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Found 22 results

  1. One year has passed since the game released and after playing quite a while, I found that the UI still lacks some stuff. With the recent UI dev update I have decided to make some UI/UX design proposals of things that are a bit limited in my opinion. I would really hope all those make into the game! Color Manager Color presets: Being able to save a set of color you like. Would even be good to have default preset for people that don't have the artistic eye. (Inspired by this mod: https://spacedock.info/mod/3317/Color presets) Added Red, Green and Blue input for precise entry Added Hexadecimal input Added a color picker to select a color that you previously placed on your rocket. One of my most anticipated feature for the color manager, currently you have to painfully match the color you previously set. Change "restore" to "use" in "restore agency colors", find it more clear like that (because I thought it was for resetting the agency color to the initial value before it was changed). Trip planner Version 1: Being able to edit the "from" body and not just set as Kerbin Can set the altitude we want for the departure/destination with some preset (Inspired by this website: https://www.deltacalculator.com/ksp/deltavcalculator/) Added a toggle for aerobraking Reorganized the list of bodies, it's currently sorted alphabetically but imo it should be sorted by the distance from Kerbol with some offset for the moons. Version 2: Approximately the same ideas but if devs don't want to scare off new players but still have some missing information they could have an advanced panel (Inspired by the sorting menu in the science inventory in the game): This version just allows for a bit more place and thus you can select some precise aerobraking options (Inspired by this website: https://suppise-dv-calculator.com) Experiment popup I find this experiment button quite useful (some might disagree) but when I click on it I have no idea what I trigger. Thus I think it should be good to show the status of every science experiment on the craft. Heating indicators The current indicator seems a bit beta-ish, I added a border and rounded corners and I find those much nicer and visible. Engineer's report Missing opportunity to add an icon when there is a warning or an error. Bugs Also there are still a lot of UI/UX bugs that still need fixing, don't overlook them! Hope all of that can be useful and that you got the opportunity to get ideas (I didn't include the maneuver editor because there is a mod that do it very well already).
  2. I see a design decision has been made to handle ladders differently, essentially you need to grab each section of ladder to continue climbing. I'm not against this, and I see in the UI the Grab (F) UI action pops up when reaching a new ladder piece. But my honest feedback was that this was not attention grabbing (no pun intended) at all, and I had zero idea this was how it was now functioning. I would have loved the Grab button to start flashing at me or... something. Anything. Understandably I missed the F button showing up on the UI, and taking a step back from what I was doing, I can see it popuping up, I get that, but in the end as someone who has played a fair bit of KSP I flet stumped, I resulted in google, and found a reddit thread which instantly had the answer for me. But still, was a frustration for a while as to why I couldn't get it to work. The camera shake in the reddit vid is perfect to show the frustration you feel when something seemingly 'should' work, but doesn't. Why is it that a series of ladders in a 'row' as in the vid, should stop you continuing down the ladder?
  3. KSP1 In KSP 1 the UI clearly gave feedback to the player about precision control or docking mode being enabled. This is done with colour (blue pointer instead of orange), and an entire new tab for docking that displays information about your craft relative to your target. Normal: Precision control Docking mode Docking & Precision KSP2 KSP 2 has no feedback other than this small pop-up when enabling docking mode: For the rest, the flight UI gives no indication that the flight controls are behaving differently than normal. The UI always looks like this: UI for docking mode: Suggestion I want to suggest something like the following. Note this is just a suggestion, the devs will be able to do this 100x better. Precision mode: Docking mode:
  4. I’ve seen a lot of talks about the science gathering in the For Science update. From what I can see, the discourse comes mostly from the science gathering feeling less personal than it did in KSP1. This of course is from the fact that now we only have to press one button and then all the science is done at once without us having to look at each part and feel like we are the ones doing the science and not just a robot that knows how to do this all. Many have suggested that we just go back to the way it was done in KSP1 where you have to select each individual science part to do the science. I however, feel like that is not the solution to this problem because there was obvious frustration with that system as well, and it would be foolish to say it is not convenient to have the ability to do science so simply. I would like to propose a solution to the science collection debate. I would suggest that the science button on the left side of the screen does not instantly do all of the science experiments available, but instead opens a special menu (maybe combined with the science results menu) that would have all of the science modules sorted with buttons to do each experiment. Kind of a special parts menu where you get to feel like you are the one in control. It keeps the simplicity and convenience of not having to find each and every part but also lets you feel the personal connection to the Kerbals doing the experiment. I think this change would achieve all that the audience is wanting from the gameplay of taking science while also improving on KSP1’s method. I hope I was able to explain that well, I am not good at UI design so I can’t make any photos to explain.
  5. In its current form, the Color Manager lacks many features and details needed on this kind of tool. The following picture portrays the additions and changes of which current iteration of the Color Manager would massively benefit from:
  6. An issue I've seen brought up quite a few times is that changing the science/mission rewards multipliers in-game after having already spent science points potentially results in your science going negative, due to having spent more science points than earned with the new multiplier setting(s), multiple people have reported this as a bug, however dev comments seem to point to this being intended behaviour: To clear things up, it'd be nice if the game could give you a warning when changing your science rewards multiplier, to notify you if your science is going to become negative with the new multiplier.
  7. A simple button that allows the deletion of all existing debris would be a welcome QoL addition. Additionally, I'd suggest enabling the ability to delete debris/crafts from the list on the left by hovering over the list item, pressing Delete key and allowing to confirm by pressing Enter, streamlining the process of manual deletion in a *cheff kiss* manner
  8. As the title suggests. I think the burn indicator bar, when executing a node, should be squared rather than rounded for the sake of precision. It's difficult to tell when EXACTLY you should stage on that bar, or when you should stop the burn because of the rounded corners on it. Does anyone else feel the same?
  9. In KSP1, we were able to focus the camera on literally any part of our craft by right clicking it and selecting "Aim Camera". Current camera system on KSP2 seems to be quite on the works still, so I wanted to suggest this for the future. I personally was a user that used this function so much during my missions and it allows for so much versatility that I can't imagine my KSP2 life without it
  10. The time warp bar gives you the option to switch between UT (Universal Time) and MT (Mission Time), the default option should be MT, just like in KSP1, however for some reason it's UT and it's really annoying not having the mission timer there by default, especially when going back on recordings and stuff and realising I've forgotten to change the mode This is a really small, absolutely tiny thing ik, but it bugs me so much
  11. The title is pretty self explanatory, now that many of KSP2's other largest UI issues have been solved it's a little disappointing to see that even now 6 months in the engineer's report within the VAB is still the only way to get any sort of idea what your vessel's exact TWR is in the entire game. The game is currently severely lacking in critical information that is very important for giving the user a firm understanding of how their rocket will exactly perform and how well it will perform under specific gravitational and atmospheric conditions (This last part makes building Eve ascent rockets an order of magnitude more difficult than it would be otherwise), it's perplexing to see such critical information completely absent since, from what I've gathered from my experience modding this game, all of the relevant information is already fully tracked and calculated internally within the game, so as far as I can tell all that would be needed is for it to be inserted into the UI in some form. At minimum a simple stage TWR indicator that appears when you expand out the stage tab would be more than sufficient, with a configuration window in the app bar to view the TWRs relative to certain bodies and either under vacuum or a certain atmospheric pressure, however ideally it'd be nice to have a clean dedicated UI for it all similar to KER in KSP1 or the recent micro engineer mod for this game to give the user all of the information they need in one concise location.
  12. Is it just me or does anyone else miss that docking window visualization? I thought it was very helpful and intuitive when docking and using the controls for monopropellant thrusters. Is it permanently gone or just not added yet? EDIT: Here's a picture of the UI I'm referencing
  13. Currently the game only shows the TWR in the Engineering Report for the entire vehicle. It should show the TWR for each stage, as modifying any rocket makes it extremely tedious to figure out the new TWR for each stage.
  14. as i was going to make a maneuver node, i looked at my navball and noticed that my craft was severely off course. when i went back to game view, i had to turn off and on RCS and SAS. I think SAS and RCS are disabled when you go in map view. to fix this, i tried to pause the game when I went in to map to make a maneuver node. This is another bug, where i cant make a maneuver node while paused. I also have a visual bug. My HUD keeps fliskering as if it is trying to be transparent but failing. please fix this in 0.4
  15. In my latest video for the week 3 challenge, I suddenly had my WASD controls locked out and I couldn't move after planting a flag. This wasn't the first time this happened. As someone pointed out in the YouTube comments, I was in time warp but didn't realize it. Watching the video more closely (at 15:30) it appears as soon as I used a period in the text description, that key also triggered the time warp change. https://youtu.be/MF4UDDlaljg?t=930 Version: 0.1.0.0.20892 Date discovered: 3/12/2023 OS: Windows Input: Keyboard and Mouse Expected result: Text editing in flag descriptions and other similar UX/UI should not pass forward to game controls.
  16. This mode is really bad and has no place as far as I can tell. Maybe it is for docking but there is already a docking mode? Docking mode is itself pretty unclear when it is turned on, but precision controls are totally unclear. If you hit capslock during a crucial landing you are done. I have only found what this is after investigating a loss of control situation. Fortunately this is with a small vehicle that still had control. The only thing the user sees is lack of control and assumes it is a bug. Which it is is a bug the way it has been implemented.
  17. For some reason it's not possible to use numbers and special characters in the site name field when planting a flag. Is there a reason why we can't do this?
  18. Is it possible to get a trim (Alt+QWEASD) indicator on the navball if it's != 0? I am aware that the axis-indicators (not sure what they are actually called) do show it - but it is not discernible when small/near 0. First I was thinking about a +N/-N display next to the axis inidcators but a "shadowed" axis indicator might be more ... sensible? Would be really helpful - could be optional too! Anyway, fantastic work so far, thanks!
  19. My ship exploded on launch (literally, every part seemed to separate) and then after pressing revert to VAB my game froze and crashed (the music was still playing, but it didn't load for minutes) My specs are: CPU: Intel i5-11600K @ 3.90 GHz GPU: EVGA RTX 3060 XC 12GB RAM: 32GB @ 3600MHz My game is installed on an M.2 drive v0.1.1.0 My ship was pretty large, but this is the first freeze/crash after my ship ran into 'issues'
  20. Description of Bug: Clicking on the area next to an item after using the stage Delta v pop out in the VAB will result in the staging item disappearing. Steps to Replicate: Click the Delta V pop out While in VAB, then click on either the fuel lines or the empty space. This will cause the stage item image to disappear Fixes / Workarounds: Pull off then reattach the affected part to bring back the image in the staging list. Images: Before/after The mouse is hovering over the decoupler, however since it has been clicked it does not appear in the list. KSP Version: 0.1.1.0 OS: Windows 10 Home edition CPU: Intel i7-9700 GPU: NVIDIA GeForce GTX 1660 Ti RAM: 16 GB Mods: none
  21. i've previously set options Fullscreen - the Fullscreen button is lit blue, but so is Windowed button - until i hover mouse over it, then it is revalidated; Same goes for each and every "toggle" style button (LOW-MEDIUM-HIGH buttons for every graphic option), Vsync etc... p.s. so that i dont create a separate thread - Audio setting "Music" set to off, exit game, start the game exe anew - music is playing and the "Music" option is at 100%
  22. When parts are removed they sometime auto-lock to nearby parts. When they are in this auto-locked state, they cannot be deleted by dropping them on the trash icon, they can also not be deleted by placing them in the black space of the part picker. Clicking in the part picker with a part 'in-hand' should dump the part. EDIT: I've played with this bug a little more and I think I understand something related to its cause. Whenever there is a part in the VAB behind the trash icon in the UI it does not allow the item to be trashed. However if you move the game camera so no parts are behind the UI then it lets you trash the part! (Most of the time...) System Details KSP Version: 0.1.0.0.20892 Operating System: Windows 11 Pro 10.0.22621 Build 2262 CPU: 12th Gen Intel(R) Core(TM) i7-12700H GPU: NVIDIA RTX A2000 8GB Laptop GPU GPU Driver Version 31.0.15.282 RAM: 32GB
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