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Bej Kerman

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Everything posted by Bej Kerman

  1. 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.
  2. All you have to do is disable max pressure in the difficulty settings.
  3. What if the craft uses a new variant introduced by Restock?
  4. 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.
  5. There's a radio dish and other structures on top of it though. Wouldn't that interfere with roof launches? Edit: nvm, that was a perspective error -- I think you're right, that's how it will work. Taking another glance, there's a door on the side, so the VAB definitely seems to be 2in1.
  6. The launch pad looks like it's going to have the vehicle built inside with an editor, then the vehicle gets raised up to the top to launch, or it comes out of the side and uses the ramp. 2 in 1 VAB/SPH maybe?
  7. 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.
  8. Happened to me on PC once. Probably a few years back, must have been fixed for PC.
  9. The way I see it, you have all parts unlocked at the start instead of having to unlock everything using boom events.
  10. Restock+ ? Ok, guess I won't be able to participate since the station will just get deleted the moment I try to load it in. How about we leave mods that add parts out.
  11. Unless you have 2 keyboards and 2 mice, that isn't going to work much better than just juggling using the switch vessels buttons.
  12. You mean is it possible to edit a save file to change the date a flag was planted? Probably, poke around in the save file a bit. Try experimenting in a separate save file first so you know what you're doing.
  13. 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.
  14. 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.
  15. The old poodle engine still exists, you just have to look in advanced then look out from the functions tab.
  16. Correct, however don't expect many to listen as humans like drama.
  17. Maybe also ask the mods to make them unlisted so that the KSP 2 thread isn't absolutely littered.
  18. 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.
  19. Accept it, there will be no RSS in KSP 2. Loads of people ask and the answer is always no.
  20. 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".
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