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Furniture

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Everything posted by Furniture

  1. A system like this would be great - like, you can still have the qualitative experience, but if you want precision, it's also available. Completely optional, but there if you want. It's what they're calling the structural tubes now. Essentially a single-segment, non-deployable fairing with adjustable lengths, whose top end automatically changes to match the diameter of the part above it.
  2. The title says it all. There are many tweakable parameters in KSP2 - whether you're editing fuel levels, the shape of a wing, the angle of a part, your paint job - and right now, you kind of have to eyeball everything. I propose that at least the following parameters of a vehicle receive text entry fields: Everything procedural. Wings, fairings, TOOBs - every relevant parameter that can be edited by the player. Colors. Many people have suggested an RGB or Hexadecimal entry field, which would help with color consistency. The move/rotate tool. Admittedly this is less straightforward, but the ability to specify an exact amount of degrees/meters to offset a part would be nice. Maneuver Nodes. To allow for greater precision, a system of text entry fields similar to those in KSP1's system would be helpful. There may be other useful applications I'm forgetting - feel free to make suggestions - but these are the biggest ones for me.
  3. When I'm building aircraft in KSP2, I often like to use more than one wing laid end-to-end, as a way to get a cooler, more complex shape, while also having multiple flaps that I can bind to different control axes. However, It's currently extremely difficult to make the root of one wing match the tip of another in cross-section, and as a result, the combined wing has an ugly seam down the middle. I propose that in the wing editor, two new buttons be added - one for the root, and one for the tip. This button would only be visible if another wing piece is connected to that end of the wing. When you press the button, that end of the wing assumes the exact cross-section of the opposing end of the wing it's attached to. (i.e. pressing the "Flush Root" button of a wing that is attached to another wing will cause the root of the wing currently being edited to match the tip of the other wing.) This way, smooth, multi-angle wings would be much easier to create.
  4. For the most part in KSP, you just want to build craft for the fun of it, without worrying too much about their exact appearance. However, one aspect of the game (both 1 and 2) that I enjoy is recreating real-world aircraft and spacecraft. Often, it's hard to gauge a vehicle's proportions when I make it in KSP. Meanwhile, in another piece of software I use frequently (Bricklink Studio, a digital Lego-building tool), they have the ability to import images as objects that you can then move around, adjusting size and orientation as you see fit. You can then use the image to get sizes/proportions right. I feel like such a feature would be very useful to those of us who build realistic vehicles, especially with the new flexibility offered by procedural wings (getting accurate sweep, dihedral, etc.)
  5. Honestly? I'd rather have this delay than the whole fiasco with 0.1.3 where things were disastrously broken. Better to wait a few days and get something that's actually an improvement.
  6. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Education Version 22H2 build 19045.3086 | CPU: Intel Core i3-7100 @ 3.90 GHz | GPU: Nvidia GeForce RTX 3050 | RAM: 24GB Whenever I engage in physicsless timewarp, every inactive vessel within physics range will have its relative velocity preserved with regards to my current vessel. This occurs with every vessel I fly, regardless of complexity or position. I've mainly experienced it with spent rocket stages when I timewarp immediately after separation. They end up in really weird parabolic trajectories.
  7. In my experience this happens primarily when a vessel has landing legs - the same issue arises without timewarp when landing legs are deployed in orbit, and gets worse when physicsless timewarping close to a planet/moon.
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