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Found 10 results

  1. As you can see here when designing a small craft or probe its impossible to tell if your winglets, thrusters or little gadgets are aligned properly. The size of these markers should scale with the size of the craft or part cause tbh they seem too big sometimes even when working with big rockets (IMO). If people don't like that maybe make the scaling of these markers a bar in the settings window?
  2. I would like to suggest few things for the Part Manager: Decrease the font size, it is too big. I recommend to use the Breadcrumb font size (see the attached images). This should be the size for the default UI scale (100%) If a tree node is empty, do not show the arrow. These nodes should not be clickable nor openable. Windows should scale by the UI scale game options Pinning parts in the Parts Manager should be handy during flight. A pin button on the right side of the part would look nice. If player pin a certain part it will remain open and moves on the top of the Parts Manager (could be a new group (eg.: Pinned/Favorites)) Let the windows width resize more and add multiple columns if the width of the window is wide. Instead of this we could have this size. This image shows the columns as well.
  3. Following my experiences with the Weekly Challenge 4 - Recreate Apollo, building a "Hell of a rocket." without auto struts and on par with wobbly Kerbal material engineering, it forced me to clamp down my Apollo rocket with Launch Clamps so that the wind won't mess with the orientation. As with KSP1, KSP2 also incorporate that the altitude of the vehicle in the VAB would also be the altitude of the vehicle on the launchpad due to the Launch Clamps. There should be a button or buttons to make the rocket "sit atop" or just above the ground of the launchpad in the VAB so that when using Launch Clamps, the rocket won't be lifted above the launchpad because of the Launch Clamps. If this feature will be disregarded, another lesser alternative would be:
  4. This could be done in KSP1 and helps a lot when trying to precisely tune the vehicle in VAB for the Launch Clamp. As of v.0.1.1.0, we could only rotate but not translate the parent or Assembly Anchor part. A better alternative would be:
  5. Maneuver nodes would be more accurate and precise if we can create them on point to the Apoapsis or Periapsis of the orbit. And/or Maybe a maneuver node where you can type in on what altitude the maneuver node will be created which would be useful in many unimaginable ways. Thanks!
  6. This is a simple request that would make building rockets in science/career mode much less painful.The unit would be about the size of two mystery goo containers and would have all the science experiments for small science experiments (i.e. Accelerometer, barometer) unlocked in the save. You could toggle which ones you wanted in it and that would change its weight and cost accordingly. There would also be an option to use a flat or 1.25 meter (for mounting in science jr.) back. In science mode it would be obviously better and in career it could add cost but be more resilient to heat. However, the main purpose is to reduce post count and clutter, so ships are less laggy and you dont have to click on multiple parts to run their experiments. This would also make rockets prettier, albeit less Kerbal. But the game has been moving in a less Kerbal more QOL direction for years (maneuver nodes and dV display are the ones I usually think of.)
  7. You know how we now have a mode selection for reaction wheels (Full, SAS, Pilot)? Could we get something similar for RCS controls that can cycle through functionality (Full, Translation, Rotation) and be Action Group'ed? Generally speaking, thanks to the power of Reaction Wheels in KSP, I use RCS mainly for translation (docking and fine orbital adjustments) and rarely for attitude/rotation control. (For the latter, it'd have to be one heavy craft with relatively weak RW power, I'm in a rush to change attitude for some reason, I need supplemental control because my control surface aren't as effective in the current situation, or I'm controlling a VTOL.) I'm actually trying to build my first ever space station and I find it tedious to turn RCS on/off depending if I need translation or rotation. Yes, I know I can set the individual degree of control, but I'm not doing that for three degrees across 2 dozen or so RCS ports because my dumbass forgot to do that in the editor. (Even doing it in the editor could be tedious since I can't just click on one button to swap modes - it's four: one to show the open option to do so and one each for roll, yaw & pitch.) It's just a quality-of-life thing. Nothing urgent, but if RWs got something similar, why not RCS as well? (Kinda wonder if RCS should also get the Full-/SAS-/Pilot-control option as well since RCS is sorta tied to SAS in a way, like RWs.) In the meantime, I need to make a MM cfg that sets RCS ports to only translation mode by default...
  8. I'm going to preface this with the fact that I have zero experience in C# and my C++ experience was like two high school courses going on 9 years ago, so while I have a general idea of how this might work I have no idea how feasible it is. The problem: I run with a very large number of part mods, and I like playing realistic-ish progression career games. The problem is none of the maintained tech tree mods satisfy my particular needs as far as part progression go, I like the CTT but the way most parts are organized doesn't quite fit my needs, plus I always have quite a few mods that lack support and need to be patched into the tree, this is an incredibly frustrating and time consuming process and is one of the longest parts of me building out an install. The solution?: So while sitting at my desk staring at the tech tree in the R&D building thinking of ways to make this easier this is what I came up with. mod has it's own UI window and it loads all the data on the techtree, it would need to be visually structured similarly to the tech tree in the R&D building where you could see all the nodes, prerequisites etc. (it actually doesn't necessarily need it's own ui window, it could be done from the actual tech tree itself but I feel like for the functionality planned that would be harder to do than giving it it's own window) able to see what parts are currently in each node and their description and stats, if we can have images of them just like in the R&D building that would be super friggin awesome. Now here is the nifty bit You are able to grab a part and move it to a new node in the tech tree have some "node" that contains parts that don't have a specified tech node or whose tech node is not present in the tree currently A "save" button that either writes out a MM patch file that would reassign the parts to the nodes you have them in or just some log file that gives the part names and the node they are in that you could use to quickly write a MM patch file. This seems like it would be an incredibly useful quality of life tool not just for users like me with massive part lists but also modders that want to support multiple tech trees and modders that want to make tech trees. Obviously this wouldn't be a simple save your config and everything works perfectly situation, I think of it as more along the lines of something like ubio's welding tool, it gets things situated but the end user will still likely have to go in and tinker with the config manually before everything works "flawlessly", but it will still be way way way faster than arranging things manually. So my questions to the modding community is how feasible does this sound? I would love to try my hand at it myself but as I said I will basically be starting from square zero with C#, while I have a general high level understanding of the coding process I have forgotten a lot of stuff and the most complex thing I ever wrote was a game of snake and a small 3D solar system you could move a camera around in, and that was 9 years ago, so it will likely take me a long while to even get started on it. So if any one else wants to try their hand at it then please by all means do so!!! I could also see this being an external tool, like it doesn't actually have to be run in KSP, as long as it loads all the pertinent information you would need like MM patches and such, I don't know if that would make it easier or harder though.
  9. First: It would be very nice if we could access and edit the game controls without having to exit back to the main menu. There have been several times when I wanted to dock or do some EVA thing and couldn't remember all the controls, such as turning on the Kerbals helmet lights. I had to save, exit look at the controls, then reload. Often times I just forget what the control is, such as how to translate forward in staging mode instead of docking mode and the like. Second: I fumbled upon being able to cycle the orbital map focus by using tab, and you can in theory reverse cycle using shift+tab. Two things about this; Steam by default has it's in-game menu pop up set to shift+tab. And even if that is changed my throttle increase is shift. So I have to change that which would also be annoying because I use awsd for my look controls to be consistent with other games (i.e. FPS) and shift and control for throttle up and down. Ideally if we could have access to be able to change the buttons for orbital map focus cycling that would be fantastic. If it's already available, then I just haven't seen it, sorry.
  10. Love the game. Has totally consumed my life in spite of my short temper and lack of patience. May have already been suggested but nothing sets me off quicker than going to click on anything and the game registering (either by mistake or because I clicked on something else) that I clicked on what I wasn't trying to click on. Please give us an option during designing our space ships and space planes that enables us to, maybe through a right-click context menu option, lock an item (and by extension all it's mirrored components) in place so that it can't be interacted with any further.
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