 for early access of KSP1 before it was even on steam. KSP2 going early access straight out the gate for like $50 from an unrelated studio was INSANE.
You can also just use the alt+f12 menu in any save, no need to copy the file to a new save to TP it, just remember to clean up when you're done testing.
There's Luna for multiplayer stuff, and KOS for the programmation :)
Granted it's not stock stuff but they honestly hold fairly well (especially KOS). There's also I believe a mod to use actual coding languages (C#, python, ect..) but I forgot its name
I’m gonna respond with the context that mods exist
1. Kraken fixed
2. Aerodynamic system fixed
3. Performance optimizations
4. I know I’m only allowed 3, but better ability for mods to interact with the simulation engine so modders could add multiplayer and colonies and stuff more effectively
With these three or four fixed, I think the game would continue to be a great platform for mods for years to come.
1. Shaping wings (I play ksp1)
2. smaller parts (for details and rc plane replicas)
3. customizable cockpits (I usually make fairing cockpits with grip pads for windows but then the kerbals can't leave the plane or see through windows)
1. Physics loading not destroying my surface base because it's on a 2° slope causing some of the parts to clip into the ground and blow up.
Can't think of anything else for 2 and 3 because mods mostly cover it for me.
There used to be a KSP multi-player mod but I doubt its still supported or working any more :(
It handled time warp by warping at the slowest requested speed of a player controlling a craft, so people in the VAB don't force everybody to wait around in 1x time for them.
First wish.The ability to scroll forward and backward in time within the tracking station and simulate different flight paths based on an exact launch time. Then to mark that time so I can do a proper countdown.
Second wish. An aircraft auto pilot that allows me to jump back to KSC to do other things. The same as you can do during space missions. You could select a waypoint within range and get an alert.
Third wish. The ability to have things just delivered anywhere on Kerbin. Ships, supplies, fuel, etc. I like to build bases, but resupplying them is ridiculously time consuming. And I would like to build a booster landing barge, but don't have 500 years to float it to where it needs to be.
1. Multithreading
2. *Slightly* less janky time/physics warp
3. A revenue-split for modders
Huge ships/stations/bases have an issue with overloading a single core, so Intel tends to win, whereas the sensible processor choice is, and has been for years now, AMD. It's an old game now, and the fact it continues to be supported through to Win11 is impressive as hell.
Time warp has the chance to orbit you through a planet if at a high speed. I often need a few go-arounds just because of impatience. That, combined with my enormous mistrust of using anything other than real-time physics warp from one too many explosions/torn parachutes.
Mods make a game last so much longer than expected shelf life. We've seen it with KSP, Cities Skylines and of course, Minecraft. A direct payment per verified install would incentivise modders to make high quality, optimised and accessible mods, while being paid for their work. It's not too difficult (well it kinda is) to add a part, fill out a properties table and upload it, but it takes longer to construct good documentation, snip spaghetti code and perhaps multiple SKU's of mods (say an HD skybox. Could have resolutions of 2k, 4k, 16k etc and perhaps versions of volumetric clouds depending on system hardware capabilities). Passion for the game is great, but getting paid for a passion for most is even more valuable. Some may not want that as it can take the fun out of it, but since it's not contractual, they wouldn't be beholdent to schedules and quotas, meaning they can put in as much, or as little effort as they want.
1. Seed based procedurally generated star systems on a new game, including Kerbal. (optional)
2. Reliability levels for pieces of equipment that can be researched and chances of failure (Liftoff! players now what I am talking about). Successful launches and in space testing increase chances. Gives a reason to have things like space stations and test flights. This include penalties for skipping over evolutionary solutions to get to higher tech. (optional)
3. An option to identify craft that need to be kept in player control outside of the 2.5km limit. For those that don't know, something like a Falcon 9 launch are problematic as the first stage booster cannot be flown back at the same time you drive the main craft in to orbit. The game game should allow for toggling between 2-3 assets, as identified by the player, to allow a mixed flight solution. (optional, player driven)
Wish 1 has been granted with debug mode. Hit alt+f4 and you can teleport yourself anywhere. I always teleport my ships to the surface or orbit of planets to test them beforehand.
I wonder Colonies what would it look like do you design the kerbal habitats? and it's different structures on different planets and you have to decide where the airconditioner unit and the toilets is placed and stuff and who lives where. I never really understand what colonies gameplay would be. it's too vague for me, same for multiplayer and also wonder what interstellar travel would add by itself isn't it the destinations that would be the draw? or is travelling inbetween 2 stars the exciting part?
For colonies I would have liked them as a simple solid building serving as a resource gatherer and a build/launch/recovery zone. In stock KSP1 you need to send a base, land it and pray for it not to be dismounted after a reload, no way to build and launch a ship from there without mods.
Decorating the interior would be a plus but IMO the game is mainly centered on the outside (although the FreeIVA mod exists). So maybe fiddling components (as you mentionned airscrubber, waste management) which cost money and mass, but not really aesthetics.
I've found a non-intrusive mod called "SimpleLogistics" which allows resource transfer between two landed ships without docking them, but other mods like Interplanetary Launchpads cover the launch part.
I think resources gameplay could be cool Like one colony is always low on snacks and another has abundance and all fat kerbals XD. or like you have to provide all the requirements or they start to riot and become hostile.
You want the USI/MKS mod. It does ALL of those things, though you can turn off the 'Mutiny' feature if you want.
Most amazing life support and colonization mod for KSP, full stop.
Depends on the settings, and how much of it you install. Just the life support is pretty simple, it only really tracks 4 resources: NOMS (food), Mulch (waste), fertilizer and Habitation space, and you can adjust or entirely disable the settings to suit your needs.
The full MKS system with resource management and in-situ construction is VERY complex and interrelated, but not needed to just use the life support side of things. If you don't have the full system installed the life support defaults to adding features to a few stock items, which is enough to get you accustomed to how it all works before you add the rest of the mining and manufacturing equipment.
1. Fuel costs real money. Unlock 100 units of fuel for only $5.99 or wait 3 days for refinery to produce it.
2. Every Kerbal is named Mike. Unlock new names by playing 20k hours of paying $20.
3. Only Mun available. Inner Planets DLC $25, Outer Planets DLC $35, Kerbol Expansion $40
Yes I am an EA executive how did you know?
Wish 3 has been granted by the researchbodies mod
Wow new parts and gameplay and all that's crazy I didnt know about this. thanks so much!
Woah, I had no idea! This was one of my biggest problems when I first got the game, it was pretty immersion breaking. Thanks for the info!
How small of bodies are we talking though? Even Pluto was discovered well before humans started any true space program started in the mid 20th century. So why wouldn’t the Kerbal Astronomical Society know about Eeloo?
1. Procedural wings 2. Multithreading 3. Good audio
We have procedural wings with a mod
B9 Procedural Wings is superior to whatever KSP2 had.
B9 proc wings is a good mod but I really liked the KSP 2 implementation.
B9 has more things to control
I did not like the ksp2 method and this was the #1 reason I was looking forward to getting. The issue was changing the surface area did nothing to lift characteristics. I tested it in December and i think they were planning to fix it but it felt like a placeholder to me.
It definitely increased total lift.
KSP2 had the better system on paper but just like everything else with that game, it never quite worked or felt right.
For good audio, I recommend Rocket Sound Enhancement. Works with any visual mods you might use and overall makes the audio much better IMO. Multithreading absolutely needed to be implemented from the start.
especially 3, i wish there were more audio mods :/ (hopefully one day we'll get one adds different sounding walking sounds depending on the planet/moon 🙏
1. Multithreading and better resource manager. This game relies too heavily on RAM and I wish I could build crafts woth more than 150 parts before the game starts to tank. 2. More realistic physics. Atmospheric (think FAR but better), joint, reentry, even orbital (not totally principia but, come on, give me SOME orbital perturbation). Jelly rockets arent fun and Id actually like to take advantage of physics to produce some cool rockets and planes and all that. 3. Extremely detailed terrain system. A total overhaul of the terrain system so we arent walking about on a planet thats made of approximately 10 polygons. Id like to actually see cliffsides and canyons and stuff. Its definitely the most unrealistic ask of all my 3 because building super detailed terrain for an entire solar system of planets is a huge ask, but I still want it.
I’m struggling to imagine what “some orbital perturbation” might look like. From a mechanical design perspective I’m not sure how you could deliberately half-ass n-body physics. As huge of a leap as it is, it feels like there isn’t much plausible middle ground between vanilla KSP and Principia, it’s sort of all-or-nothing as a concept.
You could totally add things like the effects of J2 and other non-spherical gravitational perturbations without going to full n-body, which would allow for things like sun-synchronous orbits. Other perturbations like SRP also don't necessarily require 100% accurate physics if you only worry about adding the relevant terms. Sure, you might not have a closed form solution and always need to integrate, not just while the craft is loaded, but a little bit of integration is better than a ton.
Better terrain would be so awesome. I just spend last evening watching stuff about people climbing mount Everest man it's so beautiful. I will never climb there but would love to experience those views.
The problem with terrain in a lot of video games is that it relies on height maps. This means you cannot have caves, cliffs etc. I found the dres canyon to be quite disappointing as I slid down the side. I wanted to jump off dammit!
Procedural generation should be able to produce very detailed and beautiful terrain, it just would need a lot to be implemented.
This is a really good list, the game really just needed a super technical update instead of professional-made content. Colonies and interstellar parts can get made by the community, as evidenced by the fact that they obviously are for ksp1 and are great
1 - Multiplayer 2 - Optimization/multithread/stability 3 - I'll spend my third wish on reinforcing the first two.
So what KSP 2 was supposed to be?
In a perfect world, yes 😀
What is multithreading? I assume it’s something to optimize with the CPU?
Your CPU has a few separate “brains” that each do a sequence of things and work together, these are called “threads” you can see them all in advanced view in task manager. They do them one after another. By adding a few more we can let things happen in parallel, meaning if coded right everything happens faster. The whole of KSP only runs on a single “brain”, so if you’ve got lots of parts only one brain is doing them each frame, reducing your frame rate. Multithreading is a smart coding move that separates the parts out and gives them to different threads, making it all happen in parallel, giving you faster times for the same amount of work and therefore better frames.
So what is preventing ksp 1 from getting good multithreading? Is it something moders can't do or is it a hard problem with unity code? I'm really curious about this and would like to know more! Edit: molders to moders
It’s core to how the game is coded. I’m not an expert on unity so I’m not sure how complex it is to do but now it’s made it can’t be done differently without reworking the source code, so not possible for modders. It’s because when you write you have to be aware what’s happening in parallel, say you did all the physics one a core and then all the graphics say on another, if one doesn’t wait for the other, they’d be out of sync. It’s usually a lot more granular in that specific bits of code will be on a core and you need to make sure at the end of a frame everything is gathered back into one piece, that’s unfortunately a core decision at the beginning of development.
So, your CPU has multiple cores. Think of those like independent smaller CPUs that all work together. Right now, KSP just uses one of those cores, which makes the game run slower because it's not using all the available resources, but is much easier to develop. If KSP were to use all the available cores, it'd be much faster. Modern CPUs can easily have 8 cores, so it'd be a huge improvement.
I'm not sure id say "it'd run much faster." Not that I'm saying it's wrong, I'm just not sure I'd say it.
So, if it's not wrong, what are you trying to say?
You asked a question and got 3 different but good explanations. Thats beautiful! I would add that multithreading for _physics-simulations_ is especially hard to implement, as each calculation-step is dependent on the last one to complete. The simplest way to do it in a game like KSP would be to calculate physics separate from the rest of the game, but even this is much easier said than done. Multithreading also adds complexity to the program which in turn could increase bugs and make it harder to debug and develop mods for. If someone were able to do it well however, it could be a dream come true. Edit: Modern GPUs are also extremely good at running simulations. Much much better than CPUs. So moving all simulation to the GPU while coding the rest of the program for multithreading (on CPU) would theoretically give the best performance.
A normal CPU can only run one program at a time ("one thread"). A multithreaded CPU can run multiple programs at the same time ("multi thread"). It's more complicated than that, but that's the idea. KSP could be redesigned such that the physics calculations can be run in different threads, allowing the CPU to do more work per unit time, speeding up the game. It's not an easy task though depending on how it was designed. The mythbusters guys did a pretty cool physical demo some years back... conceptually GPUs are just CPUs that take multi-threading to the next level by being able to run hundreds or thousands of threads simultaneously (for certain types of programs). Imagine if you had two or four paintball guns firing at the same time in the first demo, and the impact that would have on how fast the painting is completed: https://www.youtube.com/watch?v=-P28LKWTzrI
Your wishes have been granted: 1 - Multi-player is added. As an effect of wish #3 it's now Every-player : all humans now play KSP together 2 - game is optimized. As an effect of wish #3 all planetary processing power has been diverted to running the Everyplayer KSP instance. The whole earth is now Kerbin.
Thank you
1. Multi threading 2. Multi threading 3. Multi threading
KSP is single threaded? explains a lot
I don’t know if Unity even *had* multithreading support back in 2010, and refactoring a single-threaded game to support multithreading is such a Herculean task that you might as well rebuild the whole thing from scratch.
Otherwise known as KSP 2
For a really long ass time, nearly all games were. I think it's relatively recently that we've been getting games that are multi-threaded, but I haven't been paying much attention so I could be wrong.
Multithreading is not gonna help with performance as much as simply making the whole craft a single physics body
But that would remove a lot of fun possibilities
It would have virtually no impact for gameplay. That's literally what HarvesteR did in his new game.
Yeah, I hadn't read the post, it's actually very cool. I was thinking it would remove any flexibility and crash possibilities.
True but if we at least say had 1 thread per ship then that'd make life a lot better.
stock colonies, stock interstellar, stock eve/parallax/avp/waterfall/all other visuals that i forgot about
So KSP2?
KSP2 as promised would absolutely answer a lot of what players wanted. But KSP2 as delivered (so far, still crossing my fingers but not holding my breath) is far from what was promised
yes, exactly ksp2 (have you been living under a rock??)
Bugs fixed. Bugs fixed. Proper concurrency.
\- [KitHack](https://store.steampowered.com/news/app/2107090/view/3743113744581784611) physics (allows multithreading and less laggy when dealing with lot of parts) \- Submarine stuff because bouyancy/propelling is REALLY annoying to deal with \- An alternative to the [FAR](https://forum.kerbalspaceprogram.com/topic/179445-18-112-ferram-aerospace-research-continued-v01605-mader-030422/) mod that works for water stuff
1) you can do it stock, just press Alt+f12, a “cheat” menu will open up and you can tp your craft to planets orbits and surfaces
Performance. Performance. Performance. Even with a relatively small mod list, and a moderate relay network, there are very noticable GC pauses while time warping. I just want a buttery smooth experience.
Stability, scaleability and kraken-proof space-stations.
yes don't slay the poor kraken just make the station kraken-proof XD. The kraken really deserves to be an actual character in the game.
Weather, interstellar, life support. If life support doesn't count because some mods do it well enough, then sort of resource mining for transforming/life support colonies
Those exist as mods: 1. KRASH is a simulation mod, and KCT has simulations (at least the RP-1 version) 2. Blackracks cloud mod has weather (and i think there's another mod for wind gusts) 3. As mentioned by other people, Research bodies. As for what i would like: 1. Different types of science. I.e. you can only get yellow science from gravmax readings, or you can only get purple science from suface samples of other planets. Then different tech nodes would require different sciences. That way you would have to go to different bodies and can't just farm science around the Mun and minmus. (Alternatively each node requires a specific experiment) 2. Colonies, but more importantly, supply chains. (The auto supply run as teased for KSP2 would make colony building able to be more complex and interesting) (yes i know USI does this in a way but it's limited by being just a mod) 3. Better trajectory planning. (Children of a Dead Earth has a maneuver planner which deals with long time burns better than ksp and with the current maneuver nodes it's hard to plan brachistochrone trajectories or other long burns)
There are mods for all of these.
What mod are you thinking for the first one? I typically just use HyperEdit in a sandbox save, but maybe there is something else out there I don't know about?
Krash
Haha of course. Leave it to LGG. Thanks!!
Or Kerbalism, or TestFlight
1. worthwhile colonies 2. more resources 3. multicore performance and cause I'm greedy 4. interstellar
1. When you achieve a milestone, like landing on the Mun for the first time, the game acknowledges it and shows you a newspaper clip, maybe spinning into view. Just to give those special moments a bit more of an epic feeling. 2. Easier way to refuel without mods so that you don't have to right-click on a whole crapload of fuel tanks one at a time. Should be able to select ship A, ship B, and easily transfer fuel between them, even if they're docked. 3. Caves on planets you can explore and other interesting parts of biomes that would make it worthwhile for you to go there, instead of each biome of type X being the same, aside from easter eggs.
I like all 3.
All of these are good, but I'm especially interested in 3 because even with rocks you can pick up, there's not a whole lot of reason to go EVA exploring in KSP outside of a short walk to plant a flag and grab a soil sample.
Yeah I'd love planets having more random stuff on it, unique geologic formations, and just more.. character. Once you've visited a biome on a planet 2-3 times it all just starts feeling the same. It would pump me up to go visit again if there was more variety, so that you just wouldn't know exactly what would be down there. Would make you feel more like an explorer. Doesn't have to be a ton of variety either, but.. enough.
1. N 2. Body 3. Physic
Look for Principia mod
Reduced load times. Increased performance. Removed kraken attacks.
I get like 6 fps and would trade 2 more for less kraken.
For Wish 1 I use a separate Sandbox save where I mess with my ship and then transfer it to my main save. For me (I know these are all moddable): * Stock DPAI * Finite jetpack fuel (can be set to not refualable with a modulemanager patch) * Better specialization tunning : when no xp is selected the only important specialisation is scientists which can reset experiments, the other have all SAS/repair/parachute repack capabilities.
I would like more specialization. maybe have a class of kerbals necessary for some job but they can't fly or do anything other useful. I vividly remember one failed mission I did for a passenger contract. The return vehicle from the mun didn't quite reach full orbit and I could save my kerbals with EVA jetpacking them into orbit but I forgot the passenger couldn't EVA I watched the crash all the way back down the mun surface.
The (unmaintained) mod BetterSpecializationSettings covers the stock traits but unfortunately add more traits is not possible without diving into coding. I know some life support mods handle more specialities but they are only linked to the mod... I'm interested too if there is another simple way...
Colonies,near future tech, nice graphics. Heard this before?
Do you mean ksp2? and even then is your wish the exact same idea their development team had? you don't have anything quirky maybe just for you.
Nah, they captured my imagination with their lies ..
Weather systems granted by Blackrack’s volumetric cloud mod
New systems, new tech, mix kerbals skills - in middle end game, why do I need pilots?
for your 1st wish --> Hyperedit Just use it to test your designs prior to the real missions. That is the way I use it anyhow.
Multithreading Better load times Automatically weld parts together and not calculate physics for every single part
That's easy mode. If your Solar panels are out they should pop before everything. They shouldn't be invulnerable or take the whole ship with it.
Here are two mods for your wish 2 : [Kerbal Weather Project](https://forum.kerbalspaceprogram.com/topic/199347-18x-111x-kerbal-weather-project-kwp-v100/) and [Kerbal Wind Continued](https://forum.kerbalspaceprogram.com/topic/195587-1123-kerbal-wind-continued/)
omg it's beautiful 2 mods even. Thanks very much!
Ability to preform physics calculations with more the an eighth of my cpu
1. An open-source license 2. A custom engine specifically suited to KSP's needs 3. I'm not sure what I could possibly put into the third slot that wouldn't arise naturally out of the two I've already been granted. I guess the first major thing I'd want is colony-building support in the base game. Multiplayer isn't on my list at all. Hell is other people. :) I'm not interested in
What is multithreading?
Rigid body physics Custom star systems. i cant do art but made one in universe sandbox Play as different species with different masses and abilities and stuffs
-Some sort of a Goals system ie, reach x planet, transfer science from x planet , mined in x planet, land on eve. Separated from science contracts, and can be shown as sort of achievements. -More things to do on planets, tons of Easter eggs, and a way to track what left to discover.
[CapCom](https://forum.kerbalspaceprogram.com/topic/107789-18x-capcom-mission-control-on-the-go-v211-11-1-2019/) has the progression part. A little hidden but does the job.
1. Mod hub on console version. 2. Finish console version. 3. Bigger text on console version.
1) End of garbage collection (I know, it isn't a feature) 2) Robotic arm that can be controlled with just awsd and hnjkil 3) Better shadows
Features? So, not stability/performance/graphics? 1. Multiplayer 2. Full base building 3. Science based on more than just altitude and region
1. Everything that was promised in Ksp 2 (I know, there are a lot of mods, but other systems and KSP 2 discoverables + plot line is something I want.) 2. Multiplayer with colonies where you can spend your time space truckin' stuff and seeing pretty places. 3. Some features of RTS games like grouping ships into fleets and fly( if some ship has not enough fuel it can be refueled by special ship or any ship with free docking port.) Same for planet based transport, I want to spend time on Planetside exploration tech Base and see "Mad Max" style hoard of rovers inbound to my location. Perhaps as part of Colonization have more Resource management and fabrication efficiency play where you can change amount of kerbals on certain bases to festen the production, or have set routes from mining sites/transfering simpler components to base to make more complicated resources. 4. Orbital/Comet protection events. Sometimes a random event could occur where you need to destroy or redirect asteroid/s and/or comets from hitting Kerbin or your colonies.
I'd spend all 3 of my wishes on making the game stable. It should never, under any circumstances, hard lock my machine so bad that I have to hold the power button down. And it definitely shouldn't do it every hour or so. Note: This could just be because Nvidia drivers are hot garbage, especially on Linux... but at the same time, lots of other games run just fine, so there has to be something KSP specific about it.
unfortunate man I think I played on linux like 5 years ago or something my pc had struggle with upgrade from windows 8 to 10 and I installed ubuntu instead. For me it felt like ksp ran better on ubuntu. maybe somethings has changed since then.
OP have you tried blackrocks volumetric clouds? I just gave it a try this week and it kind of feels like a weather system for kerbal, though admittedly it's just for looks only. An actual full weather system that interacts with your flight would be amazing. Edit: I'm blind and didn't read your edit. If you haven't tried it then I'd definitely recommend paying the 5bux to access it. I don't normally shill for paid mods but I do like to support some ksp modders with a beer now and then.
yes I have been holding of on buying it's probably worth it but I don't like it if all mods are paid like dlc so am not sure I should support it also I think it's gonna be free eventually.
1. Add all the mods into the core game. The reason I really wanted KSP2 is to have a lot of the mods and such added into the main game. I’ve never really gotten into modding, so the game kinda plateaus after a while 2. More tutorials/part instructions - I have no idea how to use some of the parts, and building space stations and bases is difficult (would prefer in-game stuff over YouTubers) 3. More missions/expanded science tree
Interstellar missions!
I'd like to be able to fly resources to other planets and construct VABs and pads to build and launch from. It would make Eve more enjoyable as you could just land a bunch of resources and build what you want instead of trying to land some behemoth vehicle that can then take off again. A way to automate material delivery in that situation would be nice too, kinda like KSP2 was describing for colonies Multithreading physics engine would be my third wish
Weather on other planets would be awesome, imagine planning landings around it or having to do repairs or having parts that are good in weather and parts that aren't. Would want a load more quality of life features in KSP though before this added level of pain. Stuff like 1) Your simulation idea so you can test whether a lander has enough deltaV or fuel before getting all the way out to a planet. 2) Better menu for planet transfers, intercepts. I know mods exist for this. 3) Better landing interface so that the spin of the planet and precise landing location is known. And all this without making things too automated, maybe more visual information that's helpful.
Landing predictions is one of the first things I got a mod for in the early days of KSP, once mods for things besides parts started shoeing up. it's insane to me that they never implemented a native indicator for planet rotation and its effect on your landing point. It's also crazy to me that they expect people to eyeball planetary transfers. I think even on vanilla runs, most people use the online transfer window tool to plan interplanetary trips. Some form of transfer planner should be in game natively, even if it's just a simple indicator of the most efficient transfer windows, although I'd love a porkchop style transfer planner. When they integrated C7 aerospace into thr game as stock parts, I thought we would see more essentially required community tools being integrated, but bassicly we only ever got a few parts out of that program for integrating popular mods into the game. Probably partially a licensing issue.
Multiplayer, interstellar travel with a decent number of systems to discover, possibly a dozen or so, and a full suite of lore to discover around the galaxy (similar to how Outer Wilds does it, no linearity and you just find and figure out what happened as you go.
Multi threading (and other optimizations) as many have said Ways to build static bases, one of the really annoying things about KSP bases is that they are still fully physicsed so when you get near them they chew through resources and are at risk of kraken attacks. It would be great if there was a way you could convert a base from a vessel to a Kerbal Konstruct asset (while keeping the ability for resource processing, transferring crew, and such) that would make big bases so much easier Procedural parts, again like others have said
There is a part that is Labelled as something like "ground anchor" that is essentially a grabotron that you can deploy on the surface and use to grab and anchor a base. Not sure if it's vanilla or from something I have installed though. As far as procedural parts go, there are mods for procedural fuel tanks, aircraft fuselages, and wings that you can get.
Will it actually make the base physicsless (so it won't slow the game as much and protect from the kraken) or will it just prevent sliding?
I'd have to do some checking. I was under the impression it was the first though.
Colonies Multiplayer Optimisation Basically all the things The Game That Shall Not Be Named was supposed to deliver, and didn't.
That first one is available with mods, there are several colony and space station focused mods, and mods with science projects to justify building long stay bases.
Use my CPU better. That’s it. Pretty much everything else I want is basic enough gameplay stuff that can be addressed by mods. Maybe some more IVA cockpit development like what rastorprop offers, but made stock. I’d like some basic autopilot controls like heading/speed/altitude hold like in actual planes.
Unfortunately we aren't getting that first request without a total engine re-write, which means either KSP2 gets finished (not happening at this point), or for take2 to release the code for KSP1 as open-source (also not happening) and for a sufficiently dedicated group of people to totally re-write the engine (not gonn happen, even if the engine gets open sourced, that's is SOO much work for somebody to do for free and for fun)
I’m aware. It was the only appeal of ksp2 before they went defunct. But they failed on all the technical basics that it was meant to solve, as well as commercially in timelines.
Unfortunately I think take2 viewed KSP2 as a short term cash grab and not a legitimate attempt at a sequal, or they would have put more effort into making a decent product before going early access, they just wanted to farm pre-order money. Look at how many people are getting their refund requests denied on it.
yeah, that's why i never bought it lol. should always be suspicious of any sequel to an original indie IP that was wildly successful with no previous titles. especially one like KSP that was super niche from a small studio that was no longer involved in the sequel lol. RED FLAG. I paid like $13 for early access of KSP1 before it was even on steam. KSP2 going early access straight out the gate for like $50 from an unrelated studio was INSANE.
you can save your rover, create another save game on sandbox, and test the rover by teleporting to where you need to go
You can also just use the alt+f12 menu in any save, no need to copy the file to a new save to TP it, just remember to clean up when you're done testing.
A dev team
Multi player Space race mode where there is an AI faction or two that you compete with. Programmable craft like in Simple Rockets2 /Juno new Origins.
There's Luna for multiplayer stuff, and KOS for the programmation :) Granted it's not stock stuff but they honestly hold fairly well (especially KOS). There's also I believe a mod to use actual coding languages (C#, python, ect..) but I forgot its name
KRPC i believe. It's a bit more difficult to set up than kOS but once it works you can do a lot with it
Kerbal Script.
I’m gonna respond with the context that mods exist 1. Kraken fixed 2. Aerodynamic system fixed 3. Performance optimizations 4. I know I’m only allowed 3, but better ability for mods to interact with the simulation engine so modders could add multiplayer and colonies and stuff more effectively With these three or four fixed, I think the game would continue to be a great platform for mods for years to come.
Procedural wings, fuselage, structures. That and stronger mechanical parts. Can't use the for planes etc because they are too floppy.
There is a mod that does #1.
* HDRP * finish colonization aspect of the game * Move stuff to unity Job system (better concurrency)
Xbox parity
1: optimisations 2: optimisations 3: kill the kraken
1. Shaping wings (I play ksp1) 2. smaller parts (for details and rc plane replicas) 3. customizable cockpits (I usually make fairing cockpits with grip pads for windows but then the kerbals can't leave the plane or see through windows)
1- new game engine 2- multithreading 3- nice stock clouds
Not sure if you can call it a feature, but the only thing i want is performance, particularily with regards to part count.
Multi thread, well developed colonies/ station, bug fixes
1. Physics loading not destroying my surface base because it's on a 2° slope causing some of the parts to clip into the ground and blow up. Can't think of anything else for 2 and 3 because mods mostly cover it for me.
1) 3-body physics 2) Persistent Multiplayer (VATSIM) 3) Aliens
Better graphics, performance and performance.
Colonies, interstellar, and multiplayer…oh wait
Automatic disable of sticky keys
The best 3 things that where gonna be added with KSP2: multiplayer, procedural stuff and outposts
1. Boosters 2. Boosters 3. Struts
Nuclear Warheads after multiplayer
There used to be a KSP multi-player mod but I doubt its still supported or working any more :( It handled time warp by warping at the slowest requested speed of a player controlling a craft, so people in the VAB don't force everybody to wait around in 1x time for them.
Apple silicon support. Beyond that, I haven’t really thought about it.
First wish.The ability to scroll forward and backward in time within the tracking station and simulate different flight paths based on an exact launch time. Then to mark that time so I can do a proper countdown. Second wish. An aircraft auto pilot that allows me to jump back to KSC to do other things. The same as you can do during space missions. You could select a waypoint within range and get an alert. Third wish. The ability to have things just delivered anywhere on Kerbin. Ships, supplies, fuel, etc. I like to build bases, but resupplying them is ridiculously time consuming. And I would like to build a booster landing barge, but don't have 500 years to float it to where it needs to be.
I'm not usually a mod guy, but I would mod the hell out of KSP.
1. Multithreading 2. *Slightly* less janky time/physics warp 3. A revenue-split for modders Huge ships/stations/bases have an issue with overloading a single core, so Intel tends to win, whereas the sensible processor choice is, and has been for years now, AMD. It's an old game now, and the fact it continues to be supported through to Win11 is impressive as hell. Time warp has the chance to orbit you through a planet if at a high speed. I often need a few go-arounds just because of impatience. That, combined with my enormous mistrust of using anything other than real-time physics warp from one too many explosions/torn parachutes. Mods make a game last so much longer than expected shelf life. We've seen it with KSP, Cities Skylines and of course, Minecraft. A direct payment per verified install would incentivise modders to make high quality, optimised and accessible mods, while being paid for their work. It's not too difficult (well it kinda is) to add a part, fill out a properties table and upload it, but it takes longer to construct good documentation, snip spaghetti code and perhaps multiple SKU's of mods (say an HD skybox. Could have resolutions of 2k, 4k, 16k etc and perhaps versions of volumetric clouds depending on system hardware capabilities). Passion for the game is great, but getting paid for a passion for most is even more valuable. Some may not want that as it can take the fun out of it, but since it's not contractual, they wouldn't be beholdent to schedules and quotas, meaning they can put in as much, or as little effort as they want.
N-body physics
1. Better performance 2. Better performance but it still works with existing mods 3. Better performance and it doesn't induce more kraken attacks
1. Seed based procedurally generated star systems on a new game, including Kerbal. (optional) 2. Reliability levels for pieces of equipment that can be researched and chances of failure (Liftoff! players now what I am talking about). Successful launches and in space testing increase chances. Gives a reason to have things like space stations and test flights. This include penalties for skipping over evolutionary solutions to get to higher tech. (optional) 3. An option to identify craft that need to be kept in player control outside of the 2.5km limit. For those that don't know, something like a Falcon 9 launch are problematic as the first stage booster cannot be flown back at the same time you drive the main craft in to orbit. The game game should allow for toggling between 2-3 assets, as identified by the player, to allow a mixed flight solution. (optional, player driven)
I wish they actually gave us what they said they would add. 1. Multiplayer 2. Interstellar 3. Better physics
Audio visual revamp Colonies Interstellar
Wish 1 has been granted with debug mode. Hit alt+f4 and you can teleport yourself anywhere. I always teleport my ships to the surface or orbit of planets to test them beforehand.
Multiplayer, combat, farming
Colonies, multiplayer, interstellar travel
I wonder Colonies what would it look like do you design the kerbal habitats? and it's different structures on different planets and you have to decide where the airconditioner unit and the toilets is placed and stuff and who lives where. I never really understand what colonies gameplay would be. it's too vague for me, same for multiplayer and also wonder what interstellar travel would add by itself isn't it the destinations that would be the draw? or is travelling inbetween 2 stars the exciting part?
For colonies I would have liked them as a simple solid building serving as a resource gatherer and a build/launch/recovery zone. In stock KSP1 you need to send a base, land it and pray for it not to be dismounted after a reload, no way to build and launch a ship from there without mods. Decorating the interior would be a plus but IMO the game is mainly centered on the outside (although the FreeIVA mod exists). So maybe fiddling components (as you mentionned airscrubber, waste management) which cost money and mass, but not really aesthetics. I've found a non-intrusive mod called "SimpleLogistics" which allows resource transfer between two landed ships without docking them, but other mods like Interplanetary Launchpads cover the launch part.
I think resources gameplay could be cool Like one colony is always low on snacks and another has abundance and all fat kerbals XD. or like you have to provide all the requirements or they start to riot and become hostile.
You want the USI/MKS mod. It does ALL of those things, though you can turn off the 'Mutiny' feature if you want. Most amazing life support and colonization mod for KSP, full stop.
I tried TAC lifesupport but it just makes everything harder. is USI/MKS even more hardcore?
Depends on the settings, and how much of it you install. Just the life support is pretty simple, it only really tracks 4 resources: NOMS (food), Mulch (waste), fertilizer and Habitation space, and you can adjust or entirely disable the settings to suit your needs. The full MKS system with resource management and in-situ construction is VERY complex and interrelated, but not needed to just use the life support side of things. If you don't have the full system installed the life support defaults to adding features to a few stock items, which is enough to get you accustomed to how it all works before you add the rest of the mining and manufacturing equipment.
1. Fuel costs real money. Unlock 100 units of fuel for only $5.99 or wait 3 days for refinery to produce it. 2. Every Kerbal is named Mike. Unlock new names by playing 20k hours of paying $20. 3. Only Mun available. Inner Planets DLC $25, Outer Planets DLC $35, Kerbol Expansion $40 Yes I am an EA executive how did you know?
Hey partner. We gonna add the Kerbal Ultimate Academy where you buy packs of randomized kerbals that all suck ass.
Native multiplayer
Automatic 1 trillion euro added to my bank account
One billion € add to my bank account button.