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Talka

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  1. Whoops . Obviously meant interplanetary. With KSP1 maneuvers, I can start a maneuver at half the predicted burn time to get a perfect orbit starting from the precise point I want (e.g., from Ap/Pe). With KSP2 maneuvers, I can't precisely time them around Ap/Pe because the maneuver nodes represent the start of a burn rather than the center of one.
  2. I still can't get past the fact that they've been internally playtesting this game and didn't change these maneuver nodes. Apart from bugs and a lack of optimization, it's the main constraint on this game being playable. Maneuver nodes are infuriating to use, and they should be one of the easier things to improve. They're also already a solved problem! KSP1 does them satisfactorily. Anyways, I tried playing again for a couple hours today, and again gave up on an interstellar mission after frustrating myself fighting the maneuver nodes. It's such a shame.
  3. +1. This video illustrates perfectly how awful this system is.
  4. This has happened to me on about half my saves.
  5. Is there advanced maneuver node functionality I'm missing, or are maneuver nodes just... bad? Catastrophically, game-breakingly bad? It is near impossible to select the vector you want. I can only grab my desired vector if I zoom in reaaaaally close, which then makes it impossible to see if my orbit is intercepting my destination. There is no ability to make micro-adjustments. You only adjust by pulling the vectors. There is no read-out of how much you've pulled each vector, so if you accidently pull the wrong vector (which happens often!) you basically need to delete your node and start over. It is very difficult to move your maneuver node along your orbit. Again, you need to zoom in reaaaaally close to select the ball in the center of node. There's no way to change the phase of your maneuver, it seems? You can't "skip" orbits, e.g., to sync your maneuver with the Mun. Please, please, please... focus on the maneuver nodes for your first update. They are so bad. EDIT: Summarizing some other issues from this thread so we have a single list of what to improve: You can't see your orbital line passing through other celestial bodies' sphere of influence, i.e., you can't see the path you'll be taking past your destination. You have to settle for a random encounter that likely has a highly eccentric orbit. You can’t create or edit maneuver modes while paused. There is no read-out of your expected result altitude (Ap/Pe, etc) from your maneuver. It is difficult to time your maneuvers around Ap/Pe for circularization burns, because the maneuver nodes represent the start of a burn rather than the center of one. Bugs galore. Sometimes the maneuver tracker doesn't start once you've started your burned. Switching to the map view resets your maneuver tracker mid-burn, sending you rocketing to an unplanned destination. Time warping doesn't work reliably; oftentimes you simply blow past the point on the orbit you were warping to.
  6. Well, if next Friday wasn’t already going to be exciting… now we get the thrill of learning whether the game will run. Fingers crossed!
  7. So… yikes. Those system requirements are really, really alarming. I’ve been fully on the hype train from the beginning, and frankly thought the scaremongers complaining about an early access release, lack of new features, low resolutions, and low frame rates were being… well, stereotypically over-reactionary angry gamer nerds. And, sure, these requirements could change before 1.0. But this is suuuper suspect. Nothing we’ve been shown comes remotely close to justifying system reqs at this level. FWIW, this isn’t just sour grapes. I upgraded my PC last year and exceed the recommended specs. But the chances of this being a fundamentally broken product have increased significantly given the reqs they’re asking for the performance they’re marketing.
  8. Picture for clarity: My guess is that as we get closer to the Early Access launch date on Feb 24, more and more of this structure will reveal itself, culminating in the revelation of an eighth planet in the Kerbal system available in KSP2 Early Access at launch.
  9. It's a map, possibly confirming the existence of another celestial body in the Kerbal system. Sol is in the middle at the top. The first planet (Moho) is hidden one to the left of the center, in the first orbit. The second planet (Eve, with one moon) is shown one to the right of the center, in the second orbit. The third planet (Kerbin) is hidden two to the left of the center, in the third orbit. The fourth planet (Duna, with one moon) is shown two to the right of the center, in the fourth orbit. The fifth planet (Dres) is hidden three to the left of the center, in the fifth orbit. The sixth planet (Jool) is hidden three to the right of the center, in the sixth orbit. This can be seen with clipping. The seventh planet (Eeloo) is hidden four to the left of the center, in the seventh orbit. A potential eighth planet (?) would be hidden four to the right of the center, in the eighth orbit.
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