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SpazeGibbonz

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  1. I launched a spacecraft (mothership+lander) to the mun. While it was on escape trajectory, i launched 2 more craft sequentially, the first one making an almost perfect circular orbit between 99-101km, the following one made a highly elliptical orbit - i'm time efficient! When i returned to the ship en route to moon (which just sat there, SAS off, engine idle etc), it was burning full speed in a random direction and by the time i hit X to 0 the throttle again it was too late and i missed the moon completely - i hit F9, loaded into the flight again, same thing: throttle is at 100% accelerating in a random direction. I did repeat that a few times, double and triple checked in tracking station that the craft was in fact NOT accelerating, but every time i loaded into it, it was full throttle regardless... so i reloaded one final time, constantly hammering the X key while on loading screen, and voila - i still had a Mun Periapsis, albeit it was shifted and precious deltaV was wasted for that - but i'm only going to the mun with plans to return so what's deltaV worth anyways? Also all that time efficiency went out the window obviously (not in terms of in game time, but irl time). I then made it to the mun, my lander touched down and Val planted a flag - her second one on the mun, hence she left a cheeky remark of how the first one apparently didn't count and THIS being the ONLY flag in a mun's mare (first one wasn't a mission, nobody asked Val to do it).. She then prepared her take-off, ready for the rendezvous with mothership. In order to switch on the lights around the docking port, i took control of the mother ship to figure out it was now wildy spinning in orbit, kinda out of control.. SAS didn't help, reloading didn't help, restarting the game luckily did. After the 2 ships been linked up, we made our way back to Kerbin - where both craft splashed down safely without any further incidents.
  2. Thanks, i actually never realized that except for taking surface samples, probably because it's hard to ignore that button constantly urging me to "click here". I mean the button is there, it prompts me to click, so i click - like most humen probably would.. but even if i'd ignore it and trigger the experiments manually - there's still no need to gather data from the Science JR and reset the experiment (like there was before with the goo etc). Honestly, is there any need to go EVA while in orbit right now? That's the gameplay stripped i'm referring to, not the simple act of "more clicks" itself. In that case there's always sandbox mode, or in an extreme case of automation needs maybe even an ai that actually manages to play the whole game by itself?
  3. I hope this is not considered "necro", but tbh i 100% share OPs sentiment. This is actually the number 1 reason i just joined these forums and i'm glad to see i'm not the only one having a problem with the new science system - or the lack of it. There's surely things i like, primarily the change in runtime and the accompanying need to be in a specific state (flying through atmosphere eg) for that timeframe. Also i don't mind the info about being in a biome i can perform experiments in, i'm pretty neutral to the button itself. However i really do dislike the simplified "one-click serves all" solution as it is currently implemented. And quite frankly i don't care if NASA would spend 20bucks on a wire attached to a multi-million dollar probe. We're not talking NASA, we're talking Kerbals: The same creatures not attaching any safety to EVA pilots because "a rigid beam is not flexible enough" - if that quote is not 100% correct it still is something paraphrased directly out of KSP2. We need a reason to go EVA, like resetting experiments in order to re-do them without overwriting what's stored in there etc. I understand KSP1's system was too tedious for some people (albeit i liked it), but what we have in KSP2 feels like the complete opposite.
  4. Honestly while i'm completely fitting the description of "grumpy 40+ crowd", i'm only here rather than on their discord because one of the devposts/news on steam told the reader explicitly to come here for feedback and bug reports. Makes me think if they listen to the community, they will do so here as well. I am 100% certain the bugs i discovered in my 10hrs of gameplay (bought only after for science update) been reported already, but as a KSP 1 player i really felt the need to give feedback to a certain issue now that i'm on board.
  5. As a KSP 1 player holding out, i recently bought KSP 2 because the public consent appeared to be "for science finally made KSP 2 good". Safe to say i'm severely disappointed. I never realized all science from KSP 1 been reduced to a "click me when i glow" button. That's a joke, right? RIGHT? ...at least i hope so. In case it's not, here's a suggestion: Simply (in terms of gameplay, not coding) bring back KSP1's need to have Kerbals interact with some science modules (like we needed to collect the data from goo and reset it if we wanted to have more experiments without overwriting the others etc). You can keep the button as an info tool in one form or another, but the one-click serves all solution needs to go imho. I have to say i like the new time requirements / experiment runtimes, please keep those.
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