Anth Posted May 24, 2023 Share Posted May 24, 2023 (edited) 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 June 1, 2023 by Anth12 Link to comment Share on other sites More sharing options...
MechBFP Posted May 24, 2023 Share Posted May 24, 2023 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. Link to comment Share on other sites More sharing options...
Anth Posted May 24, 2023 Author Share Posted May 24, 2023 21 minutes ago, MechBFP said: If anyone has a use case for how it currently works, please share it. I seriously doubt it Link to comment Share on other sites More sharing options...
Recommended Posts