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fjw

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  1. Another thing I want to add. I am just doing a rendevouz around mun. It seems not possible to skip orbits. How can I set my maneuver to come after for example three orbits? IMHO, this is really necessary and was possible in ksp1. (but i really love the general aestethics about the UI. The colors, the fonts. It's awesome. But the UX is still not good, yet.)
  2. give us: - numbers to see the current parameters of the node (also the position in the current flight path *) ) - buttons to fine adjust the values. The dragging of arrows is such a bad idea. It's only good for really rough tinkering. Dragging generally is not good usability. I also hate that the only way to move stuff in the staging bar is by dragging. And cursor dosn't even change. The usability in KSP2 is worse than in KSP1 and that says something. If you want newbies to approach ksp you need a good usability. UX is the most important part. Some nice tutorial videos are not enough!! * because dragging the node like mentioned in the tutorial dosn't work.
  3. I think something like @Master39 posted here would be the best solution, IMHO. Stuff like that can directly translate into code and more experienced players can write the code directly. Yes, logic gates are easier to learn, but only for the simple tasks as soon as you want to do something more complex (automatic gravity turn, for example) they get harder than coding. They are very limited... Everybody who tried to do something difficult with logic gates will agree very quickly... I know, I repeat myself... sorry for that... but I really made complex logic gate stuff in "oxygen not included" and it drove me crazy. It would be so much easier and more readable and easier to optimize or modify or test in code...
  4. i don't understand why we are arguing. I don't disagree with you in most points. You tore my post out of context implying I don't know black holes exist. I was just defending myself. dude...
  5. EDIT: Sorry. If this came out offensive. I don't mean it... I am just scared that KSP becomes like a lot of the other science fiction we already have. I was reading too much in the wishes thread and it made me sad. Sorry...
  6. I know that they are real (I am not stupid), but: - There is no black hole in close proximity to us. (I know kerbol ist not the sun, but the whole thing is based on similarity to our solar system) We just can't reach them. - It makes no sense to explore them with any technology we have or will have in the distant future. These things just tear you apart if you even get in the same area. It is the same with neutron stars. But okay. I take it back. Put some black holes in KSP, I can handle that. But please please no aliens.... And about your picture. This black hole is in another galaxy! Do you know how far another galaxy is? No Deadalus could get there even if you had a timewarp where the whole kerbal evolution is passing in one second. And this picture is constructed from radio data. I don't want to lessen this scientific archivement when they recorded it. It is awesome that we can do this. But it's not like: "Here, I took a photo." Measuring some radiowaves is not the same like flying there...
  7. For me a blocker is everything which is just standard over the top science fiction. Forget black holes, faster than light travel, wormholes, alien civilizations etc. Let us explore stuff which makes sense in reality! - Let me land on a moon like Io with vulcanic eruptions, toxic steam vents, earthquakes and strange gravitational effekts because it's to close to a large mass (like jupter). - Let me land on a hot planet like venus, where I need special equipment to prevent the whole spaceship/probe from melting away. - Let me land on a ice moon like europa and dig into an ocean under the surface. If I find some strange primitive life forms there, that would be awesome. But please please no humanoid alien civilizations or warp drives or interdimensional crap... We have other games/movies for that.
  8. I used a lot of logic blocks in games like "Oxygen not included" and I have to say that using logic gates is far more complicated then programming... The big difference is that you can click it together. In my experience most people just get frightened when they see code and then choose the more difficult approach with logic gates. It makes no sense to me... Example (which would make sense in the ksp universe) which is more complicated? this: tank.fuel ------smaller or equal ------- and -------------> stage | | 0.1 -------------------| | | altitude --------bigger or equals-------->| | 70000 -----------------| or this: if(tank.fuel <= 0.1 and altitude >= 7000) { stage } And this is a simple example. If you want to store values for later it gets far far far more complicated with logic gates. In code it's just one line.... Another thing. Learning a little bit coding by playing a game is useful and fun. Our world is full of code. Learning logic gates is useful, too. But only in very very special circumstances....
  9. Please don't. This is to much fiction.. KSP is interesting because it's close to reality....
  10. I don't care for Interstellar Travel. I want realistic near future scifi. It's interesting enough to land on something hot like venus where you would need advanced tech just to prevent your probe/ship from melting. Or to land on a body like io where there are earthquakes and strange gravitational effects + toxic volcanoes... For me KSP is a world where you can dream what humanity could do in the near future...
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