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DigitalEva started following UI / UX Feedback Megathread
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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.
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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.
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UI Text too small and too pixelated
DigitalEva replied to Klapaucius's topic in KSP2 Suggestions and Development Discussion
I must have missed that post (at the very least, I don't remember reading it)! Thanks for the reminder! -
UI Text too small and too pixelated
DigitalEva replied to Klapaucius's topic in KSP2 Suggestions and Development Discussion
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. -
Oh yeah. I'm eagerly awaiting the upcoming additions!
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DigitalEva changed their profile photo
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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.
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KSP2 gameplay experience as a whole - how do you play it?
DigitalEva replied to Siska's topic in KSP2 Discussion
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. -
Do you think KSP 2 will eventually end up more optimized?
DigitalEva replied to RandomGrape's topic in KSP2 Discussion
It definitely will become more optimized as time goes on, no doubt about it. -
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.