Jump to content

HebaruSan

Members
  • Posts

    4,995
  • Joined

  • Last visited

Everything posted by HebaruSan

  1. H is forwards, N is backwards. (Unless "docking mode" is drastically different. I still haven't tried it in either game.)
  2. Huh, they took advantage of the science button light to encourage new players to let their Kerbals get out and stretch their legs. Nice.
  3. Preferred Title: Time warp limits interfere with missions and science gameplay in For Science! Reported Version: v0.2.0 (latest) | Mods: CustomFlags | Can replicate without mods? Yes OS: Win 10 | CPU: i7-3770K | GPU: GTX 1060 6GB | RAM: 32 GB I just got back into orbit from the Minmus Monument, and I have some extra fuel, so I'm looking to collect some additional science before heading home. My craft is just entering the night side of its orbit, and I'd prefer to conduct my landings in daylight. When I go to map view, I see this: The daylight area where I'd like to do those landings coincides with my apoapsis, which is 28 minutes away. Since time warp is arbitrarily limited to 4x at this altitude, I would have to spend 7 full minutes staring at nothing and waiting for my craft to inch its way there in order to conduct the landings that I have planned. The "time warp to point" option barely speeds up the game at all. This is unnecessary and capricious and frustrating. Please allow all levels of time warp when in a stable orbit! (Merging in related report from the "trash posts" thread that demonstrates the impact on the missions half of the update...) I am following the new For Science! missions, and... This shouldn't be a big problem. Minmus rotates under my orbit, so I can time warp ahead until the marker is under my orbit for a nice cheap landing. I start pressing "." to increase time warp and wait for the vessel icon to start whipping around Minmus and the waypoint to move. Instead, nothing happens. The maximum time warp 10km above Minmus is apparently 4x. This limitation has been annoying and unnecessary all along, but now it's an obstacle to continuing the mission that the game has given me. To proceed, I will have to switch to the Tracking Station in order to access what is essentially the exact same screen I'm on right now but without the arbitrary time warp limits, then switch back to the craft to do the landing. This is a cumbersome workaround, not gameplay. Please allow all time warp levels when in a stable orbit so we can do these missions without disruption.
  4. The main save/load system is adequate with a few minor flaws. The topic here is the UI when you save a craft that you're designing in the VAB.
  5. And why would I choose one tech tree node over another if I have no idea what any of the parts do? If the parts are the same from one playthrough to the next, are you only ever meant to play this game mode concept one time, since you already know the outcome of this major piece of gameplay? Why wouldn't you just go check a wiki?
  6. People can feel nostalgia for anything, I guess. Nearly every player action in the KSP1 science system fell under the category of "no brainers." You chose whether or not to perform each experiment, but with few exceptions*, it was a phony choice because you would never not perform it if there were points to be gained. The only real choices were 1) what you build and 2) how/where you fly it. KSP2 science keeps those real choices and eliminates or minimizes the fake ones. * Non-repeatable experiments (goo) provided one of the only actual choices, since you might plan ahead to perform them in a later, better location. But this distinction was reduced early on by resetting them with science labs, and even moreso when scientist Kerbals gained the ability to reset them.
  7. Reported Version: v0.2.0 (latest) | Mods: CustomFlags | Can replicate without mods? Yes OS: Win 10 | CPU: i7-3770K | GPU: GTK 1060 6GB | RAM: 32 GB The mission briefing window with Dr. Keri Kerman uses a character-by-character typing-like effect to display its text. The player can click a "Continue"/"Gotcha" button to skip this effect and view the full text of each message, and clicking the same button again advances to the next message. When the in-progress message is also the last one in the briefing, that button skips a step and closes the briefing window instead of displaying the full text of the final message. This is surprising because there's no clear visible indication that it's the last message, and the player may think that there was something important in the text they missed. E.g., if I click "Over and out" at this exact moment, the window closes, but what I want instead is to see the full text of the final comment: Included Attachments: .ipsImage { width: 900px !important; }
  8. Reported Version: v0.2.0 (latest) | Mods: CustomFlags | Can replicate without mods? Yes OS: Win 10 | CPU: i7-3770K | GPU: GTK 1060 6GB | RAM: 32 GB Included Attachments: autosave_3.json .ipsImage { width: 900px !important; }
  9. Would NASA ever put a multi-million dollar instrument on a probe without spending $20 to run a wire from it back to the main computer and transmitter? I enjoy flying Kerbals around on EVA, too, but that particular use case always ground my gears.
  10. Agreed, there are many things about the "Research Inventory" window that need to be improved. If they simply put a stop to the accumulation of 0-point crew observations, it would feel less cluttered. Reverse chronlogical sorting would help with the excessive scrolling. But a button that lights up, with a tooltip-on-hover that shows a bit of info about why it's lit and then can be clicked to go deeper, is a pretty solid design all around, especially in a thread where the nightmare of KSP1 science is being brought up.
  11. So which is it, you don't want the science system to notify you while you're "in the middle of doing something else", or you want an info dump every time you cross a biome boundary? I think they're trying to let the player decide how much to engage with the experiments at any given moment, and that feels pretty right so far.
  12. Reported Version: v0.2.0 (latest) | Mods: CustomFlags | Can replicate without mods? Yes OS: Win 10 | CPU: i7-3770K | GPU: GTK 1060 6GB | RAM: 32 GB If your ship has total capacity of 0.66t for something, the resource summary display shows the remaining value as "1", apparently rounding to the nearest full unit. This appears to tell the player that the tank is more than 100% full, which looks sloppy and deprives the player of correct knowledge of how much fuel they have left. And if you instead have 0.06t (i.e., the lander can), the current value always shows up as "0", which is probably worse because you're telling the player they've run out of monopropellant when the tank is actually full:
  13. I've managed to get relatively vcomfortable with it. The data is still there if you right click "A1", "A2", "B1", or"B2" (or at least, the data I personally find useful is): But the latter part of rendezvous and docking will continue to be generally unpleasant until this bug is fixed:
  14. Luckily we do not need to speculate. "assembly" is marked with the [Obsolete] attribute.
  15. That looks like a bug to me, some rogue line of code where they typed "Assembly" with the wrong capitalization. Using the same word twice to mean two different things depending on the capitalization is very unlikely to be intentional.
  16. I do like them when I need to go to one of those two buildings. For me I think it may be that they give me a visible target for mouse movement planning, which feels more comfortable than having to press the Esc menu to reveal them ("It's right there" vs "It'll be somewhere over here"). It's nice that they thought about which building-to-building switches will be most commonly needed (even if they missed the Tracking Station!).
  17. I hope to keep these things. And I hope our application to adopt a golden retriever from a rescue organization bears fruit in the near future. (We had the "home visit" via Zoom 2 days ago, and got approved yesterday. Now we're waiting to hear from fosters to meet the dogs.)
  18. Probably. That sounds like having multiple vehicles in one workspace. How does that square with only being able to save one vehicle name per workspace?
  19. Hi, I wanted to give a heads-up that this has happened again as of ACK 1.2.0 and later due to the addition of the dependency on SimpleAdjustableFairings (noticed and updated in the metadata by @SofieBrink), the compatibility of which still only goes up to KSP 1.11. Users with only KSP 1.12 marked as compatible in the CKAN settings will see this and get 1.1.0 as the default version of ACK: Fixing this will require some action from @blowfish, because the SAF's metadata is author-managed here: https://github.com/blowfishpro/SimpleAdjustableFairings/blob/master/NetKAN/SimpleAdjustableFairings.netkan ... and the version file's URL property points here, which is a 404: https://raw.githubusercontent.com/blowfishpro/SimpleAdjustableFairings/master/GameData/SimpleAdjustableFairings/SimpleAdjustableFairings.version
  20. Agreed. Had I not heard Scott Manley announce that you can switch back and forth between a craft and Mission Control to mass-complete early missions, I would have been pretty irritated by having to do the same mission three times.
×
×
  • Create New...