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KSP2 Release Notes
Everything posted by Bej Kerman
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An editor is not supposed to be "easy on the eyes". It's not promotional material or something to hang up on the wall. It's a tool to be used and as the ergonomics of it are far more important than the overall look. Don't get me wrong, the design is critical, but the focus is totally different than a customer-facing commercial web portal where the aim is to get the customer to focus on the product, not the usability of the site. Syntax highlighting editors for the same reason. I want to be able to identify the bits I'm currently interested in quickly. I'd be interested to hear from any programmer who prefers a monochrome code editor these days. Anyway, not my decision, just my opinion. When I'm spending several hours trying to get a rocket to not flip or designing an interstellar ship, I care a lot about the editor being easy on the eyes. Besides, the flat icons don't make it "harder to identify the bits I'm currently interested in". If anything, they make it easier than 500 gradients.
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The Return of Kerbal Submarine Program
Bej Kerman replied to Lilithvia's topic in Prelaunch KSP2 Discussion
All you have to do is disable max pressure in the difficulty settings. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Bej Kerman replied to Nertea's topic in KSP1 Mod Releases
What if the craft uses a new variant introduced by Restock? -
Bingo! Very nice! Will the editor be a part of the flight scenario like in Balsa and pre-0.7.3 KSP 1? Am I the only one that can:t stand the modern fad of single-coloured flat icons and UIs? It really makes it far more difficult to find stuff. Had a big argument with the VisualStudio devs about this too (luckily I wasn't the only one and Microsoft eventually backed down) In my opinion, the flat icons make the editor easier on the eyes. I really hope KSP 2 keeps the flat style because it makes the interface much easier to process and look at.
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Suggestion - multi/ultrawide monitor support
Bej Kerman replied to Turbo Ben's topic in Prelaunch KSP2 Discussion
They could make a system where you could "Slave" a ship within physics range to a craft within focus, so if you're doing a SpaceX like booster recovery you could punch both boosters and control them while descending. You wouldn't need multiple keyboards or mouse, and the inputs would just be passed from the "Master" craft to the "Slave" and it would attempt to replicate them. There's a couple issues with this though; firstly is that there would need to be a minimum distance between them at all times. Secondly is this would only work for Falcon Heavy style recovery, and only for Return to Launch Site recovery unless we get massive oil-rig sized boats in KSP2. But honestly; replicating FMRS is easier, requires less work and achieves the same results with less code and hassle. Personally i don't see how something like FMRS is "Cheating" considering all it's doing is allowing you to conduct a mission as if you could control all craft, and using save merging to achieve the final result. And what if you need to control 2 boosters in unique ways, for example: one booster ends up over land and the other over the seaside. Dual control isn't going to work without severely limiting control unless you're Stratzenblitz75 or Hazardish. -
A Rendezvous Conundrum
Bej Kerman replied to Jebediah Kerman Jr.'s topic in KSP1 Technical Support (Console)
Happened to me on PC once. Probably a few years back, must have been fixed for PC. -
Because it's very kerbal, duh
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Suggestion - multi/ultrawide monitor support
Bej Kerman replied to Turbo Ben's topic in Prelaunch KSP2 Discussion
Unless you have 2 keyboards and 2 mice, that isn't going to work much better than just juggling using the switch vessels buttons. -
Kopernicus made stock
Bej Kerman replied to Mircea The Young's topic in KSP1 Suggestions & Development Discussion
Squad should integrate mods into stock instead of making the mods themselves but 10x worse. Decals? You get a flat and 1.25m curved variant instead of decals that procedurally match their surface! Comets? Reskinned asteroids that fart particle effects instead of a new planet after all these years! Where was I? Oh, point is, if Squad implements Kopernicus, expect it to be 10x more difficult to work with than the original one. -
While you're at it, might as well add 2 upgradable landing pads for reusable boosters to land on. Try landing 2 boosters on the one tiny launch pad we have.
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I do not trust take two with making KSP2
Bej Kerman replied to Probro's topic in Prelaunch KSP2 Discussion
Correct, however don't expect many to listen as humans like drama.- 12 replies
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[Suggestion] RSS in KSP 2 (but not the way you think)
Bej Kerman replied to Acid_Burn9's topic in Prelaunch KSP2 Discussion
Maybe also ask the mods to make them unlisted so that the KSP 2 thread isn't absolutely littered. -
[Suggestion] RSS in KSP 2 (but not the way you think)
Bej Kerman replied to Acid_Burn9's topic in Prelaunch KSP2 Discussion
Exactly! Besides the fact that RSS has repeatedly been said to not be included in KSP 2 and yet no-one listens and proceeds to litter the forum with "RSS in KSP 2 plis?" posts, it would be a waste of time anyways. Besides, having a bunch of small systems then one massive system to accidentally run into would be out of place. -
[Suggestion] RSS in KSP 2 (but not the way you think)
Bej Kerman replied to Acid_Burn9's topic in Prelaunch KSP2 Discussion
Accept it, there will be no RSS in KSP 2. Loads of people ask and the answer is always no. -
New Parts to reduce part count
Bej Kerman replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
To achieve the gravity desired with much smaller planets than our own world; KSP's planets are impossibly dense. Yeah, they aren't even as dense as white dwarves. Besides, I didn't get what you meant by "that balances out".