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  1. Randomly generated endless campaign

    Realistic commissions that space agencies do. This would be similar to for example, Truck Simulators. Say there's 5 slots. Each has a randomly generated task like "retrieve rocks from [planet] for Droo University" or "get into orbit around [planet] and take pictures for Gobble Maps" or "deliver [amount]kl of fuel to [planet] for SNASA" maybe some unique new missions like "the Hubba telescope is broken, build a new one" and you'd have to build a replacement satellite with antennas, cameras, and a telescope. Maybe a few joke missions like "The Edison Motor Company would like to launch their car into…

    5 votes
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  2. Add a little personality and life

    SR2 gameplay and graphics are already pretty impressive, but there's currently nothing in the game that gives it any character or personality. It feels very... generic.

    It would be great to see some things that add some life and unique personality to the game (like the Kerbals and Kerbal culture do in KSP, though obviously you should do something original). You don't have to go overboard with it, just something to give the game a little flavor and character.

    3 votes
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    0 comments  ·  SimpleRockets2  ·  Admin →
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  3. Realistic aerodynamics in atmosphere, with mach compression effects, transonic effects..

    KSP had FAR, a mod which gave me more than 700 hours of fun doing realistic aerodynamic planes, SSTOs, and rockets. It would be really awesome to have a similar realistic aero system in SR2 so we can re create and fly an SR-71 or some hypersonic SSTO with proper realistic flying characteristics.

    4 votes
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  4. 1 vote
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    0 comments  ·  SimplePlanes  ·  Admin →
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  5. Realistic Wheel/Tire Damage

    I believe that adding realistic physics for wheel/tire damage would be a great addition to SR2. For example, after being used for a long time especially on terrain that the wheel-type isn't designed for, or if the tire gets punctured, the tire could deflate. Or possibly the wheel could pop of from spinning for long amounts of time. I would really appreciate it if this idea were considered as I have always been obsessed with the numerous possibilities but limited physics of the resizable wheel in SP.

    1 vote
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  6. 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
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  7. 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
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    0 comments  ·  SimplePlanes  ·  Admin →
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  8. 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
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  9. 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
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    0 comments  ·  SimplePlanes  ·  Admin →
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  10. 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
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    1 comment  ·  SimplePlanes  ·  Admin →
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  11. 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
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  12. 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
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  13. 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
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  14. 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
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  15. 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
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  16. 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
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  17. 1 vote
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  18. Make the vehicle burn small when re-entering the planet

    Make the vehicle burn small when re-entering the earth

    1 vote
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  19. Auto landing boosters

    Add a system thing that can auto land your boosters when u detach them

    3 votes
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  20. Airplane Engines

    Like propeller engines and jet engines (propeller engines would put you one step ahead of KSP)

    3 votes
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