mattinoz Posted October 27, 2019 Share Posted October 27, 2019 Like you know control surfaces always snapping to wings in the way you least want them. Link to comment Share on other sites More sharing options...
razark Posted October 28, 2019 Share Posted October 28, 2019 Yes. But they will be replaced by entirely new annoyances that man has not yet dreamed of. Link to comment Share on other sites More sharing options...
Raptor9 Posted October 28, 2019 Share Posted October 28, 2019 (edited) 13 minutes ago, razark said: Yes. But they will be replaced by entirely new annoyances that man has not yet dreamed of. When I saw the thread title, I was going to essentially post this exact sentence...but I was 13 mins too late. Edited October 28, 2019 by Raptor9 Link to comment Share on other sites More sharing options...
mattinoz Posted October 28, 2019 Author Share Posted October 28, 2019 27 minutes ago, Raptor9 said: When I saw the thread title, I was going to essentially post this exact sentence...but I was 13 mins too late. I'm surprised the first post wasn't a certain xkcd comic. Link to comment Share on other sites More sharing options...
Treveli Posted October 29, 2019 Share Posted October 29, 2019 Devs: We fixed control surface placement. Players: Yay! Devs: ..... Players: OMG what happened to SPH camera controls!? Devs: Good question! Link to comment Share on other sites More sharing options...
NoMrBond Posted October 29, 2019 Share Posted October 29, 2019 (edited) I hope the craft 'tree' structure can be changed to allow on-craft loops/connections Given those said-same loops can be created with docking ports outside the VAB/SPH after the launching this would be a nice Edited October 29, 2019 by NoMrBond Link to comment Share on other sites More sharing options...
MechBFP Posted November 6, 2019 Share Posted November 6, 2019 On 10/29/2019 at 1:46 PM, NoMrBond said: I hope the craft 'tree' structure can be changed to allow on-craft loops/connections Given those said-same loops can be created with docking ports outside the VAB/SPH after the launching this would be a nice I will be liquided if this isn’t allowed. Same with not allowing multiple connection points at the same time (ie connecting the quad adapter upside down to 4 existing 1.25 tanks. ) Link to comment Share on other sites More sharing options...
NoMrBond Posted November 7, 2019 Share Posted November 7, 2019 1 hour ago, MechBFP said: I will be liquided if this isn’t allowed. Same with not allowing multiple connection points at the same time (ie connecting the quad adapter upside down to 4 existing 1.25 tanks. ) Even if you had to, say, right-click on the green 'node-balls' when they're overlapping (to whatever tolerance) and select 'Join' or something Link to comment Share on other sites More sharing options...
MechBFP Posted November 7, 2019 Share Posted November 7, 2019 33 minutes ago, NoMrBond said: Even if you had to, say, right-click on the green 'node-balls' when they're overlapping (to whatever tolerance) and select 'Join' or something Ya exactly. Link to comment Share on other sites More sharing options...
Skorj Posted November 7, 2019 Share Posted November 7, 2019 It would be a complete overhaul of the engine, but then in interviews they said they did a complete overhall of the engine, so I'm hopeful. The tree structure of parts was the hardest thing for me to get my head around as a new player. Link to comment Share on other sites More sharing options...
mattinoz Posted November 10, 2019 Author Share Posted November 10, 2019 On 11/7/2019 at 3:59 PM, Skorj said: It would be a complete overhaul of the engine, but then in interviews they said they did a complete overhall of the engine, so I'm hopeful. The tree structure of parts was the hardest thing for me to get my head around as a new player. Also said files are not compatible with no plans to make them compatible. Which to me suggests complete change to how data is structured in the file. Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted November 11, 2019 Share Posted November 11, 2019 On 11/6/2019 at 11:59 PM, Skorj said: It would be a complete overhaul of the engine, but then in interviews they said they did a complete overhall of the engine, so I'm hopeful. The tree structure of parts was the hardest thing for me to get my head around as a new player. I don't get why this mechanism is so hard to deal with too... since struts exist and essentially act as bridges between branches on the tree Link to comment Share on other sites More sharing options...
Skorj Posted November 13, 2019 Share Posted November 13, 2019 It's not at all intuitive that you can't, for example, attach a side booster with 2 radial decouplers, top and bottom. It's seems the obvious thing to do. The fact that you can't, and have to use 1 decoupler and 1 strut, is an arbitrary quirk that worsens the learning curve. There's lots of non-obvious restrictions like that, e.g. the above-mentioned restriction that you can't split into 4 tanks with a quad-coupler, then put another quad-coupler at the bottom and attack 1 engine. Why not? Quirky, arbitrary game logic in what looks like a sim. It's all stuff you get used to, of course, but why should people have to get used to it? There's a reason that most new players "bounce off" the game before they get to orbit, and most people who make it to orbit never land on the Mun. They better not dumb down the physics in KSP2, but there are good ways to smooth out the learning curve! Link to comment Share on other sites More sharing options...
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