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Mat2ch

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    Advanced Space Plane Engineer

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  1. Mine will be in a deathtrap called "Very well built spaceship" on their way to Eves surface and maybe, with a chance above 0, land successfully. Returning on the other hand...
  2. Did you at least try to understand what I have written? You bring up the menu, select the part and then the menu goes away. No menu there, when you place an item. Your answer is missing something. You are not explaining why a dialog/menu that you can display with a hotkey and which goes away when you release the hotkey is a problem in the workflow you are describing.
  3. You might never had a problem with it, but others might. And as I stated above you can have it always on top in Avorion.
  4. Hi. As far as I have seen the current ui for building crafts hasn't changed much for KSP2. But I already struggled a bit with it in KSP and with more people getting bigger and wider screens this will be even worse for them. Here is a recent screenshot from the PC Gamer interview and the SPH (I guess): At this scale it looks fairly reasonable. But now imagine this two times to the left. You have to do a lot of moving your head and eyes and the cursor as well to select a part. This is sadly very exhausting and when doing bigger builds it can make it very tedious and take away the fun in building stuff. Here's how Avorion does this, where you build at an even smaller scale with much more detail if you like to: This is the building block dialog, which pops up at the center of the screen, if you press space. You can have it as separate floating window always on top, too. I'd like to see a similar thing in the build ui for KSP2. Maybe have the building menu pop up at the mouse cursor or such a thing. This kind of menu is much better, because it sits where you can easily access it. The wider-than-higher way is better for selecting parts, since usually our displays are wider-than-higher as well. So I'm asking you, the developers of KSP2, to at least consider reworking the menu for the building blocks to this type of style and putting it on an easy to reach hotkey. Thanks!
  5. And what about the great and detailed bug reports we Linux users write? Just take this post as inspiration: https://www.reddit.com/r/gamedev/comments/qeqn3b/despite_having_just_58_sales_over_38_of_bug/ Not having a Linux version in Early Access means we can't write them!
  6. Thank you. Sadly this means in 99 % of all cases: No Linux version ever.
  7. Finally! But since nobody dared to ask... uh... Linux?
  8. Hello @DeadJohn, I played around with the docking force, but even then there is a gap between one of the two port pairs. This could be a bug of some kind. And even if I report it I'm not quiet sure if this will ever get fixed. Multiport docking isn't the way this game should be played (well, at least not back when I started playing it. The devs were always a bit cautious, when someone talked about it).
  9. Hi @DeadJohn, thanks for the answer! I tried DockRotate, but it is still not aligning properly. Here a few pictures: Here I only set the rotation and tried to force it to 0°. But since the initial docking is already a bit offset it can't do much about it. And here I tried using MechJebs SmartAssist to keep the rotation to 0°. Yes that aligns it perfectly, but there is still a gap for some reason. I guess I'm doing stuff with docking ports for which they weren't built for. (But how to create massive structures in space then?)
  10. Hi, a few versions back it was possible to get a perfect alignment when using two docking ports to dock huge crafts. But nowadays I'm always a bit off as you can see :( Any tips for me how I can get them aligned properly? I take a mod if I have to.
  11. Well, I don't know if Stratzenblitz75 applied, but, uhm he made 19. https://www.youtube.com/watch?v=YXzmnSdrM1k
  12. If you can't find the time to make a grandiose first post just start small and we will help to expand it later. Many thanks for your work!
  13. I ran into the same problem. I kept on clicking things and suddenly the window appeared. Try a new design, then click on a command pod, click on the KER button, remove the command pod and add it again. And maybe click on the KER button again. This cycle brought the window up for me. (But no dV readouts, since the newest KER version doesn't support real fuels )
  14. Then go for it and I will post my problems there. (Still no Github account and I don't want to create one)
  15. Hi. Thank you for the work on KER. But since the update (today) I don't get dV readouts in the VAB with RSS. With stock KSP it's working fine. Can you tell me, what I'm doing wrong?
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