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KSP2 Release Notes
Everything posted by Bej Kerman
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Is it possible to incorporate a realistic solar system into the game?
Bej Kerman replied to Twipsy's topic in KSP2 Discussion
When did the devs ever say they don't want you exploring Kerbin? -
Suggestion: Random Agency Colour
Bej Kerman replied to Mitokandria's topic in KSP2 Suggestions and Development Discussion
+1 Also, there's no box for pasting hex values which sucks if you use tools like Adobe Color for finding good palettes. -
How do I stabilize a two story Mk3 plane?
Bej Kerman replied to Space Shuttle destroyer's topic in KSP1 Discussion
Can you elaborate in detail or send a video of the problem? -
Noted and disregarded. P.S. I presume you had no problem with Squad leaving artefacts in their re-entry effects for the decade that it's been implemented in KSP 1, and furthermore leaving additional effects implemented but disabled for no reason.
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If you could have one feature in KSP what would it be?
Bej Kerman replied to TimKerbin's topic in KSP1 Discussion
I'm pretty sure they stated the exact opposite. Creating massive interstellar vessels that spend decades between stars is absolutely one of KSP 2's goals, I can say that. -
Why didn't "tips" occur to me already? We have a winner.
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[Description of literally every PAIGE dialog here]
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Lander flips despite being perfectly balanced
Bej Kerman replied to Tokamak's topic in KSP1 Gameplay Questions and Tutorials
If you take a look at the way the engines are arranged, the gimbal is probably hindered by the engines being at the same height as the CoM. If they were shifted up a bit more, the gimballing of the engines would simply cause lateral motion instead of causing torque. I think the gimbal should be outright disabled, but not for the same reason you think. The gimbal as I said probably just causes the vessel to drift to the sides instead of rotating it, and the vessel already has RCS anyway. A video of this happening would be appreciated. Really, just saying it's "flipping" is very vague and it can mean a lot of things. Does the flip happen on contact with the ground - are you moving laterally when you land? Could the means of applying torque on your vessel be fighting against SAS inputs - sometimes, like with backwards wings for example, a part can end up applying torque in reverse. It's probably obvious what it means to you, but since we weren't there when the accidents happened there's not a lot to be gathered from your description. -
What do you think of "A toggle switch that enables certain features for cadets who wish to be oriented"?
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Because that's confusing and obtuse, and is not as immediately recognisable as just "First Time User Experience". Whoever came up with that "monstrosity" had their priorities in check.
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There's no reason to call me ugly names. ? First Time User Experience.
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Your fun is going to come down to the gameplay and not what the FTUE is called.
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totm december 2020 What are you thankful for?
Bej Kerman replied to AlamoVampire's topic in The Lounge
Mouth wash, I guess -
What do you mean?
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I hope the OP's account is still active.
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Actually, they aren't.
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Bar shoulda been higher then, cause none of the new features included a dV indicator or anything to measure the capabilities of your rocket.
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No clue how "experience" ties into changing the game. You know what, that's absolutely good enough.
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I'm beginning to repeat myself: it only says for who it is and not what it does. The word "first time user experience" being next to a toggle implies it's something that enhances the experience for first time users. The word "beginner orientation" being next to a toggle could imply the same, but not without the reader having to iterate through more logical steps thanks to the word "orientation". I'm saying again that "guide" isn't an immediate synonym of "orientation" so for a lot of readers this is not going to hold true. KSP 2 is also aiming itself at all audiences (and I recall Nate trialling the tutorial motion graphics with his child(s) to help rate their effectiveness) so it's also probably not too late to note that it's worth thinking about what children are gonna make of "cadet orientation" or "beginner orientation".
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In that case, what exactly was confusing? It told what it was in plain words who it was aiming itself at.
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No, it leads to "Orientation means rotating towards something, that's a stretch. What the Frack is this option trying to communicate to me?" On the other hand, I think it's a stretch to think people were confused by "first time user experience". It means literally that. An option if you're experiencing the game now as a first time user.
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Well you don't because "orientation" is not an intuitive word for a lot of primary English speakers and it's especially more likely to be taken in its most literal meaning of rotating towards something in the context of a game about rockets.
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I mean, that's kind of what I was thinking. Why does it matter to the localization department if English sticks with First Time User Experience? That's the point. You see the option and then you immediately know who it's aimed at and what you want the explainer box to elaborate on.