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KSP2 Maneuver NOPE. New problems and old ones: Can't keep AP / PE persistent, Can't move the Maneuver Node = Player Frustration (Videos and Images to Explain). UI & User Experience. Orbit & Intercept


JoeSchmuckatelli

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I love KSP.  I am also REALLY appreciative of the opportunity to participate in the EA.  I want this game to succeed!

I also have concerns.

The biggest frustration is the Maneuver Nope.  Node.  There are UI problems (lines too fat, can't keep AP / PE persistent, or move them to the sides) and there are issues with just the gameplay that relate to the UI (Can't easily adjust maneuver nodes or move them).  Those are highlighted in the video above.

On to other stuff: Let's first start with what I like: 

 

 

9usda6K.jpeg

The game is beautiful.  There are so many things I like about what you guys are doing! 

Having the ability to adjust the scale of UI elements is a nice-to-have feature; but not a priority.  Merely a QOL issue.  Then, there's this:

WSICH3G.jpeg

So - I get that all of this is chaos; but it also reflects some of what I'm experiencing as a player. 

Last night I did not know what was going on with fuel - but I think I've figured it out.  The Poodles are drawing from both tanks.  My presumption was that it was just pulling from the lower tank below the landing stage.  Apparently, that's wrong.  So - while, yay, I have access to all that fuel; I'm also burning what I thought would be fuel remaining for the landing.  I miss having little popups for the parts - especially those callouts that I could move.  I don't care for the giant popup on the right side.  For what it's worth - the Navball takes up over 4 inches of vertical screen space on my 32" monitor and is about 7 inches wide.  That's an uncomfortably large amount of the screen that could be used for looking at the gorgeous artwork the team has created.  The Parts Manager is similarly over 4 inches wide and just waaaay too big.

Still - we'd like to be able to see AP and PE and have the whole maneuver node tweaking experience to be better.

 

Since posting this - I've figured out the giant blue whatsit... but when it first happened?  Not intuitive at all.

If you can figure out how to help us work with maneuver nodes better - making the user experience easier - that would be great.

Oh - and players?  If I'm just too much of a Neanderthal Gamer and there's an obvious and easy fix... please let me know!

 

Edited by JoeSchmuckatelli
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Now that I see what the giant blue circles are for... I kind of like them.  Totally had to learn something new; and I'm okay with that.  But as you can see in the video - trying to refine an intercept for a non-physicist Neanderthal gamer is not easy.

We need persistence in the PE and AP numbers.  Would really like some ability to scale the width of the MN rays.  As is, they're so fat they're conflicting with each other and my ability to adjust the MN on the craft's current orbit.

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Great videos.  I covered some of the MN stuff in the video I did yesterday, and I'll be doing a full Munar landing video this weekend.

I am with you on all of your points.  It is horrible that the pinned values don't stay visible, and the lack of flight path showing in the Mun SOI is maddening.  And those circles are a distraction.

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1 hour ago, Scarecrow71 said:

Great videos.  I covered some of the MN stuff in the video I did yesterday, and I'll be doing a full Munar landing video this weekend.

I am with you on all of your points.  It is horrible that the pinned values don't stay visible, and the lack of flight path showing in the Mun SOI is maddening.  And those circles are a distraction.

Link yours here - I'd like to see it! 

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On 2/25/2023 at 2:56 PM, Scarecrow71 said:

Here you go!

 

You do a clean job of explaining the problem.  I missed, but also agree that it's a problem that you don't see the burn time displayed. Or rather often times I don't see displayed on the Burn Timer when to stop. 

Fundamentally I like the burn timer a LOT. I can see the functionality they're going for - and maybe it's the map view /ship view bug that is erasing info from the burn timer... But it is a good thing that the guessing/halving and starting early thing is gone (for new players). 

New problem is that every time I've followed the timer I get an escape or an impact... Not the result planned for. (see bug above) 

Until your video I did not know that I could delete the node from the burn timer.  I've always clicked on the node, clicked again to get the garbage icon and closed manually.  That feature is nice.  Fun fact: sometimes using my method the game gives the option to destroy the craft.  Don't know why or who wants that ability, but it's in the game (and I've nearly destroyed several crafts!). 

You appear to have some of the same habits I did with clicking on parts of the ship and expecting information that either is not presented or is presented differently in 2.

Nice vid! 

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