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Snips

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Everything posted by Snips

  1. First: Time will tell. Let's wait for a real gameplay presentation, up to this point it's mostly idle speculation or reading tea leaves. Second: Praise the lord. I'm not against big publishers in general, but the Take2 actions in the past concerning KSP2 were not the proper way to behave. And third: I'm absolutely on your side. You need a coder in charge, not an artist.
  2. At first glance it looks promising, but "once bitten, twice shy". Will keep an eye on it, it can't get worse then KSP2.
  3. Mh, I don't know what I did wrong, but after reinstalling your mod and tweaking the value everything is fine now. Thanks for your help and keep on with this cool mod. I really like it.
  4. Thank you so much. Will try it when I'm back home later that day. EDIT: So I tried it, but unfortunatly it wont work. In my config file (installed via CKAN) line 82 is "METDisplayColorRed = 1,0,0.247,1", so I copied the config file from your github repo and changed the value, but the title bars is still in red.
  5. Hi Badly disappointed from KSP2 I'm back to KSP1 and tried your mod with a new career save. I really like the style of your UI, but there is one thing I'd like to change: the color of the top bar of the part-window. I'd like to change it from red to a dark grey, and I've looked into the assets of your mod but can't find a corresponding grafik file. Can you please tell me which asset it is so I can try to change it myself, or is it configurable in the config.cfg file? Thanks in advance.
  6. Thanks for letting me know, that wasn't intended. It's just, I love KSP for the realistic approach to space and all the mechanics related to this, but I have the feeling that this isn't the scope of the actual KSP2 development anymore. And an clear statement would prevent speculations about this topic.
  7. So I read this posting by Nate, and there is just "...it's definitly a thing we want to revisit, but as always we're have to balance multiple prorities." No statement that it will be coming after 1.0. And just a short but clear statement was all I wish for. Here - not on discord. And for a game, that aims to be a physical space simulation, it's sad that something like commnet and occlusion is a "maybe".
  8. Mh, and not a single word about commnet and occlusion.
  9. As I wrote in another thread (which seems to has been deleted by a mod?) thank you for your effort. Looking forward for the next chapter, and thanks for sharing your drawings.
  10. @Dakota Is this on your list? Haven't heard anything official regarding this issue, a statemant from a dev would be highly appreciated.
  11. You are basically right, but after almost 7 years of KSP old habbits don't die... And I never managed to get the "warp to point" exactly to the SOI change. So it warps somewhere before the point, you want to speed it up manualy, do it to fast and it's all over. So an automatic fallback in time warp would be nice.
  12. Yeah, that's an idea. But as long as the whole seperators/decouplers are not always working as intended, it's not the best solution. And you can't put a decupler/seperator on every other part, for example not on the top of antennas. In KSP1 for example, I use an engine plate on the fairing intersection and then place my cube-sats on top with a hinge. Until now this setup is unfortunatly not applicable: https://ibb.co/jZ8qz0X
  13. Yeah, I'm absolutly with you. In KSP1, science was the drive that brought me through the whole game. Starting the first simple missions with a thermometer, and than go further and further with even more scientific instruments. First building a relay network (teaching resonant orbits), then mapping the bodys I want to land (SCAN Sat, of course) to find places with the less slope or an interesting anomaly to visit. Placing scientific intruments on the surface (hoping the ASLEP parts from Breaking Ground will come later) and gain more science. That said here's what I love to see: - Make the experiment durations drastically longer. You don't send a probe to another planet and the science is done in 6 minutes. A magnetometer scan or an atmospheric analysis need time to complete, and I'm talking about weeks or month, not minutes. Not to mention different results in different seasons (summer, winter, etc., as long as the body has an inclined axis). - As in reality, the more samples you collect the more science you will get. No scientist will say: "OK, I have one result, let's asume it is valid for the whole planet or biome." So let's perform the experiments in the same biome a couple of times to be sure the results are valid. And reward this with science points. - With the 0.2 update we have some new buildings. I want to see another one, where the science I collected is presented and explained. What are the results of the sample I took at a former river on duna (former life)? What is eves atmosphere made of (maybe CO2, N, SO2) and what is the conclusion of this experiment? In this building you can see the experiments you allready did and where you haven't been right now. As long as there is money to fly to the ULA in denver to build a vulcan rocket in KSP2 there sould be some money to pay some guys to write those explanations. - I (sadly) know, the devs want to go away from single science tools to combined tools, but nowhere is explained what those tools realy do. My hope is on awsome guys like @DMagic or @jplrepo to fill this hole with more dedicated scientific tools. Those are just my two cents, feel free to agree or disagree.
  14. Hi In KSP1, when you're entering the SOI of another celestial body, the time warp is reduced to 4x. In KSP2 the time warp stays at the current settings, and more than once my vehicle passes the SOI or the PE of the celstial body. I'd love to see this feature implemented in KSP2.
  15. Hi and merry christmas to you all I have a small question, maybe a dev can answer: In KSP1, we have the ability to put more than one payload into a fairing, as a fairing has multiple attachment nodes for payloads. Are you considering to add this feature to the fairings and maybe to the long cargobays, too? Right now I have to use a couple of the small cargobays to do so, and it increases the part count which is (at some point) bad for peformance.
  16. @PDCWolf, @Bej Kerman and @regex: As a non native english speaker, what are those "tapes" you are talking about? Just to follow your conversation.
  17. All right, here we go: As soon as you have a couple of ships orbiting a planet / moon, the readability in the map mode is getting worse. The icons don't get smaller while you zoom in. The readability of the new pixelated font is semi-optional I need a tool to precisely plan maneuvers. This is a reason I can only test a new patch if @schlosrat updates his maneuver-tool-mod The SOI-indicators should become smaller when zoomed in, and it sould be clear which on is the enter- and which one is the exit-indicator An option to disable the color-change of the navball at 60 km high The burn-time-indicator-window is way too big. I love the kind of implementation in KSP1, as it huddles agains the navball I also want a read-out about the dV left, not the time Display the AP and PE indiactors directly in the SOI And last but not least: Please rework the save-mechanism. I love the idea of workshops with different vehicles, but just make it useful.
  18. I'm not talking about the node editor, I'm talking about the readout. I'd like to see a precisely readout about the deltaV left with a position after the decimal point, not the time left. And I think the read-out window is too big. The layout feels better in KSP1, as it huddle to the navball. The node editor is another valid point, but in thanks to @schlosrat we have a mod for this.
  19. OK, to specify it, for me it was way better.
  20. Just my 2 cents, in no particular order: - TransferWindowPlaner - ManeuverNodeEditor - Science-AddOns like ScanSAT - planet and system discovery with telescopes - a system for doing extra-galactical-science-missions, like COBE, Gaia or Swift - Rescale, if more procedural parts are not possible - b9 part switch, for example I like to choose a special tank fitting to my vehicle and then assign a fuel type - robotic parts - propellers, rotors, hinges - clean up the whole UI - icon size im map mode, SOI size, readability, etc. - better time warp control - "stop" should mean "stop" and not "fade out" - revert to the KSP1 BurnTimeIndicator, it was way better for doing precisely maneuvers There are many other good ideas in this thread, but those are my top 10.
  21. Hi guys Long short story: In KSP 1, as soon as you are archiving an orbit around a celestial body, the cameraview is changing from "airplane mode" to "orbital mode", the neutral camera position is in an ecliptical position, I'm seeing my craft from the side and can change the view up or down. In KSP2, the camera possition stays in the "airplane mode", and this is driving my nuts. @Dakota: Can you please give short statemant if this is intended or will be changed in a future update? Thanks in advance Snips
  22. Did you consider the fact that there are still gamebreaking bugs like decaying orbits? I agree that the devs are making progress, but the game is far away from "a good state". And looking back at the last 6 month and the progress made, I assume there is still a long way until I will call it "in a good state".
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