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DfA-DoM

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  1. My kerbals would get as much science as possible!
  2. For the record, there's no such launcher things while using the "direct-from-the-store" version of the game (out of Steam and other similar platforms). -D-
  3. According to https://docs.unity3d.com/Manual/PlayerCommandLineArguments.html, you should perhaps have a try starting the game from the command line using the -monitor N option.
  4. In fact, I was used to the NavHud mod on KSP1 and would be very delighted to get some equivalent into KSP2. Controlling the size and transparency of the HUD is mainly a matter of trade-offs between visual aids and scenery. A keyboard-driven switch would also be a must.
  5. Another nice feature would be to get some parameters/sliders to alter the size and the transparency
  6. KSP2 Version: 0.1.1.0.21572 KSP2 Version: 0.1.2.0.22258 Operating System: Windows 1x CPU+GPU+RAM: (not relevant) + Logitech Keyboard Mods Used: None When playing KSP, the room lighting is usually dark, so I can confirm that the keyboard backlight is an invaluable feature, BUT it should be either fully or at least properly implemented. For now, we only have a few directional keycaps highlighted while flying a rocket leaving others with the least common actions bounded desperately blanked out (while perhaps being the most important ones not to miss). Workaround The only workaround is to globally disable the application's backlight handling and rely solely on the poor Logitech application features. What I expect First of all, the backlight control should be configurable. At least, a global on/off switch would be nice. When the focus is on an input field, at least the alphabetic and/or numeric keys should be highlighted to allow proper typing. If all the thrust dedicated keys are highlighted, why are some of the directional keys missing (pitch and yaw are there, but what about the roll)? The toggle keys (RCS/SAS/Brakes/...) should reflect the current state (and possibly activate the corresponding key highlighting). Keys that affect variable parameters such as the thrust increase/decrease or the time warp speed should also have their backlight intensity modulated accordingly. Once assigned the custom action groups should also highlight the selected keys, taking into account the type of action bound to them (binary toggle or increase/decrease). For the record, here's some inspiring (but outdated) stuff: https://github.com/NiamiTV/KeyShine Another tip might be to provide handles to internal game states to enable the use of external backlighting dedicated tools like Aurora (https://www.project-aurora.com/) or Artemis (https://artemis-rgb.com/).
  7. I've resubmitted a reformulated version the bug report/feature request here:
  8. What a great idea to have a contest like this. It's also a good way to make people want to come to the forum to entertain their readers with their future adventures. It's exciting to discover the new UI refinements !
  9. When reaching orbital altitude in flight, the rocket sound is gradually muffed and the soundscape is becoming rather quiet, but when switching into the orbital map screen, the sound seems to be restored to the usual/stock global level, which now is sounding... quite harsh and rough now. The same kind of annoyance is appearing when choosing to revert the current launch. (my post crossed the release one, so my expectations may be met. I need to try it soon)
  10. The @Vandest's video is very nice demo of the mod features which could surely be referenced in the OP. But the thing not shown is the odd behavior when switching from flight to orbital map and back. @ensou04, could you please have a look at this (even if lending an ear would be more appropriate)? Thanks
  11. In the same mood, the sound intensity may get rather high when switching from flight to orbital map. It could be nice to have a softer or longer intensity transition for that, or keep the last level for the current vessel.
  12. IMHO, we are here at an edge between unhandled case (bug?) and misuse, but this kind of issue would be avoided if we got a way to detect such kind of structurally arguable builds. Have you considered that your (already mandatory) mod could also provide some hints and warnings on the engineering report for example to prevent unintentional relying on ill-formed ships ?
  13. Cool, but we'll definitely need a more appropriate sounding
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