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UI / UX Feedback Megathread


Dakota

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Got a bit more to add now:

ESC should clear all open windows. 1 press to clear them, a 2nd press to open the menu.

The science clipboard, when open, gets in the way of pilot portraits. There doesn't seem to be a way to close it, except for the button in the app bar. The above would be a good fix but better to make it a movable window, like all the other pop ups.

The compass on top of the navball tends to go all over the place when youre looking at poles, sitting on the pad, etc. Y'all might consider adding/expanding the deadzone for that to keep the compass under control. This could also help with strange SAS behavior.

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  • 2 weeks later...

Popping back in.

While we can create subsequent maneuver nodes on the planned trajectory, we're unable to check how costly they are.

8SQNGiR.jpeg

All we can do is open and close them. D-v should pop up on mouseover.

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The new closest approach icons for planets are much easier to understand at a glance, love it! Before I would have to double check I was correctly reading the matching icons, now it’s blazingly obvious what I am looking at. great job!

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  • 1 month later...

PLEASE escalate the "Notifications" warning popups

I have probes around every moon of jool, around dres, around eeloo and ike.

These probes are performing mapping from the mod "Orbital Survey", but that isnt really important.   What's important is that there is a semi large, steady power drain on these probes.

 

Every SINGLE time I timewarp, OR the game "stabilizes" like when switching crafts, I am spammed with a warning from each of these crafts, about once per second.    These probes make a little progress, then run out of EC, trigger a warning, gain a little EC, make a little progress, run out of EC, trigger ANOTHER warning, etc

 

I ****KNOW**** the probes are out of EC.   I DONT CARE.   I made them, with the tech I had at the time, knowing that they would run out of EC sometimes.

The popup notifications also make an annoying sound, for each one that appears.  Because I have several probes, the sounds get sort of merged into a repeating beat::

"DittleDittleDittleDittleDittleDittleDittleDittleDittleDittleDittle" over and over.

 

I get the "red" warning windows for "out of EC"

BUT, honestly, I aslo cannot understand the point of the "yellow" warning popups letting me know some craft's solar panels cannot see the sun.      Orbital mechanics being what it is, that is going to happen any time an object's orbit brings it behind the planet or moon.

 

Please review to see if there is EVER a need for these warning AT ALL.

If there is a need, then some control for ignoring them, perhaps some way to tag a specific craft with "dont trigger warning" on this craft, might help?

 

 

Sorry to be so aggressive about the issue --- but the way timewarp spams these warnings is very frustrating with how central timewarping is to gameplay.

Thank you

- CFTeague2

PS --- these warnings  are aslo the reason Ive completely stopped adding lights to my space stations, and deleted the old space stations with lights.     I had nice, pretty stations which I could easily see to dock with.   but they would run out of EC sometime and give me warning spam.     it wasnt worth it.   Now my stations arent nice looking anymore ...

 

Edited by CFTeague2
PS + reworded/less angry
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7 hours ago, CFTeague2 said:

I ****KNOW**** the probes are out of EC.   I DONT CARE.   I made them, with the tech I had at the time, knowing that they would run out of EC sometimes.

The popup notifications also make an annoying sound, for each one that appears.  Because I have several probes, the sounds get sort of merged into a repeating beat::

"DittleDittleDittleDittleDittleDittleDittleDittleDittleDittleDittle" over and over.

I think a good solution to this would be to make a functionality in the tracking station to toggle certain notifications from certain crafts in some sort of new notification menu. This would make the system accommodate to all ways of playing KSP.

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Sometimes when I launch a rocket and get to making the maneuver plan to circularize around Kerbin, I run out of time to make the plan before my vessel hits it. Admittedly this is probably more of a skill issue, both with making maneuver plans and placing the apoapsis suitably far ahead of me (which can be tricky with wobbly rockets), but I wonder what other peoples thoughts are. Should we be able to make maneuver nodes when paused, or is not being able to a necessary gameplay challenge the player should have? 

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I Agree that we should be able to pause to use the maneuver node, this will make it easier for new players who need to play around with the maneuver tool to learn. It also is just a quality of life thing that gives more use to the functionality of pausing the game, currently it is only used for taking screenshots and working with the parts manager. I think if we can change things in the part manager it’s logical that we should be able to change things with our maneuver plan

Edited by Presto200
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Well I wish I had read this thread before posting new ones about font size and VAB stage info etc.

  • Yeah, like many have said the font is very hard to read in places, especially numbers.
  • The VAB stage info doesn't have much information. In KSP 1 you could see start weight, end weight, isp (useful if you are mixing different engines), burn time, delta V, thrust and TWR. You could also select which of these is visible. I would like that back for KSP2.
  • I don't know if this is a physics thing or a user experience thing, so it might not belong here, but I think it can be remedied with some extra UI controls. The user experience of rover wheels is terrible for moving anything other than tiny rovers. The rovemax TR-L2 wheels are pretty big, bigger than a kerbal, and look like they are suited to moving heavy, 20+ ton loads up and over hills and valleys at a slow but steady pace. Right now, they are geared to do 58m/s, which is 130mph! That's fun for a small buggy, but when I want to move and dock heavy assemblies on the hilly ground, I don't need to do that at 130mph. I would really like to have 2 new sliders for the rover wheels. One is gear ratio to allow me to decrease top speed but increase torque, and the other slider is power, so I can increase the overall power at the expense of increased electricity consumption. Right now, 4 of the the TR-L2 wheels just rolled my 20 ton lander to the middle of a shallow depression and did nothing after that. This definitely needs fixing for colony's.
  • The maneuver plan is very hard to adjust correctly. I would really like a separate fine adjust tool similar to what KSP1 had.
  • I would also like to plan more than 1 maneuver plans ahead, and to see the deltaV cost of each maneuver plan.
  • Being able to set the maneuver plan on the line that appears inside the SOI of the body you get an encounter with would also be great. I want to see if I have enough deltaV and thrust to slow down enough to get into an orbit, instead of just hoping I don't whizz by.
  • Sometimes maneuver plans can come upon you very quickly before you have had time to adjust it. I would like the ability to set and adjust the maneuver node while the game is paused, or maybe even better to have a few time warp options below 1x speed, so we could have 0.5x, 0.25x and 0.125x warp settings. This would give us more time to adjust the node but also seeing things happen in slow motion might help us understand why the blasted large landing legs are exploding when landing at 2m/s!
  • The new closet approach windows are better than in KSP1, so thank you for that. However, the closest approach keeps disappearing despite adjusting to get it closer. It will do this even though I'm not getting an encounter yet. Then when I get it to reappear the window is gone and I have to reopen it again, which usually means closing the maneuver plan I'm working on, only to re-open the closest approach window, then I have to hope that it stays open when I reopen the maneuver plan.
  • The maneuver plan I'm working on closes when right clicking the PE to keep the PE displayed.
  • It can be hard/impossible to select the right thing when zoomed out in map view. In Kerbin's SOI I might have an orbiting satellite or 2, the mun, munmus, Kerbin itself, and a closed maneuver node I would like to reopen. When zoomed out in the map view they are all on top of each other. I would like to be able to click and then choose which one of those things to select if there are multiple items there. I would also like the ability to show/hide map view elements, unless that's already there and I have yet to find it!
  • When attempting to EVA I often get the error message saying something like EVA is blocked due to obstacle. I think whatever the EVA check box thing is, it's too large, and it would be nice to be able to see that hit box while building. Have it be toggleable on and off of course, it could be an option that appears when you right click the command pod/seat to show EVA check box, and have anything that clips into it be shown in red.
  • in the VAB, the way symmetry works can be confusing. If i place two radial fuel tanks then i go to strut between the tanks and the main body, sometimes it will put two struts on one tank. the symmetry of the one side tank I click on is respected over the symmetry of the whole ship. It would be nice to have different symmetry modes to select between part symmetry or whole vessel symmetry, or select which part build symmetry is applied to. Also, bring back remove from symmetry option. 
  • When moving up/down ladders, sometimes I have to place the small three rung ladders in weird places/angles to get a claimable path back to the command module door. However, when attempting to climb these ladders, when pressing F to go to the next ladder the kerbal hops back to the previous one. In these cases it would be nice to be able to right click any ladder and have a "grab" option on the selected ladder. If the ladder is within range they will hop to that ladder.
  • Which of the open/closing circles that appear on a body's SOI is the entrance and exit can be confusing. Maybe this could be improved. For now, for anyone else who is struggling to remember which one is which I use this. As I ENTER the room (SOI) the door (circle) OPENS. As I EXIT the room I CLOSE the door behind me.
Edited by allanp11
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55 minutes ago, allanp11 said:
  • The maneuver plan is very hard to adjust correctly. I would really like a separate fine adjust tool similar to what KSP1 had.
  • I would also like to plan more than 1 maneuver plans ahead, and to see the deltaV cost of each maneuver plan.

Is the 2nd one not possible? I'm sure I've done it, though for all I know it's part of the mod I installed because I wouldn't play the game otherwise, due to the 1st one.

Edited by Superfluous J
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20 minutes ago, Superfluous J said:

Is the 2nd one not possible? I'm sure I've done it, though for all I know it's part of the mod I installed because I wouldn't play the game otherwise, due to the 1st one.

I don't think so. I didn't see a way how anyway.

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1 hour ago, Superfluous J said:

Is the 2nd one not possible? I'm sure I've done it, though for all I know it's part of the mod I installed because I wouldn't play the game otherwise, due to the 1st one.

1 hour ago, allanp11 said:

I don't think so. I didn't see a way how anyway.

I could be wrong too, but I think you’re both half-right…

I’m confident you can create more than one plan for a vessel (new plans go onto the projected ‘orange’ orbit) however their delta-v consumption is unknown :cry:

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2 hours ago, allanp11 said:

I don't think so. I didn't see a way how anyway.

 

42 minutes ago, Flush Foot said:

I could be wrong too, but I think you’re both half-right…

I’m confident you can create more than one plan for a vessel (new plans go onto the projected ‘orange’ orbit) however their delta-v consumption is unknown :cry:

Yeah I was editing my latest video and I did it there at least once, and for sure you can do it (though I'm still not sure if that's a mod that enables it) but there is nothing in the game that will tell you that node's dV or staging expectations. Maneuver Node Editor will let you see (and edit) it though.

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Well I recently found the UI/UX megathread, I probably should have posted this idea there instead of starting a new topic, so I did, with a whole bunch of other ideas too! But there I think I might have had a better idea that being able to make a maneuver plan when paused. There I suggested that maybe there should be two or three time warp setting below 1x speed, so there would be 0.5x, 0.25x and 0.125x speeds. This would allow more time to setup the maneuver nodes, but I think would also be easier to implement, as the game will still be as it is now, they just have to add a few more time warp speeds. That can't be too hard right? Also, it would help the player to problem solve issues, like why my bloody large landing legs are exploding even after touching down at only 2m/s, or some other such problems which normally happen too fast to really analyze like you can in slow motion.

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3 hours ago, Fizzlebop Smith said:

@Vanamonde

 

Is there anywhere to honor OP request and move this to the UI thread or possibly merge with their other related UI post?

 

 

Overlapping threads have been merged. 

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Hi, I would also like to suggest a change, any kind of change, which allows me to stop kerbals loading into rockets

 

------------------------

First, my thoughts on WHY::

Autoloading of kerbals into rockets seems like a good idea at first.   But really, its a bad idea.

Think about this -- if I have a rocket that NEEDS a kerbal, and I forget, it takes about 2 seconds of reverting to the VAB to assign a kerbal.

If I INTENTIONALLY make an empty rocket -- which I do a lot of, for crew-return vessels -- and a kerbal jumps into that rocket, I launch it without noticing, and then 2 weeks later when the Duna return craft gets back, I rendevouz with my re-entry capsule, only to realize its already GOT 3 kerbals in it.

 

if a craft is missing a required kerbal,  you would notice it instantly.

But if you WANT an empty craft, and then a kerbal autoloads, theres no warning about the auto load.    Yes, the cute face is up in the corner (probably, if the vessel has enough seats, maybe the seat he loaded into is off screen).   But if you dont notice, because the ship is planned to be empty already -- well, then you can get pretty far before realizing your ship is full and you have crew, where you really dont need them.

 

-------------------

Now, people are going to say, "in the VAB, you can control if there are kerbals on the rocket".     Yes,   But No.

See, I have a rocket, with an EMPTY capsule, saved.   It's my "quick reentry v2" ship.     I used the VAB thing to empty the capsule, and its saved as a workspace, with no kerbals.

But, what happens, when I want one?   I goto VAB, clear my workspace, load in my "quick reentry v2" ship, and click [Launch].   Then at the launchpad, I click [Go] and the countdown starts.

--- BUT THEN, I realize there's a stowaway.     Somehow, every time the VAB loads the vessel -- which I intentionally SAVED without NO KERBALS ABOARD -- some kerbal feels the need to jump into the capsule.   

 

EDIT:   -- 2nd scenario

--- Have an empty rocket.  Goto launch pad.    see something (staging maybe) that you want to fix.    Revert to VAB.   fix the staging.      Again, a kerbal will auto-load into the previously empty capsule.   Click the [Launch] button.  Then at the launch pad, look quick at your staging, since thats "all you changed", and press [Go] -- without realizing you have a kerbal aboard.

 

 

* So, I dunno, maybe the VAB can NOT auto load kerbals into a craft when you load a saved workspace?       

* Or maybe some way for the same tool I use to empty the capsule, could let me mark the space as "locked" so noone can auto-load into it?      Or any other idea about controlling kerbals into craft -- im not picky about how it happens, but I am getting tired of having rockets in orbit with unintended kerbals.

Thanks!!

-CFTeague2

Edited by CFTeague2
2nd scenario
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18 minutes ago, CFTeague2 said:

theres no warning about the auto load.    Yes, the cute face is up in the corner (probably, if the vessel has enough seats, maybe the seat he loaded into is off screen)

That is one thing KSP 1 did better... only showing portraits for Kerbals in the craft (not empty seats).

Sure, you'd still need to 'be aware' of their presence, but at least they can't be hiding from you.

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Yee, also it's useless to see each probe core like other portrait of Kerbal. Sometimes when my mother ship has many probes and one Kerbal it takes time to find him in long list of smiley faces of probes.

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