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Pet peeves


SpacedCowboy

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Free camera not really being free (it bumps up against something like it ran out of gimbal) and Kerbals on EVA not always facing the direction the camera does, like they are obeying some kind of orientation plane.
I believe all the camera modes are subject to gimbal lock. It might be nice to have a truly free one, but you'd then need a third axis of rotation too, or else you'd get the camera stuck upside-down and lack an obvious way to right it.
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1. Parts not attaching when they should

2. Few .625 parts

3. Nav ball not open in map view

4. No good way to transfer vessels between the SPH and VAB

5. Not being able to change the root part in a sub assembly

I know I sound really critical but these are tings that seriously need to be added

Edited by robopilot99
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Constantly launching the science lab without Kerbals in it. Usually takes ages to realise and back to VAB.

i wish revert to vab remembered crew selection. heck, i wish the vab remembered crew selection. if you pick a crew and then click the parts tab, it forgets your crew. SO AGGRAVATING :mad:

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"You can't leave a vessel that is under acceleration."

"Gee, thanks, game, but my vessel isn't under acceleration right now (unless you count gravity) so why can't I leave it!????"

That's my biggest pet peeve. Various excuses why I can't leave my vessel that are based upon false claims about my vessel - claiming it's moving when it's not, claiming it's under acceleration when it's not.

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When people don't check the spelling in the posts they make.

When part attachment rules take a day off and I have to enable part clipping to get things to attach in perfectly logical ways.

Laaaaaggg.

Mod incompatibilities, glitches, and craft/save breaking updates.

The dreaded memory cap.

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  • When you double click on a planet and the game decides you MUST have wanted to switch vessels to some random flag on its surface.
    • And then you can't get back to the ship you were controlling by double clicking it. :confused:
    • I've found a workaround to that, if you rapidly alternate left and right clicking, it'll eventually (usually less than 5 clicks) jump to your ship.
    • I found this out by angrily clicking all the things when I was mad at the above random flag jumping.

    [*]When you can't place a maneuver node on your orbit, either because a SOI change causes a second orbit to be overlaid over yours or just because the game doesn't feel like it.

    • Bonus: You can't use the "jump to previous orbit" button to... you know... Jump to that previous orbit.

  • Clickthrough on GUIs.
  • The 4GB limit.
  • Not having enough time to play :)

All of the above.

...and the new scroll wheel functionality on maneuver nodes, not only is it useless but I keep trying to zoom out only to notice that my cursor was over one of the handles and I'd just messed up my maneuver. :mad:

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All of the above.

...and the new scroll wheel functionality on maneuver nodes, not only is it useless but I keep trying to zoom out only to notice that my cursor was over one of the handles and I'd just messed up my maneuver. :mad:

That one also bugs me now, but guess what? Scroll wheel has changed maneuver nodes for some time, but before it would do both modifying the node and zooming in and out. Think back to 0.23, and think of all those times you were SURE you set up a maneuver node one way and found it was wrong for some unexplained reason.

At least now you can be mad about it NOW, instead of confused about it LATER.

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That one also bugs me now, but guess what? Scroll wheel has changed maneuver nodes for some time, but before it would do both modifying the node and zooming in and out. Think back to 0.23, and think of all those times you were SURE you set up a maneuver node one way and found it was wrong for some unexplained reason.

At least now you can be mad about it NOW, instead of confused about it LATER.

hmm, never noticed before.

I suppose you're right.

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1: Having to use struts occasionally.

2: The game deciding my maneuver node should close while I'm trying to edit it. Bonus points if it deletes instead.

3: Blowing over a flag with my engine exhaust.

4: EVA not shifting frame of reference based on which way my craft is oriented.

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Not being able to set a maneuver node because the game is upset about something I am doing.

Crew not saved with the ship in the VAB (or at least the fact the seat is filled)

No radar altitude on the external view.

Kerbals flinging themselves off ladders when you are doing an EVA and try to grab the ladder to get back in.

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Sometimes when I place struts, the end (connecting point) disappears inside of a tank. They connect just fine with other objects but when I want to move them I'm forced to zoom inside of the tank and hope that I grab the strut properly.

Also, are they planning on implementing a docking computer? NASA and the like are aware that this is a need. So, why has this basic concept been neglected for so long? I'm aware that Mech-Jeb exists but I'd rather play my game with as little mods as possible.

That and Mech-Jeb is far from usable. It may get the job done but only at exorbitant cost to RCS.

Edited by Jas1126
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:( but docking and getting to orbit is most of the fun part. any sort of stock mechjeb would de-value anyones accomplishments if they used it

So, make it a late stage optional stock part. Much like mech-Jeb. After a hundred docking's (or so) it's just busy work at this point. The feeling of accomplishment diminishes after a certain point. I'm sure others would agree.

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I wish I could turn the nav ball with my mouse to see where the node I am trying to spin to is (when your 800 tonne ship takes about 2 mins to spin 180 degrees you kinda want to know what direction to spin in).

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No radar altitude on the external view.

In this vein: No estimation of dV (in any view). Should be in the VAB and when making a maneuver node, at the very least.

Yes I know both of these are available in Kerbal Engineer (and other mods). I personally consider KER to be "stock" and won't play without it. But it would still be nice for it to actually be stock.

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I can't see my stages on the orbital map screen. It seems like the easiest update to show the stages on that screen, I don't know why there hasn't been an update or at very least a mod that makes this possible.

Also, every new mission I need to re-click that little 'show nav-ball on orbital map screen' tab. I'd like an option to just have it stay up.

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Clearing crew out of my ship, realising I need to modify it or If forgotten something, changing it in the VAB, relaunch to find crew have sneaked in and having to go back to the VAB to get them out :huh::mad:
I just make them jump off the rocket :) Though they did clonk a solar panel one time I did that.
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I can't see my stages on the orbital map screen. It seems like the easiest update to show the stages on that screen, I don't know why there hasn't been an update or at very least a mod that makes this possible.

Also, every new mission I need to re-click that little 'show nav-ball on orbital map screen' tab. I'd like an option to just have it stay up.

Wholeheartedly agree with both. Never understood why the stages aren't shown. I think the navigational ball used to pop up normally but was changed for some reason. Just a minor tip: Pressing the decimal key on the number pad brings up the ball.

I just make them jump off the rocket :) Though they did clonk a solar panel one time I did that.

For those that don't know; there's a mod that gives the Kerbin's parachutes; making this idea a sound one if you realize the issue whilst in flight. (Link below)

http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-(Dec-30)

Edited by Jas1126
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Right now by biggest game peeves are:

- the new scrollable nodes. Good idea, but they don't seem implemented well, and I find myself messing my node up when I'm trying to zoom in or out and I'm accidentally changing the node instead.

- creating nodes. I have problems where either I just can't create a node (Unless I go to the tracking station and come back) or, even worse, I have a current and future orbit right next to each other, and it INSISTS on putting the node on the future orbit rather than the current one.

Biggest human error peeves:

- forgetting to deploy my solar panels on probes

- forgetting to run fuel lines correctly

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