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Requested Workflow Speedbump between VAB and Launch


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Having a "Launch" button directly from within the VAB has been an intuitive feature since at least before I started playing, if not from the first alpha of the game.

The problem with this, however, is that unless you have a process "speed bump" between building a craft in the VAB and putting it on the launch pad, it's far too easy to overlook the staging interface.

All too often I've had (and been thankful for the ability) to swap staging mid-flight because it's just too easy to assume that because there is staging on the side of the screen, the staging is correct.

I therefore suggest that we at least have the option to go from the VAB to a more explicit stage control interface, perhaps with autocad-like dimensioning lines from the stages to the parts. Not only would this provide an opportunity to see crossing lines (a new staging ring will often show up at the bottom of the list, and with lines going from a stage to the part in its own interface would make that explicit) between stages and parts, but this type of auditing interface would also be a pretty addition to the game (it could even take the form of a blueprint). Additionally, the Engineers Report could be placed more prominently in this new screen.

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Enforced speedbumps are bad. I'd definitely not want to be required to look at something that I definitely didn't change for x iterations when going forth and back between VBA/SPH and LP/RWY.

While the suggested staging UI could be fired only when the staging was actually changed, perhaps Making last-minute staging changes done at launch be persistent would be a viable alternative.

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I am against adding dialogs that you would just skip most of the time. This wouldn't be a QoL change, it would just be annoying.

 

The staging UI already highlights which parts are staged (unless you deactivated it in the settings). Sure, you could improve the stageing interface a bit - lines from staging icons to parts and/or stages highlighted in different colors - but I think taht would be better if made part of the regular VAB/SPH, not an extra dialog/window I have to skip when ready to launch. add a new button where the part/crew/action buttons are and give the (extended) staging Ui a left side panel, and it is fine. 

 

The problem is when you have an extra dialog for staging, then the next person will suggest the ame for crew assignment. and then the next person for all issues in the engineering report, and then the next person... you get it. keep the game easy and simply and unobtrusive. A button intended do provide a quick workflow should not be made slower by adding uneccesary dialogs etc.

 

 

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The Engineer's Report will catch a few staging errors (like parachutes in the same stage as engines).

Anything more intrusive, like a popup that says "have you checked your staing? [Yes] [No]" would get quickly ignored and people would just click "yes" out of habit.

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10 hours ago, Andersenman said:

Enforced speedbumps are bad. I'd definitely not want to be required to look at something that I definitely didn't change for x iterations when going forth and back between VBA/SPH and LP/RWY.

In addition, the effect wears off. It becomes an annoying dialog you just click away to launch. Yeah yeah yeah, "Ok." Followed by aaaaaargh why didn't I see that!

What would be cool is if you could drag a contract inside the VAB/SPH (after reading it) to you craft to "attach" it to your vessel (removing it would be tricky. Maybe through the context menu of the command node?). And then get a warning before launch from Werner or Gene telling you "are you sure you want to launch? My engineers tell me there's no thermometer on the vessel"

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You're all in denial, admit it!

Every one of you have launched ships without checking staging!

Guess what: reverting counts as several extra screens. A relief valve in between design (VAB) and practice (Launch) would save some of those reverts, and give the engineer's report more prominence.

Design in the real world requires iteration. We get it in the game from watching a middle stage exploding or a central engine not lighting and then reverting, but maybe a more detailed and comprehensive staging interface would add more thought to the process.

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@jjansen  No one here said they haven't launched without checking staging.  Everyone has done that one time or another, but what we are saying is... First, as you play the game more you will do that less and less and Second, adding a popup will not stop you from launching without checking the staging.  It will quickly become something you click through quickly without thinking about it and still with bad staging.

 

The staging indicators you have proposed are a neat idea.  We've seen them already in the 1.1 screenshots with the right click menus.  If they could adapt that same technology so there would be a toggle-able guide lines option that drew those lines between the decouples and the stage they are in, that would certainly help visualize where most of the stages take place.

Edited by Alshain
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