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Picard2

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  1. Maybe a floating 'Report' button appears at the top / bottom of the screen you can click to open the report?
  2. Really like the idea of being able to group things in the part manager, and use those groups in other contexts (like adding the group to an action, or have any toggle switches appear for the group in the part manager).
  3. Yes! I hadn't realised why the post-incident report felt so jarring, but this is exactly it - the instant you crash it's there up in your face.
  4. Indeed - the size of the first patch and the number of things addressed does give me more hope now. Still a long way to go, obviously, but the brief time I spent with it last night it did feel like a step up in playability - and manoeuvre nodes, intercept planning were a couple of the big ones towards that.
  5. Yeah the labels are great, really good enhancement. I guess the labels are all two characters to keep them the same width. Not one I have a huge preference over, but I would lean more towards your suggestion of S/M/L rather than SM/MD/LG as it's just more familiar and easier to parse at a glance.
  6. I find the middle click drag to be quite awkward myself. Not sure why - other games use middle click drag to eg rotate camera and that feels OK. Possibly just the combination of vertical mouse movement while holding the wheel (as opposed to horizontal when rotating camera in other games). I do use a 'vertical' mouse rather than a standard one, could be a factor. Middle click drag feels really slow at moving the camera, that could also be a factor. Maybe increasing the movement speed would help, or maybe something else - an option for a keybind to control vertical movement (eg q/z or something). Other than that, controls feel good to me. Really like the scroll zoom.
  7. In the video it looked like the kind of minor inaccuracy caused by how difficult it is to perfectly time the start and end of the burn. We're always going to be some milliseconds out either end when we do it manually, and the fiddling looked to be mostly adjusting for that? To me at least.
  8. Agree it's much better in my brief testing. Love how it now shows the burn length, which was a crucial missing feature. Really like the new subtle audio cues - I think they're new? - for when you're a few seconds away from burn. Would be improved by adjusting the top line - required deltaV before burn -> required / remaining deltaV during burn (or maybe just remaining deltaV) so you can easily see how much deltaV you have left in the manoeuvre as you're going. Also, watching the video, I wonder if the 'warp to manoeuvre' button might be enhanced by adding warp to 10-15 second before the end / before mid-burn staging once you're actually in the burn? So you can easily program in a warp to shortly before you need to terminate.
  9. Thanks for all your hard work, appreciated.
  10. I'm kind of glad I saw one small spoiler, because I would not have realised there was even stuff out there to discover, if that makes sense? But yeah, definitely avoiding that stuff now - fortunately most people seem to be good at tagging threads as spoilers or not! Really do want to wait before exploring so I can experience things 'properly'.
  11. Even just sticking the VAB icons on there next to the part name would probably help a bit.
  12. Glad I'm not the only one with that opinion of FlightSim! And didn't even mention the obtuse way it handles DLC, which can't be downloaded through the 'normal' process but also requires manually downloading and updating. I really don't understand what it actually gives them, either. To build and maintain such a system surely has a cost associated. Really hope KSP2 doesn't follow this model!
  13. I'm kind of in a middle ground, I guess. Like you, I prefer a lot more structure in my sandboxes than KSP2 currently offers. Only ever played KSP1 in career for this reason - and that feeling of progression massively lacking for me in KSP2 when I can just build whatever I want with any parts, and have no real reason to go anywhere yet. Exploration is cool and all, I get the motivation, but it's just not enough for my tastes. Like you, the lack of reentry drama really does detract something important from the sense of returning from a hard, dangerous mission. In addition, often I found when I was exploring, I'd notice interesting things and want to check them out - yet also get a feeling that I wanted to 'save' the exploration for a proper structured playthrough. Weird, maybe, but it almost felt like I'd be giving myself spoilers by exploring things in a full sandbox mode. Like, I want to visit the other planets and see what they're like. But without any constraints on my actions it just feels, to me, almost like I'd be cheating. KSP1 does have just so much more 'stuff' due to the modding community. More parts than you could ever need, interesting new components and mechanics to give even more structure / reason to launch missions or visit the worlds. Comparing the two games might be unfair, given how long the community has developed mods, but it is a big difference all the same. But, KSP2 does have a lot going for it too (without repeating all the arguments about the current state). I'd forgotten what it felt like to have a KSP game load up in a few seconds, there's a range of quality of life features so to me it just feels more 'comfortable' (for want of a better word). I can see the appeal of going back, modded KSP1 is just so much 'more' right now, so much bigger, but I don't think it's for me. Until the science / progression systems arrive, I'll probably not be putting a ton of hours into KSP2, I think - just bits here and there. But I also don't feel too inclined to return to KSP1 either. I have other games to play, and will play them instead - while dropping back in on KSP2 from time to time to keep up with updates and so on, until I feel there's enough there for my personal tastes to do a proper playthrough. Whilst trying to contribute to the community if I can. This is why I bought into the early access, after all - to follow the progress as it goes, and add any feedback I can that might be half decent because I want this game to be good. That being said, I do kind of have a wish to have one final play of KSP1 with a nice big RP-1 install, but right now I've just got so many other games I want to play that it's just not close to the top of my list.
  14. Yes, I'm sure there's a lot of thought needed to go into these kinds of interfaces. And I do think that's been done for the part manager - it isn't perfect yet but it's doing a lot of stuff well, and doing it right. But just not doing it in the right places (or, doing it in places where a different method would work better).
  15. Exactly. I'm just thinking about the mods for KSP1 which did the same global list thing - you just opened a convenient menu, filtered by whatever you wanted, easy. Having this built in would be great.
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