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Heat bars visible on decoupled parts


Spork Witch

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Reported Version: v0.2.0 (latest) | Mods: BepInEx, Maneuver Node Controller, Node Manager, SpaceWarp, UITK for KSP2 | Can replicate without mods? Yes 
OS: Windows 10 | CPU: Ryzen 9 3950x | GPU: Asus ROG Strix RTX3080 | RAM128GB

 

Reproduction: 

  1. Decouple engine as you're entering atmosphere
  2. Have part still in visual range as it begins to overheat
  3. Press F2 to hide UI, heat bars are still visible

Expected behaviour

  • Heat bars should not show for parts not connected to current vehicle
  • Heat bars should be hidden like other UI elements with the F2 toggle

image.png?ex=6599e3a0&is=65876ea0&hm=735

 

Edited by Spicat
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The only time the player is going to be dealing with multiple active vessels is in situations where heat isn't a factor, or ISRU.  In the case of ISRU, physics (like heating) isn't simulated unless you're in range, and if you're in range, you're most likely controlling that vessel.

During reentry, launch, or high speed flight generally, there's no viable way to control multiple craft swapping back and forth, and you're unlikely to have one anyway, so only heat bars on the currently controlled craft are relevant to you.

Even if showing it on other craft generally is in intended, it should be limited to craft that have a means of controlling them; obviously there's nothing I can do about something that has no manned control pod or powered probe core with signal (which it shouldn't have during the plasma fireball anyway, if we're talking realism), so once again, nothing you can do about it anyway, so it's useless information and UI clutter.  That piece is debris, and the system would even classify it as debris in KSP1, for good reason.  Debris shouldn't have heat bars, that's a certainty, but for the reasons above, I don't think we should see bars for anything other than the current vessel.  At minimum, it should be made an incremental toggle, e.g. never show, show own vessel, show all in range.

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