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Annoyances in KSP 1.0


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I started a new career in KSP 1.0 on hard difficulty, been having fun with it but I've came across some non-gamebreaking issues, that are still rather annoying;

1> After loosing my first pilot in a freak re-entry accident, the game started assigning an engineer as a pilot (the first kerbal in the list) each time I create/load a new ship, and I kept having to recover the launch to change to a pilot after finding out I couldn't activate SAS; I had to edit the persistent.sfs file to put a pilot first in the list again. Kerbals should be re-orderable at the astronaut complex.

2> I use an absolute throttle control (on a Logitech flight stick), and it works fine except on launch, the throttle is always set to 50% instead of the current position of the throttle; I have to wiggle the throttle to get it to update. If an absolute throttle control is available, it should set the initial throttle from the position of the control.

3> The error margin on placing satellites in orbit is way too generous. As soon as I get anywhere near the right orbit, the last one accepted at maybe 5 degrees off. the guide disappears as the task completes and I'm left unable to fine tune the orbit further, if I so choose. On hard difficulty, it should require a lot more accuracy, maybe a 0.001% error margin! A setting for this is requested.

4> This last one is more a personal opinion, but on hard difficulty the science income may be a little too reduced (at 60% science income.) Generally it makes science more of a grind, rather than hard. Of course this can be adjusted when starting a career, I just thought I'd mention.

5> With a level 1 tracking station, there is no way to switch control targets via the map. So it is an annoyance that you have to go ship>space center->tracking->ship, due to load times.

5a> You can't go directly to the Tracking station from flight/map, you can't hide objects on the map like you can at the tracking center, and you can't set a body you're near as a navigation Target. This all could be streamlined.

6>

I'd like to add that my small annoyance is that nowhere in the description of the science lab does it say that it requires 5 electricity/second to process data.

Please try and fix for the above, thanks.

Edited by Acru
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WRT 1:

I find this annoying as well, as it ends up with Jeb being a 'glory hunter' and always being the first to jump into an empty pod. I suppose it would be nice to be able to setup a rota, once your Kerbal returns to Kerbin they get put at 'the back of the queue', a bit like real space programs ;-)

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Crew assignments have been a bit tricky for a while so I guess it is on the to do list but not done. In particular crew are not saving with the craft.

If I assign crew it would be good if this was remembered and repeated unless crew is unavailable. In particular when I make a rescue ship with sat pod and remove crew from the Mk1 Command I want them to stay removed !

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Hello,

I didnt realize that hard mode makes it harder to achieve orbit contracts...what about Custom contracts?

I make Science hard by upping the amount of Science in the nodes. I have to look at normal/hard mode but I cant use 60% Science; I want non-linear Science gain requirements...ie I have 500 required just to get Precision Engineering; that should be about a 30% drop.

Zeta

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Hello,

I didnt realize that hard mode makes it harder to achieve orbit contracts...what about Custom contracts?

Zeta

My complaint was that it doesn't make it harder, I'd like to have to achieve much more accurate orbits, to the contract specifications~

Also while I'm here;

5> There doesn't seem to the a way to switch control targets via the map, and you can't go directly to the Tracking station from the map.

So it is an annoyance that you have to go ship>space center->tracking and ship>space center->tracking->ship, due to load times.

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Although the game has made fine improvements, but most of its achievement has kickbacks:

Paying for astronaut-hirings, more and more insane prize, but there is no any control of available candidates. You has to buy all the candidates (even if you don't need them by specialization), to get more - and among the new candidates there is no kerbounaut with the required specialization. Annoying. (At least 75% of them women - kicking the illusion of this game's reality)!

The new aerodynamic model - there is no fuel balancing, and as the fuel drained from the top tanks, the center of mass moves backwards making the rocket more instable - especially with long few staged rockets, installed a payload with high drag.

Ore? Gas station everywhere? Why not needs at least two raw materials for fuel production, for making it some hardness?

Unbalanced properties of parts there are too much propellant in the smaller tanks, the Mk3 has the best dry/wet mass ratio... It is getting worse and worse by each new version. The mass of the drilling machine is only 0.25, and a fairing of a minimalistic probe is over 1.0 (!). And of course the Atomic Motor (new diet) and the Aerospike (lower ATM SpI then some conventional rocket !) are rendered to the useless category...

And I don't wana waste time for repeating the long list of missing features, annoying things of the career, but when the developers implement something, it should be done well.

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Is it just a glitch with my save or someone else has found it to? Whenever I turn on the temperature overlay (default hotkey - f11) I see that my whole spacecraft is turning red! Also when I used 2HOTthermometer and I turned on the display I saw that the temperature on the Kerbin surface is 288 freakin' degrees!!! I don't know why but I found it very annoying at some point. It didn't changed the gameplay at all, but... Agrhhhh... I hate when I got a feeling that it's something wrong with my game...

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Paying for astronaut-hirings, more and more insane prize, but there is no any control of available candidates. You has to buy all the candidates (even if you don't need them by specialization), to get more - and among the new candidates there is no kerbounaut with the required specialization.

You get to keep any Kerbals you rescue from rescue missions, it is much more cost effective to build an efficient rocket than hire. Once you accept the contract, you can view the Kerbal's specialization on the second tab in the academy and cancel if you don't like it. Cruel, but that's business!

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Yeah i would love a difficulty slider for satellite contracts.

And wait, i think that you totally can switch vessels from map view ! just click the other vessel and hit "switch to" ! Why did you say that you need to go back to KSC and mission control ?

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And wait, i think that you totally can switch vessels from map view ! just click the other vessel and hit "switch to" ! Why did you say that you need to go back to KSC and mission control ?

Its not giving me the option to switch to. Do I need to upgrade the tracking center to get the option?

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Crews are persistent. See that kerbal icon at the top of the editor? Click it.

I agree with the throttle thing.

I'm ok with a thinner margin as long as it's adjustable.

Hard is called hard for a good reason.

To switch ships in map you click on another one. It says "Set Target" and "Switch to". Click which you want. For going to the tracking station in map, I think you have to have a target set, click it again and it says "View in Tracking Station".

I think this is the case.

- - - Updated - - -

Its not giving me the option to switch to. Do I need to upgrade the tracking center to get the option?

Probably. I think it's with patched conics...

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Just wanted to chime in that the satellite margins are configurable in Contracts.cfg. I know it isn't a slider, but it might help you guys out for now. :) Just search for the word "deviation". There are several settings, four in total I believe.

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Just wanted to chime in that the satellite margins are configurable in Contracts.cfg.

Ah, neat~ Thanks

Edit: Any tips on changing the settings? I'm not sure what the numbers are referring to.

Edited by Acru
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Tourist flyby's have to be prograde. No free-return fly-by for you!

But you can enter into a retrograde orbit that isn't a free return.

I'd like to add that my small annoyance is that nowhere in the description of the science lab does it say that it requires 5 electricity/second to process data.

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