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BimmyBot

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  1. tldr: Struts are kinda broken and I want to put my own time into learning how to fix them. (fuel lines are guilty by association, and also have their own problems) Symmetry alone barely holds itself together, and it seems to hate struts and fuel lines, especially. I want 2 options for struts/fuel lines: Sticky and Pointy STICKY: BOTH ENDS stay connected to their individual parts and stay WHERE YOU STUCK BOTH OF THEM. Move a part, both ends moves with their respective parts. (kinda how it is now, but the "connected" aspect is iffy at best, and forget about changing symmetry) POINTY: FIRST END stays connected to where you put it, but ALWAYS POINTS in the direction you pointed it in when you placed it, RELATIVE TO THAT FIRST PART. Starts at that end, goes off at an angle from the part it's placed on, hits a thing, and there lives the second end. Move the part with the first end attached to it, and it takes that with it. strut will point wherever it points and hit whatever it hits. That can get weird too, but consistently and predictably weird, which is easier to work with than unpredictable and obscured. "sticky" lets you shift parts around, while keeping the ends where you want them. Fix the current visibility issues and this isn't a bad way to go. until you change anything related to symmetry, then its back to hunting down orphaned strut ends stuck to your ship like pimples... or weeds. I know I could ignore them. but I wont. "pointy" lets you grab a subassembly with struts sticking off of it, put it anywhere in any quantity, and it'll attach those to whatever they hit when you slap on 12 of them, or want to change symmetry, or move a module to another part of the ship, or reload a craft, (sorry, "workspace." (a topic for a different rant,)) and have struts work in any way whatsoever, or this is getting far too rant-like and you get the point, but I'm gonna continue, anyway. current "solution" lets you think you strutted something, maybe it worked, lose everything 5 times, reset all of them individually, move something, lose them all again, ship rejects all the confines you've placed in its freedom and flings itself into all directions at once, revert crashes the game, ship loads from an hour ago without any struts. Repeat everything at least once, then give up. Ship finally starts working fine, right when you decide to load it in order to rebuild for a different mission (doesn't last long.) Could I learn to code just to mod this game, and only to fix struts? (maybe trajectory lines, too...) Or: can a coder help interpret my intentions into... kerbinese?... gonna assume from the sound of their language that its coded in "Jawa." I've played with code, played with a few game engines, but I wouldn't even call myself an amateur. I've dabbled. My point is: I want this game to be better, even if the things they have improved on are great. I joined this ksp2 party late, but I've been playing KSP1 since the spaceplane hangar was new. Was still playing it here and there, (or binging on it for weeks at a time,) until I got ksp2 a few weeks ago. Honeymoon with the new game is over, and I'm about to go back to the kraken I know and love. I know I'm late to that party too.
  2. Hi, did you ever make any progress on this, or does anyone know if anything's around these days? I was stumbling around and found this discussion: https://gamedev.stackexchange.com/questions/6080/how-to-design-a-replay-system Then I found your post. I'm no coder, so I don't know if its useful, but it's what got me to this old post =] I'd love to have a sort of navigatable replay, if not be able to resume the game from any point along the timeline. Or at least frequent, more complete save states. Thanks, -Bimmy
  3. Hey, I know this is an old thread, but just wondering if anyone else had noticed that if you hold B, and go to the map, or the pause menu, the brakes stay on. Handy, if you need to check the map, you can just hold and press M, and know that your craft is braking... brake-ed... broken? Although, it makes me nervous, and I end up going back to check the brake light, anyway. The pause menu is nice, because you can just pop back out of it, and the brakes stay on, but ESC is more out of the way, than M is. Maybe there are other key combos, that already act as a brake toggle.
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