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krbvax

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Everything posted by krbvax

  1. Technically, if you yank all the employees out of your store but leave it open for random passersby to loot, it's not "shuttered"? I guess?
  2. This is more of a confirmation request than anything else, but: Will there be additional missions inserted between existing ones as new game features are added? I was particularly surprised when the next mission after Minmus was immediately "go to Duna", since in KSP1 I spent a good deal of time jumping around Kerbin/Mun/Minmus (collecting science, building orbital stations, mining ice cream - which I grant is still waiting on the KSP2 resource system - and so on) before actually leaving Kerbin's SOI. I did see in the Discord tracker that there are plans for new types of missions, but I just wanted to note that the jump from "land on Minmus" to "land on Duna" feels somewhat excessive. I was also a bit miffed when the mission brief for Duna explicitly told me to launch at a relative phase angle of 45 degrees - that's something I admit I hadn't consciously figured out before (I worked out that correlation to a rough degree in KSP1 through trial and error, but never actually measured it to any precision), and I would have preferred that sort of explicit answer to be deferred to a tutorial, leaving the mission brief as pure flavor text.
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When attempting to change a key binding in the input settings menu, the game pops up a spurious warning that the key currently assigned to that binding conflicts with that same binding. For example, when "]" is assigned to Focus Next Vessel (as is the default), clicking the Focus Next Vessel option triggers the following popup: The following is already assigned: Focus Next Vessel : ] Proceeding will result in both actions being assigned to the same key. Do you wish to proceed? I believe this is a partial regression from 0.2.0, in which (by my recollection) the popup instead read, "Are you sure you want to change this binding?" - a seemingly unnecessary but at least correct message. Severity: Medium Steps to reproduce: Open the input settings menu. Click on the key binding field for the Focus Next Vessel action, and observe the game's behavior. Expected behavior: The game prompts the user to press the new key for the Focus Next Vessel command. Observed behavior: The game displays a warning suggesting that the key currently bound to Focus Next Vessel conflicts with that same action (Focus Next Vessel). Included Attachments:
  4. Also worth pointing out that there's a tiny white circle at the bottom of the screen to the left of the time warp bar when a tooltip is shown in this circumstance - it's subtle enough that I didn't notice it earlier, but I assume it's intended to be an outline effect on a facility model.
  5. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When hovering over a facility name in the facility list (with the "Kerbal Space Center (KSC)" title) in the KSC scene, if the facility is not visible, the tooltip pops up a significant distance away from the list, making it unclear at first glance that the tooltip is connected to the list. Severity: Low Steps to reproduce: Go to the Kerbal Space Center scene. Rotate the camera so that the VAB is not visible. Move the mouse cursor over the "VAB" entry in the facility list. Observe the position of the "Vehicle Assembly Building" tooltip. Expected behavior: The tooltip pops up either next to the mouse cursor or next to the menu. Observed behavior: The tooltip pops up a significant distance to the right of the menu. Included Attachments:
  6. Well shucks, there goes my plan to explore Kerbin's ocean floor...
  7. That's a fair point, but that timer also has only three fields instead of five (y:d:h:m:s). Conversely, if the KSP2 node time only showed three fields (maybe the three most significant?) then I don't think the extra zeros would have bothered me as much, if at all. That's certainly something the QA department should be aware of, but no reason to force it on the user. KSP1 used 1-digit hour fields if you were in Kerbin time mode (which I grant is the only mode I used). I do imagine things may get more interesting if we get the option to use local planetary time with colonies.
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When a vehicle's mission elapsed time as displayed in the Tracking Station exceeds 6 hours, the count of hours is not properly wrapped into days. Severity: Low Steps to reproduce: Launch a vehicle into Kerbin orbit. Return to Kerbin Space Center. Advance time by 6 hours (1 day). Observe that the UT time display on the time warp gadget shows a time 1 day later than before advancing time (e.g., "1d 2h" before advancing is now "2d 2h"). Go to the Tracking Station. Observe the MET displayed for the vehicle launched in step 1. Expected behavior: The vehicle's MET shows "1d 0h" (and some number of minutes and seconds). Observed behavior: The vehicle's MET shows "0d 6h".
  9. Or better yet: T -53m48s since you don't really need more than one separator character between the fields. (Or even 53:48, though that could get ambiguous if you want to show longer timespans with reduced precision.) I also have to wonder about the point of a 2-digit "hours" field when there are only 6 hours in a Kerbin day...
  10. Any text editor (like Notepad) should be fine. Search for the craft name (it should be next to an "assemblyName" tag), then search for "Landed" below that (on a "Situation" tag), change the Landed to Orbiting, and save - optionally to a different ".json" filename just for safety.
  11. And just for the record, the game already does this with autosaves (3 slots) so the framework is already there. I'd honestly be fine with a single quicksave slot like KSP1 and a requirement for me to manually save if I want to be able to go back farther in time - though I grant that there's certainly a debugging benefit to preserving quicksaves during Early Access.
  12. Huh... apparently I didn't find this because I searched for "vab autosave" instead of "vab auto-save". Mea culpa.
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB The UI sound effect played when saving a workspace in the VAB is significantly louder than all other UI sound effects. Notably, this sound effect is also played when an autosave occurs and there is no visual indication of autosaves, making it easy to misconstrue the sound effect as having been generated by some other program (not KSP2). Severity: Medium Steps to reproduce: Enter the VAB. Place a command pod in the workspace. Wait for an autosave to occur. Observe any sound effects played when the autosave occurs. Expected behavior: Any sound effect played to indicate the autosave is no louder than other UI sound effects. Observed behavior: The sound effect played when the autosave occurs is significantly louder than other UI sound effects. Included Attachments: .ipsImage { width: 900px !important; }
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When launching a vehicle from Kerbin, the starfield suddenly changes appearance when the vehicle ascends past an altitude of approximately 21km. I'm reporting this as a separate bug since it has different visible symptoms, but the root cause may be the same as this bug: Severity: Low Steps to reproduce: Load and launch the stock Kerbal-K1 vehicle. Point the camera upward (radially out from Kerbin). Observe the starfield as the vehicle ascends. Expected behavior: The appearance of the starfield (ignoring atmospheric effects) remains constant. Observed behavior: The appearance of the starfield changes suddenly when passing an altitude of 21500m. Included Attachments: 21km.mp4
  15. Some additional UI/UX thoughts now that I've had a few more days to play with the new version: General Along with the pixel font issues I (and others) mentioned previously, I think part of the readability problem stems from the dotted pattern present behind many numeric fields - the delta-V display on the big staging button is a good example. I assume this was intended to mimic the lines between pixels on old dot-matrix displays, but as with the pixel fonts themselves, these really should be consigned to history. They'd be fine on background graphics we can imagine the Kerbals reading, but not on UI elements that players look at. I find it confusing that the "beep" sound effect indicating when the mouse is over a UI element changes its pitch depending on the screeen position of the element. It does sound cute when I run the mouse up and down a menu, but I think in this case cuteness should (at least optionally, via a setting) give way to consistency. I understand that the ESC menu was designed to not pause the game, but I'd like to ask for this to be reconsidered. I haven't yet encountered a case in which I'd like the simulation to keep running while that menu is open, and plenty of cases in which I would like it to pause - such as typing the name of a new save file, reverting a failed launch (before it blows up completely and I get snarky comments on the flight report), etc. Settings When changing a keyboard binding, the game pops up a scary-looking dialog asking if you want to "overwrite the assignment of this key". This is not only unnecessary (the whole reason I clicked on the binding was to change the key assignment!), but confusing because when other programs display a warning like that, it's to inform you that the key you're trying to bind is used by another function. Instead, the key bind popup itself (the "Enter a new button for:" window that waits for you to press a key) should have a "cancel" button allowing you to cancel the operation. Main menu Every time I go to load a campaign, I instinctively mouse down to the "delete campaign" button at the bottom because I expect it to be a "start" button. I'd suggest not automatically popping up the save file list, and instead having three buttons where the delete button is now: "start" to load the save marked as "last played", "load..." to open the save file list (as clicking on the campaign does now), and "delete", ideally with a red background so it's obvious that it's the delete button. R&D There doesn't seem to be any way to view the experiment data you've collected, and thus no way to know where you can still perform new experiements (for SCIENCE!). KSP1 had an "Archives" tab in the R&D screen allowing you to view your collected data. VAB Another issue in the "cute, but" category: icon tooltips should display immediately rather than typing out a character at a time like in old sci-fi movies. Again, these are player UI elements, not decorations for Kerbals to look at. Flight A subtle thing I didn't even notice until yesterday but am now in love with is that navball markers are visible on the far side of the navball. In KSP1 (particularly when using unskilled pilots or cheap probe cores) I was always having to guess at which direction to rotate the ship to bring the maneuver or target marker to where I could see it. I'd like to see the SAS temporary toggle (the F key) from KSP1 return. It's frustrating having to fight against SAS as I'm trying to rotate to a new orientation, and having a temporary toggle ensures that - as silly as this sounds - I don't forget to turn SAS back on if I turn it off to rotate. The white target markers on the navball are difficult to see against the navball's own text (lines and degree markers) in orbital or surface velocity mode. The contrast is fine in target velocity mode, so maybe have the target marker take on that red color in other velocity modes? Something I often wished for in KSP1 when docking was an indicator or display showing the target's orientation, so I could make sure I was properly aligned for the docking ports to connect; what I ended up having to do was control the target vessel's docking port, note its orientation, switch back to the original vessel, rotate to the opposite of that orientation, and hope orbital movement didn't cause the angles to change too much in the interim. Perhaps docking mode could be used to activate such an indicator? (I originally thought that was the purpose of the square display that shows up in KSP1's docking mode, but apparently that just shows RCS linear thrust.) The throttle adjustments (left shift/control) feel too sensitive. In KSP1 I could generally hit a target throttle level within a percent or two using those keys, whereas with KSP2 I feel like I have to drag with the mouse to have any sort of accuracy. Now that I've found the resource manager, I rather like it (aside from the bug with having to quicksave/quickload to clear the transfer column), especially as someone who couldn't stand having mismatched LF/O2 levels after a KSP1 fuel transfer. But there are times when I want to leave just a bit of fuel in a tank, and the transfer goes much too fast to be able to stop it in time. It would be nice if I could set a target level beyond which a tank won't fill or empty during a transfer. There's no need to pop up the flight report when docking. Please have the flight report remember the open/closed state of the "tutorials" tab. The only thing it seems to provide is sometimes snarky commentary, and especially after a failed launch, that just adds to my stress level. Map Now that I'm moving on to interplanetary missions, I find the Kerbol system map much harder to visually parse than in KSP1. The planets' orbit lines are so dark I can barely make them out against the starfield background, and the circles around the planets mean... what? Certainly not SOI size, since Eeloo's circle is as big as Jool's. Perhaps the map screen is still a work in progress, but this honestly strikes me as rather sloppy.
  16. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB In the R&D tech tree screen, science amounts are inconsistently displayed with or without thousands separators (commas in the US English locale). Severity: Low Steps to reproduce: Start a new Exploration campaign. Get a balance of at least 1000 Science (such as by using the cheat menu). Go to R&D. Select tier 2, and click on the "Modular Launchers" node. Observe the science amounts displayed on the screen. Expected behavior: All displayed science amounts use the same numeric formatting. Observed behavior: The "your balance" value in the prerequisites window has a thousands separator in the number, but the "cost" value in the same window and the balance shown in the top right corner of the screen do not have separators.
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When a slider UI element has been grabbed, a "tick" sound effect is constantly played after the mouse has moved once. This is presumably intended to simulate the sound of a dial or such being moved, but once started, the sound plays constantly until the left mouse button is released, even when the mouse is not being moved. Severity: Low Steps to reproduce: Open the settings menu. Click and hold the left mouse button over the "Heat Scaling" slider in the General category. Confirm that no sound effect is played. Drag the slider left or right. Confirm that the "tick" sound effect is played. Stop dragging the mouse, but keep the left mouse button held down. Observe whether a sound effect is played. Expected behavior: No sound effect is played after the mouse stops moving. Observed behavior: The "tick" sound effect continues playing even after the mouse stops moving.
  18. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When the navball is set to Target mode and a nearby craft is targeted, the navball's orientation and velocity indicator jump to different values for a single frame approximately once every 17 seconds. This does not appear to affect SAS - at least, if SAS is active but RCS thrusters are idle when the glitch occurs, the thrusters remain idle after the glitch. Severity: Low Steps to reproduce: Launch a vehicle into orbit. Launch a second vehicle, and use the cheat menu to rendezvous with the first at an X offset of 100m. Set the second vehicle's target to the first vehicle. Observe the behavior of the navball over time. Expected behavior: The navball orientation remains constant and velocity remains less than 1m/s. Observed behavior: For 1 frame approximately every 18 seconds, the navball jumps to an alternate orientation and the velocity changes to a value over 100m/s. Included Attachments: navball.mp4
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB The time remaining displayed for non-instant experiments only updates once per second during on-rails time warp - unlike most other UI elements, which update every frame. (The display does update at the expected frequency during physics warp.) Severity: Low Steps to reproduce: Start an Exploration campaign. Launch a vehicle consisting of a single crewed Tin Can. EVA the Kerbal from the command pod and drop down to the ground. Set time warp to 4x on-rails warp. Right-click the Kerbal to open its action menu, and click the Run Surface Survey (or Run Crew Observation) button. Observe the time-remaining countdown in the action menu. Expected behavior: The timer counts down from 00:10 to 00:00 by 1 second each in 0.25-second (real time) intervals. Observed behavior: The timer shows 00:10, then 00:05, then 00:01 at 1-second (real time) intervals.
  20. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When opening the flight report (either manually, or automatically when a vessel is recovered), the "open/close details" arrows next to the category titles (Records, Tutorials, etc.) start in the "closed" position, even though the categories themselves are expanded. Clicking a category title fixes that category, so that the arrow stays in the "closed" position but the details are hidden. Severity: Low Steps to reproduce: Launch a vehicle. Recover the vehicle. Observe the state of the arrows to the left of each category title and the presence or absence of details in each category. Expected behavior: Either the arrows point right and the category details are hidden, or the arrows point down and the category details are displayed. Observed behavior: The arrows point right, but the category details are displayed.
  21. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB The missions which ask the player to visit a specific location (like Munar Signal or Bad Signal) indicate the target location with an icon in map view and (when close enough) in flight view, but provide no way to navigate to that location other than eyeballing it. KSP1, by contrast, allowed the player to "Activate Navigation" to a waypoint set by a contract. This is particularly a problem when trying to land close to the monument (to collect extra science or just reduce EVA time), because the player will generally be in flight mode, but the icon will not be displayed until the vehicle is sufficiently close, so the player is essentially "flying blind" for part of the approach. Severity: Medium Steps to reproduce: Start an Exploration campaign, and advance to the Munar Signal mission. Launch a vehicle and put it in Munar orbit. Enter map view. Left- or right-click on the icon indicating the signal location, and observe the result. Expected behavior: A menu is shown allowing the player to target the signal location in some manner (Set Target, Activate Navigation, etc). Observed behavior: Nothing happens.
  22. I don't think my report or the anonymous one above are the same as the original report - in our cases, the settings are being saved, but they are just not applied until the input settings menu has been opened once. (Edit: And I'm not actually sure the original report is a bug at all - since the infinite propellant/electricity settings are part of the campaign save file, it's reasonable that they are reverted along with the rest of the universe on a revert operation. There's an argument to be made that because they're part of the campaign, they belong in a different menu from the (program-wide) "Settings" menu, but that's another topic.)
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB On game startup, the RCS precision mode key is set to Caps Lock regardless of what is configured in the settings file. Opening the Input Settings screen (without changing anything) corrects the behavior. Severity: Medium Steps to reproduce: Boot up the game. Enter the Input Settings menu, and change the Toggle Precision Controls key (under Flight) from Caps Lock to something else (such as Right Control). Close and restart the game. Load or create a campaign, and launch a vehicle. Confirm that precision mode is disabled (such as by pressing one of the yaw/pitch/roll keys and confirming that the corresponding indicator arrow moves to the edge of its scale). Press the key configured in step 2. Observe whether precision mode is enabled (as in step 5). Press the Caps Lock key. Observe whether precision mode is enabled. Expected behavior: Precision mode is enabled in both steps 7 and 9. Observed behavior: Precision mode is disabled in step 7 and enabled in step 9. Included Attachments: .ipsImage { width: 900px !important; }
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB There seems to be no on-screen indication of whether RCS controls are set to normal or precision mode, and the only way to check is by manually rotating and seeing whether the yaw/pitch/roll arrows move full scale or not. Severity: Medium Steps to reproduce: Launch a vehicle. Turn off SAS (so it does not interfere with testing). Press any of the yaw/pitch/roll keys, and confirm that the corresponding arrow on the yaw/pitch/roll indicators moves to the edge of its scale. Press Caps Lock to toggle RCS precision mode, and observe the display. Press any of the yaw/pitch/roll keys, and confirm that the corresponding arrow on the yaw/pitch/roll indicators does not move to the edge of its scale (thus confirming that precision mode is enabled). Expected behavior: When RCS precision mode is enabled, there is some on-screen indicator of that fact, such as the yaw/pitch/roll indicators changing color (as in KSP1). Observed behavior: There is no change on screen when precision mode is enabled.
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