Hi peeps

Cobalt Storm

New Member
Oct 18, 2025
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5
Can't wait for KSA to grow!

Usually when I stop playing any given KSP playthrough it's because I get sick and tired of poor FPS and long loading times. Beyond that, I always wished to be able to automate things in the background without repeating everything myself, or pretending it happens. Those things all make it very difficult to role-play for me. Here's hoping KSA becomes something better than KSP.
 
KSA actually allows you to set the texture and quality resolutions to what you want to be every time you launch.
Want 1k textures high performance? you got it!
Want 8k 30fps lag? It's there!
The best is at 2k textures, since its good quality, and high framerate.
 
Can't wait for KSA to grow!

Usually when I stop playing any given KSP playthrough it's because I get sick and tired of poor FPS and long loading times. Beyond that, I always wished to be able to automate things in the background without repeating everything myself, or pretending it happens. Those things all make it very difficult to role-play for me. Here's hoping KSA becomes something better than KSP.
Same for me. Advancing to having a space dock, or at least a hangar on the Mun at some point, would have been lovely. There were mods to do something similar to it, but somehow they didn't do it for me.

Sure, getting heavy cruisers launched into orbit with the weirdest support stages also was fun, but at some point it became a bit unrealistic, which sometimes made me "magic" craft into orbit, which still felt like cheating, even if I made it a point to at least launch a new craft at least once from the ground. Still: A proper space dock would be a big step up.
 
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There were mods to do something similar to it, but somehow they didn't do it for me.
This also. Ground Construction felt like a workaround with no in-universe sense. Extraplanetary Launchpads required a manual to understand what was happening. Most big Minecraft mods fell for the same trap of relying on a manual as a crutch instead of having any actual game design. Reading a manual isn't riveting gameplay for me. I hope one day KSA will have colonies and off-world vehicle assembly that is performant and pleasant to use.
 
Well, there is a reason: For refueling! Since the mining runs even when the craft/station is unloaded, you could build a proper fat base on the Mun.

My issue with that always is: From a gameplay point of view it does not make sense for very large stations to actually mine and convert. As long as a certain size of station is reached (power output, mineral extraction capacity), you should not simulate the whole process anymore, just make the fuel tanks fill up at a certain volume per day. Or, when very large, simply "always have enough fuel". Like the Space Center. I don't see storage tank over there :D

The key component is to integrate it into the game: Make the parts heavy or require a certain amount of amorphous "building material" to set up a proper station, really anchor it to the ground (i.e. make it static, fullstop). And then for "class 2" stations, require even more things like power station, a proper mine, a converter station and after that have a filling station with no limits (as long as there are proper minerals on the space body).

And if there are no minerals to convert: Why not build greenhouses and make BioFuel?

Damn, should I put this in a suggestion thread?
 
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Well, there is a reason: For refueling! Since the mining runs even when the craft/station is unloaded, you could build a proper fat base on the Mun.

My issue with that always is: From a gameplay point of view it does not make sense for very large stations to actually mine and convert. As long as a certain size of station is reached (power output, mineral extraction capacity), you should not simulate the whole process anymore, just make the fuel tanks fill up at a certain volume per day. Or, when very large, simply "always have enough fuel". Like the Space Center. I don't see storage tank over there :D

The key component is to integrate it into the game: Make the parts heavy or require a certain amount of amorphous "building material" to set up a proper station, really anchor it to the ground (i.e. make it static, fullstop). And then for "class 2" stations, require even more things like power station, a proper mine, a converter station and after that have a filling station with no limits (as long as there are proper minerals on the space body). Add a Construction station and a Survey station and you have a proper Space Center, wherever you like. Then also add beamed energy and build your huge solar station in the center star's low orbit!

And if there are no minerals to convert: Why not build greenhouses and make BioFuel?

Damn, should I put this in a suggestion thread?