-
Posts
706 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Spicat
-
Bug Status [7/28]
Spicat replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
-
So it's terrible... because? It just seems like you're used to the ksp1 UI and afraid of change. I gave you reasons on why those are bad decision and tried to stay objective, give me yours. (and no, it's not because it's new that it's bad)
-
Bug Status [7/28]
Spicat replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
This seems promising, the two bugs "Incorrect Maneuver on Inclination Change" and "Active Vessel Pulls Craft Close when in Timewarp" was probably in my top 3. I hope the rest can also get fixed, looking forward to the next patch. -
You're mistaking style and user experience. Making ksp2 style skeuomorphic wouldn't change a thing on its ergonomics (Well a bit on contrast), same as changing ksp1 style to a more "modern" design. That's why I said it's something we can like, because it's subjective. And no, everything in the ksp1 interface is not logical or polished. That was the point of my post, that we should talk about specific points to take the best of both worlds. (We don't even know if we are talking about the flight UI, the vab or the map view). For the improvement of ksp2 over ksp1 (that I don't want them to undo, even if some of those are really tiny things): Flight UI: The staging placement on the right: much more logical, same side in the vab and in flight (and on the same side than the MP, EC... infos) Important flight info located in one place: the navball (I don't know why those infos where separated one at the top and one at the bottom) The navball to the side: highly controversial take but I'm sorry, apart from nostalgia it makes no sense to block the view with this. At least we could change it. We can grab the throtle Fuel remaining showed with numbers Vertical acceleration is a much more readable thing (a round indicator is imo very bad) Timewarp always shown SAS controls are a bit more intuitive (and icons change when you are in a landing/launching situation), maybe a bit too big though VAB: Subcategories: that's saving lives, so much better to have things organized Size on each parts: same when I go back to ksp1 I hate that this feature is not there Craft saves pictures are bigger, it lets me see a bit more what I'm looking at Icons are more logical, coherent and polished (Also a bit bigger sometimes) Translation and rotation tools squished together Map view: Altimeter doesn't disappear when I'm switching to map view Can move the focus with the mouse (not only on a planet/rocket) The maneuver trajectory is shown and is not instantaneous: This one is less of a UI thing (I think?) but still is much more intuitive that way. Orbit tesselation (Dev diary about that: https://forum.kerbalspaceprogram.com/topic/201736-developer-insights-9-–-orbit-tessellation/) No need to double click to focus, but right click and click on the button "focus": I think it's better because you're not missclicking and we can focus on our vessel without shortcut. (I went back to ksp1 and omg I can't focus on a planet easily) SOI displayed The UI intercept icons are better for colorblind: This one is not quite perfect because it's actually confusing to know what 1A and 2A means, but I suggested a better solution here: https://forum.kerbalspaceprogram.com/topic/215896-intercept-ui-indicator-is-confusing/?do=findComment&comment=4265820 which was improved by Kavaeric (last link of this post)). I wanted to mention this because in a UI we also think about accessibility (and not just make it an option), contrast also falls under that. For the things that ksp1 does better: Flight UI: PAW obviously (but I want both because the PAM is sometimes useful; as linked in my original post: https://forum.kerbalspaceprogram.com/topic/218109-bring-back-ksp1s-paw-menu-system-alongside-ksp2s-current-pam-menu-system/) Smaller white space in the PAW (The PAM in ksp2 has too much white space) VAB Info per stages (TWR my beloved) When we grab thing for staging, it's more clear what you grab (It follows your mouse) Map view The DeltaV remaining in the maneuver is shown More saturated orbit colors Most of what I want is here and I won't list them all (Even if it's not all of what ksp1 does): https://forum.kerbalspaceprogram.com/topic/217412-uiux-suggestion-patched-conics-ui-proposal/ Note: I probably forgot a lot of things (Making a UI is hard). I didn't necessarily state features that were missing from ksp2 which can still be added easily without changing the UI (like a maneuver editor) so you would maybe want to add some things in the "what ksp1 does better". I also didn't mention bugs because those are not intentional and are meant to be in the bug reports forum and it's not relevant for the suggestions forum. (Like the maneuver clipping through planets or the PE missing on different SOI). Finally some of the things are not strictly UI. That's how I want to hear about the UI: precise point. Then we can discuss what's specifically wrong. We can't guess what people are talking about when they say "The UI is bad".
-
The "why" are easily answered, I don't know why some people are making it a big deal: Not enough time to make the game (because developement hell and bad management) Because they want big bucks. To make big bucks. They? Some people are saying that but the devs are not defending themselves with that, big difference.
-
Skeuomorphism (what ksp1 UI style is) is a design that was trendy around 2010 but isn't anymore, just look at Iphone evolution. Imo it's horrendous but I get that some people are a bit nostalgic about it. And about ksp2, I hate when we bring the UI and people are just binary about it like "ksp1 UI is better" and the opposite. Talk about a specific point because there are horrible choices made in ksp1 (like the placement of things) in the same way ksp2 have some (like the parts manager). Let's try to have the best UI, not the exact previous one with its flaws. The UI changes every single patch, so this UI is definitely not set in stone. (Remember the previous maneuver? A lot better now) I find it a lot more productive to be precise about things and even find solutions rather than say "ksp2 bad, ksp1 UI better" which is frankly not always true. Actually, some previous topics already made that so go discuss specific points here:
-
Also, to add to the "They should take advices from Harvester", you know that former SQUAD employees are working at Intercept? This is a much better solution to ask them because they know ksp2 pipeline and code.
-
RTGs have a lifetime in ksp2.. I’m actually not sure about that, they definitely thought about implementing it and I think we’ll see it in the far future: https://youtube.com/watch?t=514&v=nnudM_iIDr8 For an additional source, we saw a radiation icon in the vab: Definitely ask for it, they will likely add it.
-
No and no. That's interesting for only a very small minority and this is the main thing that should only exist in the realm of mods.
-
apsis nodes kinda difficult to read
Spicat replied to mattihase's topic in KSP2 Suggestions and Development Discussion
Yes, it was actually discussed here (with a nice proposition and a message from Nate): I proposed this before (which was improved in the above post): https://forum.kerbalspaceprogram.com/topic/215896-intercept-ui-indicator-is-confusing/#comment-4265820 So yeah, I second this! -
Developer Insights #21 - Rockets' Red Glare
Spicat replied to Intercept Games's topic in Dev Diaries
Actually answered in the second ama (about design): With further explanation on the philosophy by Dakota's answer: In my opinion, heat is a cool system that enhances the colony gameplay, I don't think it will be too hard (like the heat in ksp1), just place some radiators and put it in a cold place. I mean ksp2 entire motivation was to be a game about space exploration, thus some colony management is part of it (but staying simple not to transform it like satisfactory). Source: -
If you post a message with 3 things and 2 of them are incorrect, saying your post is incorrect is not a false thing to say. Even if one thing was correct. If someone say "I think the Earth is flat and that reptiles are among us because the government is lying" and I say "This is very incorrect", would you really say that I'm wrong because the sentence as one thing that is true? And to stop with this conversation, you (and other) actually accomplished something because Darrin isn't saying anything about the game anymore because of people twisting his words.
-
I don't understand your message, you want me to show you some new feature that ksp2 has? Or in what way science mode in ksp2 will be different than ksp1? Well, the problem is that he's spreading misinformation and other people seeing this might also share that thing. No timing was ever communicated aside from the Nate message a few weeks ago which was way after this message. Besides that, CMs kept repeating that they were no ETA on science.
-
And that's the problem.
-
Applying your logic you are. You literally snip half of your message by saying Darrin answered your cherrypicked part, that's lying. And no, this is not because the first update is called "science" that it will be the exact same thing as ksp1. And I really doubt we'll see science or even colonies in more than 2 years (as stated by your message: "Years probably before actually new features") I was just talking about a fact. A message of a dev deformed by someone. Maybe it's years away but ksp2 has enough things to criticize to lie and twist words of devs on top of that. (Like everyone saying that Nate is fine with the wobble of ksp2)
-
Stop spreading this lie, you said a lot of other things in your message, Darrin was saying you were wrong because you said that the "First major update in duplicating features of KSP 1." which is false and "Years probably before actually new features" (meaning at least 2 years before science and/or colony) which is also probably false. He owes you nothing, even less an apology.
-
I don't care about your answers (which are honestly very different from the answers we get but you do you I guess), if you don't like AMAs, kindly skip them, but let people that find value into those appreciate and ask about them, (and there are a lot). Thanks.
-
They select their questions beforehand so this concern is irrelevant. That's not because you have no questions that everyone is like you. The person who asked for an engineer AMA probably has a lot of questions in mind. Quickly I can ask a few questions already: - Are there current new system that you implemented that we aren't seeing the full extent yet? - How did you solve the floating point problem and how would that work in multiplayer? - What new capabilities will offer the new terrain system and are there good progress on it? - Have you changed some of the work methodology since release? What's the process when implementing a new feature? - Do you do both features and bugs fixing? If yes, how do you split your work between both of them? You can extrapolate from there on how many new (and probably more interesting) questions I(and especially other people) will have when they will announce an AMA with an engineer, and even more when we learn who.
-
Thanks a lot It's a bit out of place for the editor but it's a lot better than before, thanks!
-
Don't you mean "original coders" or "people who were there at Star Theory"? Because I think people who came after are also real coders. But besides me ranting about semantics and assumptions you make on the code, the subject was about the AMAs. The last AMA was from Kristina Ness which join the company one year ago and it was pretty interesting. I have no doubt that engineers (even people that came recently) have a lot to tell. I mean by this time, they have learned what other people do or did, so they can answer things that they didn't code themselves directly. Even Mortoc who came a little before release seems like a very interesting guy. I don't know about you, but personally I have a lot of questions to ask them. I would also like plenty of dev diaries, even small features like orbital tesselation are so much interesting (maybe it's just me, I also liked the GDC talk).
-
What do you mean there aren't any real coders? There are still a lot of software engineers to make an AMA from. You're just spreading misinformation.
-
Yes, he's being sarcastic. And to not deviate from the subject again: It's just vacation time, maybe they have just been doing bug fixing and they have nothing more to share, we still have the bug update status which is a nice addition in my opinion (Some people don't like Nate talk so maybe they're happy about that?)