Jundroo Games
2297 results found
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Switchable Command Modules
I think it would be valuable to have switchable command modules in one craft. For example, in the Apollo XIII mission, they were able to switch control between the lunar module and the command module.
0 votes -
Magnets
magnets pulls parts to himself here are some options or settings for it
force (1-100)
range (1-100)
length (1-10)
width (1-10)
heigth (1-10)3 votes -
vehicle recovery
after landing to earth you can't reuse your vehicle anymore. With this suggestion you can recover your vehicles, boosters, space planes. You can add a price to recover, example: if you land to ocean or land it will cost money but if you land to runway or landing pad your rocket will be free to recover just like spaceX did it with falcon heavy. If you see this post devs, please add this feature.
6 votes -
Rockets with customizable thrust
As of now, unguided rockets have a fixed thrust, which makes it harder and less practical in more creative uses. I think perhaps it is a good idea to enable maxForwardThrustForce for unguided rockets, so that they can perform better in more creative usages (JATO, solid rocket engines on missiles, rocket-powered engines, SRBs, etc.)
1 vote -
CIWS: Missiles on HUD
Although it is technically possible to shoot missiles out of the air as of now, it is determined by more random chance and good eyesight rather than any systematic approach. Is it possible to make hostile missiles (all four types) show on the HUD, so that it is easier to track such things? Also, I think allowing missiles to be targeted by other missiles would also help.
18 votes -
Activation Groups and Logic Gates
For basics, is it possible to implement a basic "AND" and "NOT" gates into activation groups? I think it would help building more creative designs. For example, with the AND gate it is possible to build better ejection seats, while with the NOT gate it would be possible to build functions that are mutually exclusive, such as firing rates on guns, or reverse thrusters on jets.
1 vote -
More customization on guns
Ammo Type Sim: Explosive bullets
- If explosive = true, allow the user to define an explosive radius (explosionRadius = number), where all parts in the radius receive some percentage of the round’s damage based on the distance from the point of detonation. Cannot damage parts behind another part.Ammo Type Sim: Proximity fuse
- (Requires explosive = true)
- If proximityFuse = true, Enable proximityDetonationRangeMin and proximityDetonationRangeMax for guns.Ammo Type Sim: Smart (guided) bullets
- If smartAmmo = true, Enable lockTime, minRange, maxRange, maxHeadingAngleAdjustmentRate, maxVelocityAngleAdjustmentRate, and maxTargetingAngle for guns
- Can be shaken off and can be distracted…1 vote -
Engine Antimatter and Fuel Antimatter
What is antimatter? Antimatéria is an inverted atom!! Instead the electrons make orbits in the mulecula, Antimatter has the electrons in the nucleus and the protons are in orbit ... A common atom has the nucleus that has a positive charge and the electrons have a negative charge. The antimatter has the negative charge nucleus and the protons have a positive charge. When Antimatter collides with the atom, it creates an EXTREME blast. Super explosion ... Able to create GAMA RAYS. The antimatter motor is able to reach half the speed of light. 150.000.000m/s. So we would have Hyper Power…
1 vote -
Unlisted Forum Posts
Hello, Nm here,
I have had an idea for a while now, we should be able to have unlisted Forum posts, because that would come in handy for the Simplerockets Interplanetary Council and others companies as well. Please vote your support.
Thanks, Nm
20 votes -
Recovery
It would be quite great to be able to go back in time to a separation and control the other module. This way recovery missions would be possible.
1 vote -
Interactive interiors
For a game of this kind tripulated missions and science should be keys.
I think it would add quite a lot to the gameplay to make cockpit and habitable modules with interactive interiors, so you can move around, go to the pilot sit and have all the controls, screens with info... or go to a lab, go to a bed, pick objects and interact with them (use a microscope, a material analicer, move resources for ISS like storage...)
If you go crazy you could even add VR(?)
3 votes -
1 vote
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Make the vehicle burn small when re-entering the planet
Make the vehicle burn small when re-entering the earth
1 vote -
Auto landing boosters
Add a system thing that can auto land your boosters when u detach them
3 votes -
Airplane Engines
Like propeller engines and jet engines (propeller engines would put you one step ahead of KSP)
3 votes -
Add alarms
Simpleplanes needs alarms for when your plane is going down, Taking damage, Etc.
3 votes -
Add Better Damage
If you get shot at and take damage in Simple planes, There is no way to tell without the damage indicator, It would be cool to have bullet holes, Dents, Etc to see damage instead of boring damage indicators that highlight everything in an ugly way, And when you crash a plane in the game, Instead of it exploding, Could they fall apart or Leave a trail of debris from the crash impact to where the plane is?
7 votes -
Add Helicopter Parts
Simpleplanes needs rotor blades and stuff because helicopters are way too complicated to make when it comes to making the rotors and stuff like that; Yes people make them all of the time but it would be nice to have helicopters that actually use rotor blades and stuff like that.
1 vote -
SimplePlanes.com occasionally blinks out and is replaced with a small sentence that says,"The service is unavailable." Can Jundroo fix that?
SImpleplanes is not responding currently.
3 votes -
have a 'block' that if launched into orbit will allow you to create an orbital shipyard that you can launch tips from
have a 'block' that when launched to orbit allows you to create an orbital shipyard that you can launch from, you could make it really hard to get this piece into orbit so that only themes skilled of pilots are able to do it
1 vote
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