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MARL_Mk1

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Everything posted by MARL_Mk1

  1. In Kerbal Space Program 1, launch clamps were able to be placed in a multitude of different angles, allowing for more versatility when testing on the pad and doing other Kerbally things This clip demonstrates the differences between the two of them as of current date. Note that I'm using the mod Restock in KSP1, which only changes the looks of the parts, but their behavior is exactly the same one as with the vanilla looks.
  2. In its current form, the Color Manager lacks many features and details needed on this kind of tool. The following picture portrays the additions and changes of which current iteration of the Color Manager would massively benefit from:
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Latest Version | CPU: Ryzen 5 5600 | GPU: Radeon RX 7800 XT | RAM: 16GB DDR4 3200 In the VAB, clicking outside of the craft and releasing said click over the craft still counts as a 'functional?' click. It's another of the weird things hard to explain but this clip demonstrates it perfectly. Forgot to add that said behavior also applies to other things besides painting, but painting is the one where players will notice it the most, with me in particular having misspainted my whole rocket multiple times after having already customized it, which is frustrating, as I wasn't clicking on the rocket itself, to start with. Included Attachments:
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Latest Version | CPU: Ryzen 5 5600 | GPU: Radeon RX 7800 XT | RAM: 16GB DDR4 3200 For Moderators, not sure if this goes in the FX and Audio category, added it because of "FX", feel free to change it. ---------------------- Hard to explain, video shows it clearly from second 0:06 and onwards. Plasma trail loses about half of it's lengh when having an atmosphere behind it Included Attachments:
  5. Just realized after testing that Micro Engineer tanks my FPS bad for some reason. What could be causing this? EDIT: Demonstration of the performance impact. FPS shown in the bottom left. https://streamable.com/jyj1te When descending into the surface and doing other intensive tasks ingame, this results in stuttering and such, so gonna put it away for now
  6. I completely missed this :O Thanks for the reminder!!
  7. Current heatshields don't allow for jettisoning them like we could back in KSP1. Besides the great functionality this adds, it also plays a role in decreasing part count across the board in player's crafts. I wish for this functionality to come back SoonTM
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Latest Version | CPU: Ryzen 5 5600 | GPU: Radeon RX 7800 XT | RAM: 16GB DDR4 3200 No matter if you use Ctrl+Z or the 'Undo' button on the top left, camera will always reset to root part when undoing a change while building in the VAB. Included Attachments:
  9. Personally wish the text was bigger, my vision already hurts enough with the stock UI
  10. I'm refunding until this get fixed. I was able to tolerate No Man's Sky and Cyberpunk 2077 at launch, but this is outrageous. Will make sure to not recommend the game until this is looked upon.
  11. In KSP1, we were able to focus the camera on literally any part of our craft by right clicking it and selecting "Aim Camera". Current camera system on KSP2 seems to be quite on the works still, so I wanted to suggest this for the future. I personally was a user that used this function so much during my missions and it allows for so much versatility that I can't imagine my KSP2 life without it
  12. Current Research Inventory shows a list of all the experiments and samples you've run over the course of your mission. New reports show at the bottom of the list. My suggestion is that the order of these is reversed so the newest Observation/Data/Sample shows first on the list while the oldest shows last. The reason for this is that I've already found myself in the situation where I couldn't remember exactly which experiment I had run last, and having to scroll down the list is a bit confusing, while having the new reports show first in the list would make things much simpler and smoother in my opinion.
  13. These buttons would allow for fast interaction with any celestial body's Apogee and Perigee without the need to go into Map View, click on the orbit and select the warp to option. I think these would make the gameplay loop way, way smoother for most missions in general, minimizing the time the user has to spend jumping from map to flight view. Excuse my Master Degree on MS Paint
  14. Currently, the Flight Report window pops up in your screen within a milisecond of your root part crashing. This window is HUGE, covering almost 1/2 of the entire screen, unabling you from observing your craft crash at all. The window it uses is huge for the little amount of info it carries. My suggestions are: 1) Delay the time it takes for the Flight Report to show up on screen something like 3-5 seconds. 2) Condense the information in a smaller window that doesn't almost literally put a cover on the player's eyes. I want to see my explosions. Everyone wants to see their explosions. Free explosions!
  15. Current build shows all three buttons sharing position and color on the same place on the Esc menu, which has already caused me a few mistakes while playing For Science. Additionaly, I think this option should also be available within the Flight UI, either sliding out from under the top of the NavBall, or somewhere else that's easily identifiable. In KSP1, this option showed up when you were anywhere on Kerbin, landed, when you hovered your mouse over the top side of your screen.
  16. Reported Version: v0.2.0 (latest) | Mods: Micro Engineer (shows relevant flight data like KER on KSP1) | Can replicate without mods? Yes OS: Windows 10 Latest Version | CPU: Ryzen 5 5600 | GPU: Radeon RX 7800 XT | RAM: 16GB DDR4 3200 The button only works as long as you click and not move your mouse a single pixel while doing so. This behaviour seems unintentional given that it doesn't happen in KSP1 and leads to thinking you aren't clicking on the button correctly. Made a short clip to show and describe it more precisely, which is attached to this post. Included Attachments: Ksp2 X64 2023 12.21-19.11.mp4
  17. KSP1 already includes a search bar on the top right of the R&D facility that makes it easy to find the part you are looking for in order to focus your science points towards unlocking that specific branch. In current KSP2 tech tree you are forced to click node by node to search for what you are looking for.
  18. I've been an advocate of Esc = Pause for KSP2 ever since I got it the very first day of Early Access. I've heard many people position themselves against my claim with fair reasons and opinions. The problem isn't the lack of pause when pressing Esc. The problem is that, in order to pause the game, the user currently only has two options. One is almost never considered, and the other one is highly unintuitive: 1) Manually reach with your mouse and click the pause button at the bottom of the UI. Pros: -It exists as an option, I guess? Cons: -It's slow. Most players will never, ever bother manually pressing that button. 2) Use comma ' , ' Pros: -None Cons: -The use of this key directly conflicts with the user every single time you have to manually slow down timewarp, often (literally 8-9/10 times) overshooting and pausing the game by mistake -Unintuitive. No other game in existence based on a simulation of any kind uses this key. Why would they? That said, everyone's opinions have their reasons and a middle ground that benefits both can always be found, specially on this regard. - SUGGESTION TO DEVELOPERS: Provide players a toggleable option under the "Accessibility" menu that allows the user to enable/disable simulation pause when pressing Esc., as the example image below shows: This method satisfies the need of both groups within the playerbase and doesn't conflict with any other inputs in the game, so unless there is a more pressing reason as for why this wouldn't be considered, I don't see a reason for it to not exist
  19. Yes but Vl3d just created a need in me that I didn't know I had. Might learn to mod just to bring some classics back.
  20. I agree completely At the same time, I'm not worried since most of those will be back one way or another via mods
  21. Tested it last night and seemed like some engine sounds were bugging a bit. Didn't see any differences with my plumes though. I installed it through CKAN. Could that be the reason why?
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