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Patch 2 feedback and suggestions


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Just wanted to say great work on patch two. I know there are a lot of negative posts out there but those are I believe a vocal minority. The performance optimizations are a huge step in the right direction, as are the other fixes. 
 

i suggest continuing in the same direction. I think performance and optimization still have a fair ways to go, including when a ship has multiple engines. This is a major bottleneck right now and will need to be fixed before the game can progress. Also other obvious optimizations. 
 

thanks for all your hard work!

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After spending more time playing patch 2 I have decided the game is now roughly equivalent to very early KSP 1. The game is playable but there are frequent game breaking bugs. Thus future updates should obviously focus on these game breaking bugs as well as optimization.

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Hey Dev's,

    Can we please do away with the Part Manager.  If you have a complex rocket and right click a part... it takes a long time to load up the complete list.  Then when it does, it's next to impossible to find just the one part you're looking for.  Example; I have 48 sepratrons on an asparagus rocket.  If I'm looking for Just one specific one... I have to search like crazy to get the right ones moved to the correct staging.  I should point out that it's 48 per rocket booster that I'm trying to eject away from the main rocket.

   Also,   how soon might we be getting the Sub-Assembly save/load?  I built a small sepratron package to make adding a group of six boosters/pack on my ship but cannot figure out how to add the saved piece into my craft I'm building.

And lastly - Hubs and Trusses are nice but don't help much if I cannot attach them to the side of my rocket.  I was trying to use one of the small trusses to build my sepratron pack and couldn't get it to attach to the side of my rocket.  Ended up using a panel to build the pack... and then the square panel was WAY too big, so I had to use a triangle which made it difficult to get squared when mounting and rotating it.

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Is it me or is there something wrong with the manuever planner?

Everytime I launch and try to circularize around Kerbin I do the following as I did in KSP 1.

1.  Achieve a projected Altitude above 80K

2. Set a manuever node at the projected AP and grab the Prograde marker to stretch it out to make the circularization. 

But this is what gets me... Each time I do that my PE gets WAY lower than the original AP and the AP goes WAY higher.  As in the example above... I'll have a projected AP of 90K... I make the manuever out to circularize and by the time I get a full circle around Kerbin... my PE which was my AP goes below 90k and the New AP goes to something like 250k.   This is totally different than how it was with KSP 1.

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1 hour ago, Xtra said:

Is it me or is there something wrong with the manuever planner?

Not just you.

But what I have realised is that, unlike KSP1, the node marks the START of the burn, not the mid-point.  It's logical but does mean that you need to place it before your Ap, and/or 'wiggle' it afterwards to get the results you want.

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3 hours ago, cocoscacao said:

The more I play, the more I agree with this. Even ignoring freeze issues, it's just not helpful.

I have mixed feelings. It's pretty handy when you have a bunch of items in one category to adjust. You can pick out four parachutes or four decouplers in a row. Especially nice if they're hidden under a shroud or something. 

I think I would be on board with it if it loaded instantly and was easy to scroll through.

3 hours ago, Xtra said:

Also,   how soon might we be getting the Sub-Assembly save/load?  I built a small sepratron package to make adding a group of six boosters/pack on my ship but cannot figure out how to add the saved piece into my craft I'm building.

I don't use it, but have you tried the Merge button? Go to load your construct but click Merge instead of Load.

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