ZSPD.
Member
- May 4, 2026
- 19
- 1
1. Fuel Tanks and Food Systems
When we mention KSP, we often think of those little green guys, and we often leave them on some planets during flights. But we feel fine because they are green and can photosynthesize. However, in KSA, the kitten astronauts in the real solar system (which I believe will be preserved in the future) don’t think that way—they need water and food! So, to accommodate their needs, maybe we need a new component—a cargo tank! It has 4 slots, each can hold a stack of items (like a stack of 30 bottled waters or 30 hamburgers, which need to go into the tank's light blue slots—1 cold slot, with a corresponding light red hot slot, plus ordinary neutral slots or insulated slots (yellow)) or a module (like a single carton containing 16 bottled waters). At the same time, we can add a 'Hunger' bar and 'Hydration' bar on the astronaut’s detail panel, which decrease over time. Players need to press the eat button and choose specific foods to feed them. Each food item has weight and restores a certain amount of hunger/hydration. I personally prefer a modular design. If an astronaut's hydration or hunger drops to zero, unfortunately, they will die.
2. Component Introduction
The component descriptions in KSP seem quite funny. I hope KSA, as an educational game, won’t do the same. For example, when introducing a liquid hydrogen-oxygen tank, use a description panel and an info panel. Description panel: 'The 3M-class LH2/LOX tank contains liquid hydrogen (fuel) and liquid oxygen (oxidizer) to power rocket engines. The shell is made of steel and represents the hard work of our cat scientists.' Info panel: provide the maximum capacity of the liquid hydrogen and liquid oxygen tanks (units can be L/LBS/KG/T) as well as the total weight to enhance professionalism and allow users to understand basic rocket principles. The same applies to other components, like engines—describe specific impulse, internal plumbing, etc.
I believe KSA can become a legendary game of its era, just like KSP!
When we mention KSP, we often think of those little green guys, and we often leave them on some planets during flights. But we feel fine because they are green and can photosynthesize. However, in KSA, the kitten astronauts in the real solar system (which I believe will be preserved in the future) don’t think that way—they need water and food! So, to accommodate their needs, maybe we need a new component—a cargo tank! It has 4 slots, each can hold a stack of items (like a stack of 30 bottled waters or 30 hamburgers, which need to go into the tank's light blue slots—1 cold slot, with a corresponding light red hot slot, plus ordinary neutral slots or insulated slots (yellow)) or a module (like a single carton containing 16 bottled waters). At the same time, we can add a 'Hunger' bar and 'Hydration' bar on the astronaut’s detail panel, which decrease over time. Players need to press the eat button and choose specific foods to feed them. Each food item has weight and restores a certain amount of hunger/hydration. I personally prefer a modular design. If an astronaut's hydration or hunger drops to zero, unfortunately, they will die.
2. Component Introduction
The component descriptions in KSP seem quite funny. I hope KSA, as an educational game, won’t do the same. For example, when introducing a liquid hydrogen-oxygen tank, use a description panel and an info panel. Description panel: 'The 3M-class LH2/LOX tank contains liquid hydrogen (fuel) and liquid oxygen (oxidizer) to power rocket engines. The shell is made of steel and represents the hard work of our cat scientists.' Info panel: provide the maximum capacity of the liquid hydrogen and liquid oxygen tanks (units can be L/LBS/KG/T) as well as the total weight to enhance professionalism and allow users to understand basic rocket principles. The same applies to other components, like engines—describe specific impulse, internal plumbing, etc.
I believe KSA can become a legendary game of its era, just like KSP!
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