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Pacifyer

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  1. I want to say that For Science update was a real blast and it really made me interested to play KSP2 since it's pretty much failed launch. I had so much fun I even changed my feedback on Steam to positive. I have played KSP2 for a while and here are my main issues I had during playthrough. These are not bugs, but my personal experience or obviously missing features. Hope this list can help you prioritize some of them: The main difficuly for me was fiddling with maneuver plans when you plan interplanetary transfers. There was a feature like "precision planning" or something which made the arrows actually available near the navball in KSP1. So I instinctively just click the SAS corresponding buttons for this purpose (and obviously fail). Clicking the plan in real space is a big issue and dragging the arrows is nearly impossible at some angles if you focus on the target which is most likely what you want. Second part of it is impossibility to move the node along the orbit without focusing and zooming into the source planet which is, again, impossible when you want to see target results. The second most annoying issue is that you can't click on the part of the orbit that is displayed on a focused encounter planet (in most cases, seems to work occasionally), but you can do it on the effected part in a real world. So the simple task of planning a maneuver node at the periapsis of your target encounter can only be planned when entering the SOI which is very inconvenient. Definitely missing those +N orbits indicators when planning encounters/randevouz. I do not like the way your time warp is limited based of your distance from bodies. I did find myself switching to KSC so many times to perform waits while being in a really safe orbits. I do propose this to be changed based on what you FOCUS (on the map) as opposed to the distance of your controlled vehicle from bodies. The only exception that I see might be being in an atmosphere which has a real unpredictable impact on your trajectory. Just to let you know - from my personal experince I have lost a real ton of time and excessive clicks namely on this. I had an issue multiple times where you can misclick your trajectory for the second part (changed after encounter). I am not sure how to solve it, but it is a bummer resulting in the requirement to reload the save. Saving crafts in VAB is a pain resulting in multiple copies of the same crafts, and the overall confusion between workspace and craft names. I think you should really get rid of one of them. I am pretty sure that it would be best to bind craft name to a control module which would really allow you name parts of your complex crafts before they separate or dock/undock. It is really inconvenint to see all those "Default name-2" stuff all around. The craft won't stage if you are on any time acceleration, and it does not indicate the problem accordingly. I had the issue multiple times when I was on a very low time warp (like x2) which does not let you to easily visually determine it, and I just missed the staging resulting in reloads/catastrophes. Yet again, default settings for landing legs make crafts bounce like mad, fall over etc. Fairrings should default to a much more force (like half or max) as on default settings it barely moves. It seems not to have collision so it was never really an issue for me, but visually it is a disaster unless you manually change it to max. I would appreciate if SAS in vertical position would not automatically turn off when touching down for stabilization purposes. It generally lets your craft fall over when it is crucial to stabilize. Merging subassemblies in VAB results in a pretty chaotic staging plan. It would be cool if they could be more natural like consequential or something. I do not understand why you can't plan maneuvers during game pause. Is this a decision? I do respect some realism but I do not think it adds any positive experience. So my personal vote goes for allowing it or at least making it a part of a possible future difficulty setting. It seems KSP2 went a different route for the maneuver burn duration - it is planned to start exactly at the planned point as opposed to KSP1 making it extend equally both ways, so we are getting a lot more unpredicted orbital changes. I am not sure if it is a good idea, but it is up to you devs to decide. But the best example would be like periapsis burn with a weak engine - would result is a nice AP change in KSP1 but in KSP2 it will also result in a slight ellipse rotation. This is not a really big issue, just a remark, as the game provides you with actual results on your maneuvre nicely. There is a feature which was never in KSP1 so this one is an idea. When planning gravity assists on say Jool moons, you can't predict their positions so you blindly fiddle with your maneuver waiting if you will get a pretty random encounter. It would be cool if you could see the ghosts of planets when you hover over any point of your trajectory, seeing their positions when you reach said point on the trajectory. It would be absolutely awesome for planning encounters. In the tracking station when looking at planets there is a load of info on them, however they all miss the height of the atmosphere used for planning atmos experiments so you can enter said atmo and not burn. In research tree you are given XL fuel tanks as a root node in Tier 4 but you do not get any engines/engine plates up until the farthest node. I do not see this remotely balanced. I did not like that you get miniaturized versions of the same experiments which makes no sense. You might provide dirrerent form factors but they should have their ups and downs. The long range (parabolical) antennae do not snap to connection points like noses etc and only have freeform placement. I think they should be able to snap. All of the "delete" options should be highlighted red. Especially those for deleting savegames or whole playthroughs. Save with deleting crafts. Btw it was really hard to find option to delete the craft in tracking station. You get the easy option for obvious debris, but for working crafts it is really hard to find Bugs that made issues for me: The most annoying one was issues after savegame load. Had some vehicle parts be randomly shifted on the vehicle (at least visually cause the craft seemed to hold like they are there), but sometimes still resulting in catastrophic events like kraken or something else. SAS even with the help of RCS provides a lot of wobbliness and sometimes turns a vehicle in a "curve" (if you let it draw a line on the compass) leading to very long turns and bad stabilization. Maybe it's me and the actual placement of said wheens and RCS thrusters, but I do not think it is convenient in any form. It also often did impact my trajectory, so again, seems pospositioned but it should be explained better I guess. When fiddling with symmetry boosters the game breaks fuel lines/struts attached from said boosters to the main body. Fairring stays in Staging plan even after it was deployed That's it for now, wanna sleep. Sorry for the big list I just have no time to search if all of this points were mentioned somewhere already.
  2. Hello respectful community and devs. I bought the game recently and I am enjoying it. But there are rough edges around and I want to point them out. I did play through all tutorial scenarios to make sure I am just doing dumb stuff all around so I had some initial knowledge when I tried to perform different stuff. I am not off Kerbin just yet but I have quite a few successful orbital mission already. 1. Contracts. Really many contracts have unclear objectives. For example contract for testing parts like couplers or chutes do not tell you details like the part HAS to be activated using STAGING when all requirements are met. I spent quite a lot of time to understand that. Same goes for parts like engines that have a rightclick option for running the test. I had some problems understanding how do observation missions work as well as temperature/pressure tests and it was always an issue to spot required sensor in flight to rightclick it. Jokes in mission descriptions are fine but there should definitely be exact clear explanation for every objective. Missions with taking data on surface are really confusing until you have any means of travelling on ground like rovers or something. Landing a plane on this stage is even worse of a problem. 2. Planes Planes are really confusing in every possible aspect. There are almost no means of navigation. And the most annoying thing there is no autopilot. While planes are obvious tools for taking test data with "below" alt, getting to the spot is really confusing with no means for warping. KSP runway location is also a problem to locate both in map mode and in navigation. I had too big of an issue landing plane cause I could not visually locate the runway as well. So for now I just ignore planes while they can be really useful. 3. Map First and the most annoying thing is that KSP center is not visible on map. In both in-flight and from space center. I am sure showing KSP base on map with direction grid (like navball) would be great. Second problem is night/dark side. I find is rediculous that space program with that high tech all around can't see the planetary map from map view. And in-flight especially on a plane I just can't see anything like a blind kitten. Really not good at all. 4. Stability Launch Enhancer I am sure this one is meant to be used to stabilize rocket before launch cause sometimes rockets just fall due to wind or other stuff. But in my experience this thing only reduces launch stability as when it is released rocket experiences a major shake like one when physics ititialize before launch. For now thats all. This is not some kind of a rage post or something. I just tried pointing out weak spots from a newbie standpoints as most veterans are too used to all of this stuff to actually notice it.
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