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DigitalEva

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  1. Everybody has mentioned almost every other window in the UI to death, so I'm not going to mention it again, other than in passing (I'm near-sighted, using glasses). Where it is a huge problem for me is in menus like the Key Bindings. The font used for the keys is basically illegible on a 32" screen (Using a RCA TV), and is just a couple of pixels on my laptop screen. And I'll definitely throw my support behind unifying the fonts.
  2. I have issues with reading it without being less than 2" away from a 32" screen, and it's horrendous in the Key Bindings menu, where it's a light grey blur that is a recognizable character if you are at the mentioned distance and then squint. It would be nice if there was more thought put into accessibility in this regard.
  3. I must have missed that post (at the very least, I don't remember reading it)! Thanks for the reminder!
  4. Definitely would love to see this implemented. I have glasses, myself, so seeing nearly illegible text unless I'm almost right up next to my 32" second screen is frustrating.
  5. Oh yeah. I'm eagerly awaiting the upcoming additions!
  6. I build with it in mind for manned flights (I don't mess with sending shuttle-style craft up). I've had to stage it a few times, and it works flawlessly. I usually just set up abort to remove the capsule and fire the LES, then Action group 1 for dumping the LES and deploying the parachutes. Action group 2 handles the TWRJET procedure (decouple from docking port and activate LES) for me. Once that happens, if an abort is needed, I have to aggressively mash the space bar while praying to the kraken.
  7. This is how I build launch vehicles already. Started in KSP1, as well. All because I want a Saturn 1 because of reasons. I get it to where it just jumps off the pad, then add progressively heavier "dummy" payloads until I match the mass of what will go on top. it has yet to fail me in terms of making solid, virtually glitch-free designs. The bonus is that you can then progressively test your stack to make sure it all integrates properly and works as intended.
  8. It definitely will become more optimized as time goes on, no doubt about it.
  9. It's the same for me. They just make more sense in my brain than the blue rings. I love it when things are simple for procedures like that.
  10. I have to wonder why an autopilot of any kind isn't in the game (Probe cores not withstanding). I'm more on the end of "build the flying tube and send it", so autopilot, like MechJeb in KSP1, is a wonderful tool for me
  11. Been playing since KSP 1 Early Access, but finally decided to get in on the forums (I haven't done things on a bbs/message board in almost 20 years LOL). In terms of space games, I'm mostly over involved with the SciFi end of things, but I keep coming back to send the best skyward in KSP1 and am going with the slight learning curve with KSP2.
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