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DfA-DoM

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Posts posted by DfA-DoM

  1. On 5/8/2023 at 4:34 PM, DunaColonist said:

    @DfA-DoM If you had those parameters/sliders what would you change and how ?

    I agree that the current display has to be improved. But the way I see it, it is a bit more complex than only fine tuning size and transparency. Instead of asking each user to fix the design on their own, I would rather improve the experience out of the box.

    That being said, all feedback are useful. Understanding what you would change and why, would help the next design.

    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.

  2. 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/).

     

  3. 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 !

  4. 20 hours ago, Vandest said:

    Hello @DfA-DoM,

    I was never encounter this odd behavior, so I had no chance to show it. Can you explain what do you mean by this ?

    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)

  5. 7 hours ago, Gotmachine said:

    @Matt77After some testing, I'm don't think this is really "fixable".

    If you use struts to "close" a loop of parts that include robotic parts, and then move the robotic parts, you're playing on the strut joint flexibility.
    So if you change the relative position/orientation of each part connected on either end of the strut (using robotic parts in the middle), the strut will somewhat follow as far as its joint flexibility allows while in physics.

    [...]

    So I don't really see a way to fix this. The "closing a robotic part loop with struts" use case isn't really something that can be handled correctly.

    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 ?

  6. Hi @DMagic,

    The difference between an enjoyable gaming experience and a truly intense moment that you will find hard to leave is relying on few things.

    Tracking Station Evolved is indeed one of those that make all the difference (at least for me, but according to the thread length, I shouldn't be alone).

    So, other than asking for your help, what could we do to have this mod working in the last release?

  7. On 7/30/2021 at 8:02 PM, Terminal Velocity said:

    Why not make it so that ksp2 detects your hardware and sees if it’s capable of the full game or a scaled down game so that everybody can enjoy the game even those with extremely powerful computers and can enjoy the full game instead of targeting the 1M> ksp players on console.

    Because that would alas mean several (at least 2) different sets of code for the same feature, implying more time to write it and leading unavoidably to an even bigger set of bugs and issues...

  8. For the record, found in v1.11 output log once installed the v2.7 mod with CKAN :

    Spoiler
    
    
    ...
    The file can not be loaded because it was created for another build target that is not compatible with this platform.
    Please make sure to build AssetBundles using the build target platform that it is used by.
    File's Build target is: 6
    
     
    (Filename: C:\buildslave\unity\build\Runtime/Serialize/SerializedFile.cpp Line: 1171)
    
    Unknown error occurred while loading 'archive:/CAB-6edb77570e7dbd264fc2812f2e27396a/CAB-6edb77570e7dbd264fc2812f2e27396a'.
     
    (Filename: C:\buildslave\unity\build\Runtime/Serialize/SerializedFile.cpp Line: 204)
    
    The AssetBundle 'file://D:\KSP\v1.11\GameData\CommunityDeltaVMaps\Delta-V Map 2.7.ksp' can't be loaded because it was not built with the right version or build target.
     
    (Filename: C:\buildslave\unity\build\Modules/AssetBundle/Public/AssetBundleLoadFromAsyncOperation.cpp Line: 445)
    
    Error while getting Asset Bundle: The AssetBundle 'file://D:\KSP\v1.11\GameData\CommunityDeltaVMaps\Delta-V Map 2.7.ksp' can't be loaded because it was not built with the right version or build target.
    AssetLoader: Bundle is null
    ...

     

    The KSPedia version should be rebuild.

  9. Despite this mod may not be considered as the most useful one for all KSP players (and I suspect neither the most difficult to handle), and since I can confirm to have working flawlessly as is on latest v1.10+, it would be nice to have it updated (at least its ckan compatibility record stuck at 1.8.1) and registered as such.

    Thanks in advance

     

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