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Landing Leg's Local (Not Absolute) Frame of Reference is Wrong for the Landing Leg's Rotation and Offset Arrows


Anth

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KSP2 Version: 0.1.2.0.22258
Operating System: Windows 10
CPU+GPU+RAM: i9 9900K+3070ti+32GB
Mods Used: None

Problem Landing Legs:
LT-5 Bandicoot
LT-1 Wallaroo
LT-2 Wombat

How I understand Absolute vs Local:

  • Absolute is in reference to the editor it is in so it will be up/down/left/right/forward/back and never changes.
  • Local is in reference to the part itself.

The F key is for moving between Local and Absolute.

How it Shouldn't Work:

Spoiler

The following shows the type of things that are happening for all 3 landing legs Using Local:
https://youtu.be/BlmgOue_ZEk (13 Seconds)

Note how unhelpful they are for the player experience when used.

How it Should Work:

Spoiler

This video file shows in part how they should be moving in Local (using Absolute):
I ran out of youtube uploads. Here is a link to the 9mb mp4 video:
How_the_Local_Arrows_Should_Work.mp4

Note how this helps positioning and doesn't send the part in weird unhelpful directions/rotations.

 

Edited by Anth12
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The main issue is that the adjustment arrows should be from the perspective of that attachment node, not from the leg itself. Moving it around from the perspective of the leg doesn’t serve any practical purpose to the player as far as I can think of. 
 

If anyone has a use case for how it currently works, please share it. 

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