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ClashofCraft972

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Everything posted by ClashofCraft972

  1. Hi Intercept !! The Patchnote you realised today was awesome, thank you ! I think this game could be the best space simulation/managment game ever made ! So to help you out a little bit, I had some very little UI stuff that could be much User Friendly for newbies. So let's start : Replace the Red Cross of procedural part interfaces with a Green Tick headband at the bottom : You can't place parts on a procedural part (like Wings) while the "move" menu is open, the only way to and it is to click on the very little red cross at the top right. I think it would be much clearer if you replace that with a green tick bandeau (French don't know if it's the right word) at the bottom, just like you did with the bin Icon at the bottom of the Part-Catalogue (but green with a tick lol). Display a small part preview on managers : To make part names in the differents managers (like Part-Manager, Kerbal-M, Ressource-M) less abstract (the names are most of just random letters for most of us), you could place a small part preview (like the Part-Catalogue one at the right of the name). Place a little indicator to tell us the engine type of a engine in the VAB : I truly like how you placed size-indicators (XS, SM, MD, LG and XL) on all the in-game parts, that's really cool. But I think we could see an another one on the engine top-right preview image with its engine type (BS/BT for Boosters like Mammoth, ST for Sustainers like Vector, OB for orbital engine like Poodle, and DP for Deep Space engines like <NOT FOUND>). This would gladly help new-players to understand what engine is needed in what circonstances (if you explain this mechanic to them). would see the indicator in like gradient of blue (light blue for boosters --> Really dark blue for Deep Space engine). I really hope you'll see al of this, and I wish this game to run on my PC anytime soon Here is a little (and bad) Paint image to explain graphicly what I mean : https://imgur.com/a/2gaCFc1 the URL don't work so here it is
  2. Yeah this has happen to me in to cases : My rocket has changed state (activate a decoupler or a fin fell of Loaded a quicksave
  3. I made a big rocket for the Mun with a "Mamouth II" engine with 4 solid fuel booster and the TWR was about 1.6, and the launchpad, the mission started very slowly (too slowly for a TWR of 1.6) and my speed has caped at 13.8 m/s and than the rocket started decelerating. My config : i5-4690 @3.5 GHz CPU 20.0 Gb DDR3 ram and a GTX 1050 Ti GPU
  4. I think there are some problems with SAS (I saw them myself but also in YTbers videos), so here is a list : SAS being to extreme for planes (pitch in particular) : I made some planes with big stabilisation surfaces where I see something weird, the SAS keep making my plane do a drift when launching (was not happening when it was of and I corrected myself) but most importantly, the SAS make my plane oscillating up and down frantically like if it was a new player trying to correct his craft by spamming W and S. My rockets keep doing frontflips at 20-21km for no reason : I've seen this bug a lot of times (On Discord, or YT) where the Kraken attack your craft at 20km for no reason (making the craft spin or destroy it), idk if it's due to SAS or not to be honest. My SAS was not working in the previous point : to counter the previous problem I added 3 big SAS wheels but 3 big batteries but in flight, but when this spin starded, I was not able to counter it (WITH 3 BIG SAS WHEELS) so I deactivated SAS wheels and use my keyboard, that seems to work better. Idk if the SAS was not working at all or if the big SAS wheels are too weak but that was weird. Sorry for my bad English, hope you have understood me. You can speak on this topic if you want more info (the log whereever we can find it for example).
  5. So, in my country we use a lot of letters to exprime ourselves (sorry about that), and that create a lot of overlappings texts in many video games (Sakurai as spoke about that in one of his videos), so in this example, 3 texts for the RTG description are overlapping and the long "lore" descriptions in incomplete even if I press "shift" (maj for me, but it isn't tranlated), so consider reducing the font or make the text box scrollable. So as you can also see, some translation are in the game yet. And a little detail, special characters are not in all the game font so letters with accents (like é, à, ù, ô, É, Ö and all the others), this make so texts weird (like on this picture under RTG, it's write "THERMOÉLECTRIQUE"). I hope that I clear and you understood my poor English
  6. Yeah I think this is the type of things that may interest new players. KSP1 was very hard : thinking of what you're vehicle need (without forgetting parachuts et solar panels lololol), do maneuver that you need pretty efficiently, understand the contract system and to manage our funds... This is what the dev teams need to focus to make the game more enjoyable and playable for new players... And reward them correctly with, for example, achievements, generated artworks of the missions, little generated TV report, a Kerman's president speech. But it can be more basic, like let him look at magnifiscients planets and sun. I remember the first time I got an subborbital flight, I was amazed but also scared of the dark side of Kerbin. And when I needed to land, I didn't know how to use the chute lol. Know these memories make me laugh. But for the sequel, new players need to have the feeling of being lost and ridiculously small compared to what they can see. But they need also to feel help. I don't think a basic tutorial, like in every game now, is relevant 'cause it'll destroy the feeling I said to you
  7. I just had an Idea, would be AWESOME for new players to have all the information that you need a planet/moon when you need it, like : Sphere of influence : [altitude in m] Atmosphere : [Yes - No] Height : [altitude in m] Density : [Fin, normal, thick] Layers : [altitude in m] Diameter : [m] Moons : Type : [telluric planet - gaseous planet] Lore : [Informations] We could access these information in an sort of in-game browser. I don't think this is too difficult to make in a mod if not in Stock KSP2
  8. A telluric moon/planet that is like Kerbin/Earth before having life. So Rocky/ dirty, with sand parts. But most importantly, blue green oceans (like #017d3b) that have the speciallity of being really acid and corrosive, only specifics parts (like heatshield) can stay on them, Kerbals can't go on EVA without being damaged. The atmosphere is between Duna and Kerbin, and the air is not breathable
  9. I think there is a lot of good ideas, and ideas that are considers as too time consuming for the devs would maybe come in laters updates. Remember that we only know for 1.0 and not beyond. I think developping the lore and a story around KSP will really make the game greater, and some of the idea that you said will come from the community part (like with mods). I wish they will do a better Steam workshop like Scrap Mechanic one (the best one as far as I know), and we would really need to have some RP servers when Multiplayer goes out. Just a month away, so excited
  10. Technologies for examples, vehicles etc. And I think we need money at the start of the adventure when we're only on Earth to buy ressources to ingame companies
  11. I may be idiot but I downloaded EVE (with Scatterer, Parralax and AVP through CKAN) with v1.11.7.1 but I can't find out how to active these Volumetric clouds
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