SSTO Crasher Posted February 16, 2023 Share Posted February 16, 2023 (edited) Passengers, the train is currently accelerating at a healthy Mach 7. engine pressure has increased a little, and the steam is now so compressed that the water molecules are undergoing fusion, Hype per square inch is has doubled over the past day, and the rate at which this occurs is increasing, next doubling is expected to occur in 18 hours 53 minutes. Edited February 16, 2023 by SSTO Crasher Link to comment Share on other sites More sharing options...
Bej Kerman Posted February 16, 2023 Share Posted February 16, 2023 1 minute ago, The Aziz said: Or devs, hint hint? Only problem, if they don't redo all the other UI elements to fit a new navball variant (which they likely won't do), then the navball would look out of place against the pixelated elements. So I doubt it. Link to comment Share on other sites More sharing options...
BowlerHatGuy3 Posted February 16, 2023 Share Posted February 16, 2023 Been waiting for this since I first played in middle school. The hype is uncontainable!!!!!!! Link to comment Share on other sites More sharing options...
Vl3d Posted February 16, 2023 Share Posted February 16, 2023 24 minutes ago, zeekzeek22 said: they added little dirt mounds on either size that are *certainly* sized so that you can jump a rover over them Spoiler Hmm.. yeah it's a nice touch. Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted February 16, 2023 Share Posted February 16, 2023 5 minutes ago, Vl3d said: Hide contents Hmm.. yeah it's a nice touch. Something I'm realizing just now when looking at this perspective of the launch pad. In KSP1, you are able to go down the ramp. But on KSP2, your vessel is spawned on top of a platform that's sitting on top of the ramp itself, which means that I can't roll down the ramp anymore? That said, I so want to build a cool looking rover and just tour around KSC. It looks so beautifully crafted now. The VAB is HUGE compared to KSP1's, and so is the Comms Station Antenna. Wondering now if they are destructible too. Hmmm... Link to comment Share on other sites More sharing options...
i dont know how to forum Posted February 16, 2023 Share Posted February 16, 2023 Let the UI discussion commence! Quote sneakpeek_for_discord_version3_7_FINAL_copy_ACTUALFINAL.png Link to comment Share on other sites More sharing options...
Astr0Guy5 Posted February 16, 2023 Share Posted February 16, 2023 (edited) Well here we go! Flight UI as it currently is! Man, this was unexpected considering the gameplay trailer already today, but I'm not complaining. Just at first glance of the navball I noticed: 1) previously top-right arrow is now a less obtrusive tick mark 2) lines generally look smoother and less pixely 3) shadows around edge of navball are better and help the spherical shape a lot 4) coloring is a little more pronounced Other parts of UI: 1) Kerbal portrait moved (nice. maybe an option) 2) G-force meter next to Kerbals 3) top-left file-path-like thing with info about the star system, planet, and ship in the scene 4) Solar panel action group (convenient) Also, looks like a new, larger habitat module in light blue left and right of station. Either a new part or retextured lab I think. Edited February 16, 2023 by Astr0Guy5 Yay analysis Link to comment Share on other sites More sharing options...
dragonart777 Posted February 16, 2023 Share Posted February 16, 2023 3 hours ago, GoldForest said: There's no official time. Discord isn't official, mods just put it at 8AM because it's a "Happy medium." between 4 am (Rumored launch time) and 12 pm (usual launch time for game releases.). (And I chose Austin because it's the only major city I know inside the CST timezone) Edit: I just NOW noticed the timezone map, apologizes. the chart there talking about is on there steam page they posted this morning. it has all the time zones on the releases across the world Link to comment Share on other sites More sharing options...
Bej Kerman Posted February 16, 2023 Share Posted February 16, 2023 13 minutes ago, Astr0Guy5 said: Well here we go! Flight UI as it currently is! Man, this was unexpected considering the gameplay trailer already today, but I'm not complaining. Just at first glance of the navball I noticed: 1) previously top-right arrow is now a less obtrusive tick mark 2) lines generally look smoother and less pixely 3) shadows around edge of navball are better and help the spherical shape a lot 4) coloring is a little more pronounced Other parts of UI: 1) Kerbal portrait moved (nice. maybe an option) 2) G-force meter next to Kerbals 3) top-left file-path-like thing with info about the star system, planet, and ship in the scene Said elsewhere, but you can see that panels have been added as one of the default toggles, so you no longer need to link them through the AGs. Link to comment Share on other sites More sharing options...
obney kerman Posted February 16, 2023 Share Posted February 16, 2023 Navball has that nice ground-to-sky contrast, and seems to have found a good happy medium of cluttering. The other elements look good too, I'm excited to play with them. Link to comment Share on other sites More sharing options...
Vl3d Posted February 16, 2023 Share Posted February 16, 2023 (edited) 37 minutes ago, i dont know how to forum said: Let the UI discussion commence! The UI looks great.. it gives me a very nice feeling. The navball is chef's kiss! It seems that we can choose a colour theme (this one purple)? The only thing I don't really like are the oblique lines under the SAS and orientation symbols. They make the symbols harder to parse if they are also grey. Edited February 16, 2023 by Vl3d Link to comment Share on other sites More sharing options...
Bej Kerman Posted February 16, 2023 Share Posted February 16, 2023 2 minutes ago, Vl3d said: The UI looks great.. it gives me a very nice feeling. The navball is chef's kiss! It seems that we can choose a colour theme (this one purple)? The only thing I don't really like are the oblique lines under the SAS and orientation symbols. They make the symbols harder to parse if they are also grey. Also note that the IVA view shows empty seats now I wonder how that'll scale for vessels with dozens, if not hundreds, of spaces for Kerbals. Link to comment Share on other sites More sharing options...
Vl3d Posted February 16, 2023 Share Posted February 16, 2023 Just now, Bej Kerman said: Also note that the IVA view shows empty seats now I wonder how that'll scale for vessels with dozens, if not hundreds, of spaces for Kerbals. It reminds me of StarCraft unit portraits. Love it! @The Aziz Link to comment Share on other sites More sharing options...
The Aziz Posted February 16, 2023 Share Posted February 16, 2023 Video =/= diary Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted February 16, 2023 Share Posted February 16, 2023 Some notes on the UI screenie, for the good and the bad, and ignoring if most of said elements can be hidden or modified ingame: > Top left bar showing the name and location of current vessel is redundant. Said info belongs to Map View and not Flight View. That screen space could be used for the control bar where mods would show up instead, for example. > Tapes around the Nav Ball could be a tad smaller, or have the Ball itself fill the remaining amount of the circumference for ease of visibility. > Throttle is unnecesarily big, and it could be represented in a smaller fashion in between the VEL indicator sticking out of the left and the purple indicator on the top. Same goes for the G's and Atmo density indicators. > Vector icons (Prograde, Normal, Radial, etc) look incredibly small. In fact, I bet most of you haven't even noticed them, because they are quite small. > GO button should be toggleable. It's redundant to spacebar. The argument of "not having to remember a hotkey" isn't good enough. It's a single key. It works. Just... hear me out. I'm not the best at Gimp, the Photoshop of the poor, but I tried my best: Increased size of Ball, glued the indicators to the diagonals instead of having them hang on the sides. Looks way tidier and cleaner. > Terrain looks great from orbit, specially arid/shores (until you look close enough and start seeing squares where water meets land, that doesn't look so nice) I'm not a fan of the pixely font either, but I'm sure most of those elements are easily moddable and I can see the beauty on its aesthetics, so won't complain a lot about it. Besides that, I like how crisp and nice shadows look. Those Roll-Out Solar Arrays look super detailed and in general it all looks wonderful. Link to comment Share on other sites More sharing options...
pandaman Posted February 16, 2023 Share Posted February 16, 2023 1 minute ago, MARL_Mk1 said: > Top left bar showing the name and location of current vessel is redundant. Said info belongs to Map View and not Flight View. That screen space could be used for the control bar where mods would show up instead, for example. I disagree, numerous times I have wanted to check/confirm which craft I'm flying and had to change views just for that. Link to comment Share on other sites More sharing options...
Bej Kerman Posted February 16, 2023 Share Posted February 16, 2023 Just now, MARL_Mk1 said: > Top left bar showing the name and location of current vessel is redundant. Said info belongs to Map View and not Flight View. That screen space could be used for the control bar where mods would show up instead, for example. I assume most mods, given KSP 2's extended moddability, should properly integrate themselves into the game rather than be some BDB Big Dumb Button sitting in the corner (again, compare Kerbal Engineer dV readouts with stock KSP dV). Either way, I'm guessing this is going to be an interactive UI element, and would be a convenient way to switch scenes quickly. 2 minutes ago, MARL_Mk1 said: > GO button should be toggleable. It's redundant to spacebar. The argument of "not having to remember a hotkey" isn't good enough. It's a single key. It works. Actually, this is probably one of the more underrated changes KSP 2 made. In KSP 1 it was a function with 0 presence in the interface, 0 presence outside the keymap. It's easy to say "it's just one key!" when you've got 4/5 years experience behind you, not so much when you are still learning the game. Besides, the GO button holds the total dV readout, which I'm guessing you'd like to be on-screen at all times. 5 minutes ago, MARL_Mk1 said: Just... hear me out. I'm not the best at Gimp, the Photoshop of the poor, but I tried my best: Increased size of Ball, glued the indicators to the diagonals instead of having them hang on the sides. Looks way tidier and cleaner. Lopsided would be my chosen descriptor. No space is saved, the navball still extends sideways as much as it did before being adjusted, plus or minus some pixels. Link to comment Share on other sites More sharing options...
Vl3d Posted February 16, 2023 Share Posted February 16, 2023 4 minutes ago, MARL_Mk1 said: Some notes on the UI screenie, for the good and the bad, and ignoring if most of said elements can be hidden or modified ingame: > Top left bar showing the name and location of current vessel is redundant. Said info belongs to Map View and not Flight View. That screen space could be used for the control bar where mods would show up instead, for example. > Tapes around the Nav Ball could be a tad smaller, or have the Ball itself fill the remaining amount of the circumference for ease of visibility. > Throttle is unnecesarily big, and it could be represented in a smaller fashion in between the VEL indicator sticking out of the left and the purple indicator on the top. Same goes for the G's and Atmo density indicators. > Vector icons (Prograde, Normal, Radial, etc) look incredibly small. In fact, I bet most of you haven't even noticed them, because they are quite small. > GO button should be toggleable. It's redundant to spacebar. The argument of "not having to remember a hotkey" isn't good enough. It's a single key. It works. Just... hear me out. I'm not the best at Gimp, the Photoshop of the poor, but I tried my best: Increased size of Ball, glued the indicators to the diagonals instead of having them hang on the sides. Looks way tidier and cleaner. > Terrain looks great from orbit, specially arid/shores (until you look close enough and start seeing squares where water meets land, that doesn't look so nice) I'm not a fan of the pixely font either, but I'm sure most of those elements are easily moddable and I can see the beauty on its aesthetics, so won't complain a lot about it. Besides that, I like how crisp and nice shadows look. Those Roll-Out Solar Arrays look super detailed and in general it all looks wonderful. I agree with the navball being larger. But I like the spacing how it is implemented. Also the throttle should be BIG, because POWER. Link to comment Share on other sites More sharing options...
Bej Kerman Posted February 16, 2023 Share Posted February 16, 2023 1 minute ago, pandaman said: I disagree, numerous times I have wanted to check/confirm which craft I'm flying and had to change views just for that. 100% agreed. The player shouldn't have to go beyond the flight view for information that doesn't pertain to their mission plan. Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted February 16, 2023 Share Posted February 16, 2023 (edited) Oh, and the most INFURIATING detail. WHAT is THIS, Intercept? How dare YOU change Untitled Space Craft to "Default Name"? I'm buying just to refund it afterwards. Spoiler Joking, of course. Edited February 16, 2023 by MARL_Mk1 Link to comment Share on other sites More sharing options...
gussi111 Posted February 16, 2023 Share Posted February 16, 2023 Upon closer inspection when looking at the shoreline from orbit it looks... blocky? Link to comment Share on other sites More sharing options...
shdwlrd Posted February 16, 2023 Share Posted February 16, 2023 (edited) 12 minutes ago, gussi111 said: Upon closer inspection when looking at the shoreline from orbit it looks... blocky? You could say that, but I didn't even notice that until you mentioned it. Probably a LOD thing being in orbit and all. My only real gripe right now is the color scheme for the tapes. Purple/Violet are colors I have a hard time seeing. (The lack of contrast with the black background.) I hope you can change the UI colors. Edited February 16, 2023 by shdwlrd Link to comment Share on other sites More sharing options...
Nirgal Posted February 16, 2023 Share Posted February 16, 2023 4 minutes ago, gussi111 said: Upon closer inspection when looking at the shoreline from orbit it looks... blocky? Upon closer inspection it appears to be made of loafers.. blocky yes. Link to comment Share on other sites More sharing options...
DwightLee Posted February 16, 2023 Share Posted February 16, 2023 I know this is blasphemy but, I am starting to think I will like the new Navball UI better than the old one Link to comment Share on other sites More sharing options...
magnemoe Posted February 16, 2023 Share Posted February 16, 2023 2 hours ago, zeekzeek22 said: Love how in the opening seconds showing the launch pad, there's propellant lines going to the pad, but they added little dirt mounds on either size that are *certainly* sized so that you can jump a rover over them. Like yes, they are realistic to protect them from launch exhaust, but I feel like they look very deliberately sized/spaced. Always used the pad and the raised rail tracks out to it for testing rovers. If that work it was the launchpad itself if appropriate, high speed rover and not movable base Link to comment Share on other sites More sharing options...
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