Jump to content

Things in KSP1 that I miss


Recommended Posts

- autostrut

- parts manager is janky

- burn time indicator before burn starts

- fairings were a lot better

- new quicksave / revert/ recovery system is really really unintuitive and buggy (I like the fact that you can still revert a mission even after loading a quicksave, but sometimes I get the option to revert even when i have nothing flying, and I'm still not really getting the whole recovery thing. in KSP1 it automatically sends you back to the space center after you recover a vessel which made a lot more sense)

- crew manager is really really weird. The old astronaut complex was great, I like that you don't have to click nearly as many times to transfer crew between 2 parts of a spacecraft, however sometimes when I try to find a specific Kerbal they are just completely missing. The main kerbals that you get by default should always be at the top of the list and easy to find.

 

I think that a no man's sky style "foundations" update might be a good idea. It can be combined with the science update to get the game up to a ksp1 level of playability before any new features are added. I recognize that new additions to the game would come with their own set of challenges, bugs, etc, but it would be nice if the enjoyment of players given the state of the game would be prioritized throughout early access (that also means optimization and bug fixes above everything.)

Link to comment
Share on other sites

3 hours ago, weirdfish said:

in KSP1 it automatically sends you back to the space center after you recover a vessel which made a lot more sense)

It wouldn't now, when in a couple of months hopefully we'll have more than one space center/colony. To which one would you want to go after recovery?

Link to comment
Share on other sites

5 hours ago, Wubslin said:

Remember when joints weren't unplayably floppy? Or when you were able to see vacuum AND sea level delta v for each stage?

I do! I also remember when KSP1 had "unplayably" floppy joints and also that it took nearly eight years of development before we got a delta-V calculator.

Link to comment
Share on other sites

15 hours ago, regex said:

I do! I also remember when KSP1 had "unplayably" floppy joints and also that it took nearly eight years of development before we got a delta-V calculator.

What was Squad doing that was so much more important than dV indicators?

  • EVA Chute.

Of course.

21 hours ago, weirdfish said:

burn time indicator before burn starts

Doesn't really matter anymore seeing as the burn portion of the trajectory is highlighted anyway.

17 hours ago, The Aziz said:

It wouldn't now, when in a couple of months hopefully we'll have more than one space center/colony. To which one would you want to go after recovery?

Exactly

It'd also just be another redundant scene change. The main menu already lets you access the currently implemented facilities instantly.

Link to comment
Share on other sites

Campaign mode, some type of progression like the carer mode. or at least a tech tree to unlock new things.

I just to treat sandbox as a simulator for the carer mode.

I hope this will come soon.

Bought the game started to play and just went nahh after 20min ( i have 800-1000 hours of KSP 1 still want to play it, just stuck with some broken parts of the game)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...