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Some gameplay suggestions based on things that bug me.


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After playing KSP2 for a while I have some suggestions for gameplay enhancements:

1) Modify the program so that when saving you always start at the top of the save game list.  Currently you start in whatever location you were last at.  So if you were 2/3  of the way down the file list, you start 2/3 of the way down.

2) We should be able to set waypoints to flags that we have planted via the Tracking Station (maybe a flags section)

3) We should be able to limit the number of quicksave (F5) files and have them start rotating when that limit is reached.  If it starts at 1 each time you start the game that is fine.

4) There should be an option to allow a pop-up window to appear when craft parts start overheating.  If should have the part name and the % of the way it is to overheating (or a duplicate of the heat bar).  As it is now it can be very easy to miss an overheat bar during launch.  This is especially true when you are in map view and don't get overheat notifications at all and your first indication that something is wrong is when you hear the bang of parts breaking.

5) There should be a way to remove parts from the staging stack.  For example, when you have a payload shroud and you want to assign it to an action group, and not a stage, to make it easier to control when the shroud opening event is fired.  NOTE: the game should also allow you to right click on a part and add it back into the staging if it has been removed.

6) A notation of some sort should be added to the tutorials to let the user know that they can right click on an orbital node (periapsis, apoapsis, descending node, etc.) to pin it open.  Perhaps in the maneuver node lesson?

7) If a control part has been disabled an image for it should not appear in the (for lack of a better phrase) controllers window (the window that shows the Kerbal or computer controlling the craft).  If I take 6 rover body parts and connect them together there are 6 entries in the controllers window.  However, if I disable the control status of 5 of them there are still 6 entries in the window.

8) If I have a craft with a computer core and a Kerbal control part (capsule/lander can/etc.) there should be a warning if no Kerbal is assigned to the craft when you go from the VAB to launch.  I use this configuration when I want to be able to control a Kerbal and non-Kerbal craft that launch together.  However, I often end up launching without the Kerbal because craft currently don't remember the assigned Kerbal when you start the game or load a save, and since the control criteria are satisfied a Kerbal is not automatically assigned to the craft.  As a result I have on several cases gotten 20 minutes into a mission only to realize I forgot the Kerbal.

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I roughly agree with all your suggestions except for this part :

22 hours ago, MSD22000 said:

If it starts at 1 each time you start the game that is fine.

I agree with something like a 10 to 20 rolling quicksaves, but starting back at 1 every time you start the game is not fine. I don't always make a proper save before leaving the game (and I'm probably not the only one). They can use the save datetime to know which one is older and should be overridden.

 

As for point 8, I agree, but in my case I mostly had the reverse issue. I launch an apollo style mission (or a station with empty modules for futur use), fail, revert back to vab to make a few tweaks, launch and I realize halfway into the mission that I have stowaways in my lander and won't be able to bring back everyone in the return capsule.

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