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MechBFP

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Posts posted by MechBFP

  1. 17 hours ago, Ashandalar said:

    I've experienced the same problem as OP when reporting a couple of bugs yesterday, but it seems limited to the "Bug Reports" content type. For example, here's a search for "science" that had zero results for me:

    W0T7XaQ.png

    Selecting "All Content" returns results from across the entire forum, including KSP2 bug reports that really should have been returned by the above search.

    It’s fitting the search function has a bug related to bugs. 

  2. 52 minutes ago, 18Watt said:

    I just go to the tracking station and warp til things look about right.

    I just saw this graphic appear in the forums, which I thought was neat:

    @Vl3d, I suspect you will not find many players who do not share your frustration with time warp limits.

    If you are controlling a vehicle you first have to go to the KSC, then  go to the tracking station, otherwise the time warp multiplier will still be locked to low values. 

  3. 5 hours ago, Pointblank105 said:

    To keep it brief, I would very much like to see a feature where it shows how much fuel your tank has even if it's just in the parts manager. Being able to have drop tanks such as those on the space shuttle without eyeballing it every time and wasting fuel would be great.

    You can already, it is just unintuitive at the moment. In the bottom right click on the buttons until you find the “Resource Manager” option. 

  4. This definitely needs to be fixed. I can already time warp through Kerbin’s atmosphere on a return trip, so may as well let me do the same kind of thing on other planets/moon since it doesn’t actually fix the problem anyway when time warping fast enough. 
    I haven’t tried it yet, but I can probably time warp straight through a CB like in KSP1 if I have it turned up high enough. 

  5. 1 hour ago, Sea_Kerman said:

    Yeah, a good specific example is the fact that you unlock 2.5m tanks, engines, and pods quite a bit before you get a viable set of support parts to make a lander with it (an engine plate). the Poodle is just too big but you need an engine plate to do what you actually need for a lander: 1-2 Terriers.

    I just stuck some I-beams onto the bottom of the fuel tank and put landing legs on those.

    But yes, that is not a good solution.

  6. 8 minutes ago, HebaruSan said:

    So which is it, you don't want the science system to notify you while you're "in the middle of doing something else", or you want an info dump every time you cross a biome boundary? I think they're trying to let the player decide how much to engage with the experiments at any given moment, and that feels pretty right so far.

    The main issue I have with it right now is that it is annoying and tedious trying to find the experiment I just ran in order to read the flavor text. First I have to open the report tab, then I need to scroll down, then I need to usually click on the text to expand it, and then I need to almost  squint to read it because of the size/font.

    That definitely needs to be way more straight forward for the player experience.

  7. 8 minutes ago, HebaruSan said:

    I've managed to get relatively vcomfortable with it. The data is still there if you right click "A1", "A2", "B1", or"B2" (or at least, the data I personally find useful is):

    esTcr97.png

    But the latter part of rendezvous and docking will continue to be generally unpleasant until this bug is fixed:

    That bug and the one I posted above are probably one in the same.

  8. 43 minutes ago, Vanamonde said:

    It needs a rework or at least some in-game instruction because I struggle with it. The other day, for example, I discovered that I had somehow over-written every ship in my VAB with the design I was currently working on, even though the previous saves retained their original names. I'm pretty sure it was user error, but I have no idea how I managed it. While I'm here, why does it always ask me if I want to over-write something even when I'm saving the current craft for the first time? If I haven't saved it before, what I am over-writing? 

    That would be the auto-saves it is overwriting. 

  9. 11 minutes ago, PicoSpace said:

    I agree but it’s the current work around that exists, the dev team is going to have a very busy 2024 fixing all the bugs & UI/UX issues that have popped up now that people can do more than launch rockets hopefully to orbit.

    Alternatively save the game, warp to the SOI and then place the node and see what it does, and then either continue or reload.

  10. On 12/19/2023 at 10:37 PM, PicoSpace said:

    Ditto, you CAN set the manuveour node on the main line though, that's the only way currently and its messy.

    It is practically unusable that way since the camera can't be freely moved, making it near impossible to place and move the node small amounts on that line.

  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 10 | CPU: i7-8700 CPU @ 3.20GHz, 6 Core(s), 12 Logical Processor(s) | GPU: Geforce GTX 1070TI | RAM16GB

     

    Steps to reproduce:

    1) Put a vehicle in orbit around any CB, such as Eve.

    2) Zoom out in the map view and try to right click and select Eve as the target.

    3) Discover it is impossible because it will always select the vehicle in orbit.

     

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