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ApexAZ

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  1. Look buddy, I'm new to KSP (barely played KSP1) and just posting my feedback as to why I started to lose interest. They obviously want to make the game more accessible to users like me and I'm just trying to point out that more is needed. I'm not exactly wanting to explore barren planets in hopes I find some science to help me progress. I need purpose. I've already stopped playing as a result. Anyway, I've said my piece!
  2. Yep. My point is that I wish there were more missions (and tutorials) to take me to these places. For example, I went to the big crater on Mun (forget the name) and that gave me science. But I only knew about it because I read about it somewhere. I wish I either had a mission, better clues, or both to help guide me to those places so it doesn't feel like pin the tail on the donkey.
  3. I managed to get to Mun and Minmus and do the major science missions around those, but now I am stuck. I am down to two missions: the Duna discovery mission and the "Lil Chonker" mission. I can't seem to succeed in either. I have medium rockets unlocked, but can't seem to lift a 200 ton lander on Minmus and wondering if I need heavy to do that? Actually, that isn't true, I landed a 250 ton lander on Minmus and didn't get the credit. I am assuming it dropped below 200 tons when I finally landed. So I built a heavier one, but haven't been able to get it to minmus without just burning the extra fuel anyway due to the weight/thrust needed to get it off Kerbin. For Duna, I didn't seem to have enough fuel to land properly (chutes don't seem to work). So then I thought maybe I need to drop a rover or something, but realized I still need some sort of braking to land it safely. Maybe I just need to learn more about how to maximize burn efficiency to do either mission. Any advice? Finally, some feedback: I've run out of science and can't unlock more. I've tried to gather some from various biomes on Kerbin and Mun, but it feels tedious. Being newer to the game, I actually like the rails of the science progression. This coupled with the training center has made the game a lot more enjoyable for me. But now I just feel stuck. I wish there were more landmarks, or missions to send me to different parts (biomes or regions) with more purpose. Right now it just feels like I'm randomly trying to find science, which coupled with my frustration of Duna and Lil Chonker, got a bit tired of the game as a result.
  4. So I made it to Minmus (still haven't figured out how to land a 200t vehicle), but struggling a bit on the Duna monument and I'm losing interest, and I think it's mainly due to the UI. This is the farthest I've ever made it in KSP. 1. Some rendezvous tutorials in game would be very helpful - I realize there are youtube and written tutorials for KSP1, but I found the training center to be very helpful and would appreciate expanded tutorials on more advanced concepts 2. I absolutely hate the map UI and I think this is my biggest demotivator currently. The maneuver controls are clunky, hard to use and hard to see. Now that I'm trying to burn to much greater distances, it's becoming more difficult to use as I try to pan around and control it from a distance (like overlapping lines at orbital intercepts that are far from the node). I think a simple solution to this would be to be able to place a maneuver point, but then separate the controls entirely; place them down in the corner or something. Then give us some additional controls to slide it around. This way, we can manipulate the maneuver from any vantage point. There are times where I lose the controls entirely due to panning. 3. For some reason on my pc, movement around the map starts to grind to a halt and I have to reset back to home. This coupled with the label bugs just makes it cumbersome to navigate. There are times all these random labels completely obscure the maneuver node and it gets pretty frustrating. This is a pretty critical function to the game and could be a LOT better.
  5. So my previous experience with KSP1 is very limited and I'm basically new to the game. I managed to land Jebediah on Mun with a make-shift lander that I cobbled together, collected the science, and launched him back to Kerbin. The problem is each design I built lacked enough fuel to slow the craft down for a safe re-entry. I probably spent 2-3 hours just trying different things, different ships, and different angles to minimize my fuel consumption and just couldn''t get it. So long story short, Jeb is stuck in orbit and needs rescue! Instead of going back to the drawing board for the umpteenth time to try and find a more fuel efficient design, I decided to spend my science points on medium parts and a 3 person pod. I'm thinking no biggie, I could just EVA Jeb to the new module. Except, it's not so easy in practice. Once I got into orbit and saw Jeb's craft whizzing around Kerbin, I realized intercepting him is going to take some work. So the first thing I did was just create a maneuver to get my spacecraft on the same plane as his. This wasn't so bad. Next, I set the target to Jeb's craft and attempted to create a maneuver that would intersect his orbit, which is super easy to do except for the fact I have no idea how to factor in the speed and timing so that we each reach the same point at the same time. So I spent about an hour on various game speeds to see if I was even closing the gap to where a window of opportunity to intercept his craft would open up. That didn't work out all that well. So I adjusted my orbit so that it matched his as much as possible, but with a slightly smaller radius so that I could "catch up" with him, and that actually worked out alright. I eventually started getting close to pacing him. The problems from there really stemmed from lack of fine movement control and I have some questions: 1. The navigation in map is really clunky and slow. For some reason it slows down and eventually reaches a point where I can hardly pan or rotate with middle and right mouse, because it barely moves. I also wish zoom had more steps, or finer control. I looked around in settings and didn't see any sensitivity or speed settings regarding map controls. Mouse movement speed seems to be random, but I always end up having to reset camera after a bit, else it becomes too unresponsive. 2. The pro/retro grade movements were too course when trying to line up my orbit with the other after getting them fairly close. The shift/ctrl default (I think 10%) was too much and I'd easily overshoot the line overlap. Trying to use the throttle slide control with mouse is even worse and nearly impossible to get an exact throttle %. Is there a way to start the engine at only 1-2%? Or perhaps I need a smaller engine with less thrust that may help? 3. Is there a standard procedure for doing this, and if so, does anyone have a guide they can share? Is there an interface tool similar to SOI orbital transfer that I should be using instead that I haven't seen? I did some google searching, but didn't have a lot of luck. Found a couple videos of people struggling in similar ways lol. I feel like I had the right idea, but the UI and lack of fine control (or too much fine control at the wrong times) made me frustrated. But maybe there's a better way? Thanks in advance for any help to rescue Jebediah!
  6. So it's been some years since I played KSP1, but there were missions, such as your first orbit, going to mun, etc. Are those not in yet? All I see is the VAB, Training Center and Launch Pad buildings, If not, will they be included as part of the science tree section of the roadmap? I went through the first series of training and found it better than KSP1. However, where I started to really hit roadblocks in KSP1 were the missions and not knowing which ones I could even complete based on techs that were unlocked. Hoping if there is a similar feature in KSP2, that it will not only include tutorials that will help you succeed on the mission, but also put it on rails to some degree by not even giving you missions you can't complete at all.
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