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Pet peeves


SpacedCowboy

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When placing a flag, the game instantly calculates a 12-dimensional matrix of everything within a 2.2 km radius, determines the orientation of the flag that will be most photogenic - and then puts it at 90 degrees to said orientation.

Exactly :(

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Due to the fact that I play on a Mac, I do not have access to 64 bit, and thus large parts packs often (Read: Always) cause me to crash. Even with aggressive texture reducers this often leaves me rooting through mod folders, weeding out parts. Going "Do I really need that Greenhouse module? I'm not using life support."

This often leads to accidentally remove parts necessary for certain mods to work. Leaving me with no choice but to abandon my plans for a large, mod-heavy Minmus base or what have you. It's getting incredibly irritating, and I hope that at some point KSP will have 64 bit for Mac. It doesn't help that every friend I have who plays the game goes "HA LOL you can't play with mods that's what you get for using a MAC LOL Macs Suck."

That and I'm not exactly in a position to buy a computer that is any good at gaming, or even just install Linux.

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1) Having to manually click through 60+ SCIENCE! reports stored in my lander when trying to find if I did that EVA report from the Mun's Midlands...

2) Not being able to create a maneuver node while on the surface so I can plan surface-to-orbit intercepts...

3) Not having time warp stop automatically at an impending maneuver node

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3) Not having time warp stop automatically at an impending maneuver node

I believe Kerbal alarm clock can do something about that.

http://forum.kerbalspaceprogram.com/threads/24786-0-24-2-Kerbal-Alarm-Clock-v2-7-8-2-%28July-28%29

MechJeb has a similar function, "Warp to maneuver node" With a time separation setting, but I can understand not wanting to use MJ.

However, It would be great to have in-game.

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Rockets working one day, then not the next. I've lost count of how many times this happens. It is sometimes because I tweak a single strut. OR change my max acceleration on launch (so as to not thrust it's self apart). But sometimes, sometimes working rockets just stop, self destruct and I've not even had a game update or anything. :'(

The other one is rockets spinning out of control for no reason at high altitude. Either drag or COG changes I think. Makes for nice fireworks though...

[edit]

PS, it worked! Twice as many struts as yesterday, but the rocket has now stopped exploding at 40,000m!

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  • 1 month later...

I was in a polar orbit with lots of dV, early in my career. Hadn't even gone into Munar orbit yet, but I didn't want to muck around getting an encounter from my polar orbit, so I thought I'd nip into interplanetary space for some science readings. Once there, I got so concerned about getting back home (almost ran out of dV doing so) that I forgot to even get the science readings I was after! On top of that, because of that side trip I was never offered the "Explore Minmus" contract, which is pretty important for the extra funding in Hard mode, *facepalm* The next Explore contract was for Duna! I guess I'll start over....

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Single most annoying thing about KSP IMO. . .

In the VAB, say we have Part01 attached with trilateral symmetry, try to Part02 to it and its just WILL NOT go green on all three sides. . . usually 1 green, 2 red.

Change Part01 to unilateral symmetry, attach Part02 with no problems, change Part01 back to trilateral symmetry with Part02 pre-attached and have absolutely no problems with anything going red.

The amount of time I've lost to faffing around this must be huge!

On a related note it would be very nice to be able to mix symmetries, i.e. have part with 6-fold symmetry and attach another part to them with trilateral symmetry, so the 2nd part is on every other instance of the first part. etc

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Single most annoying thing about KSP IMO. . .

In the VAB, say we have Part01 attached with trilateral symmetry, try to Part02 to it and its just WILL NOT go green on all three sides. . . usually 1 green, 2 red.

Change Part01 to unilateral symmetry, attach Part02 with no problems, change Part01 back to trilateral symmetry with Part02 pre-attached and have absolutely no problems with anything going red.

The amount of time I've lost to faffing around this must be huge!

This is precisely why I turn on part-clipping before doing anything else. You don't have to use it to built cheaty rockets, but it solves this very problem. :)

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What bug is that?

Numerous times in my recent time with the game I've had this happen. I will EVA my astronaut only to have him go flying off the pod. Some said that this is mainly with the MK-1 pod but I have personally witnessed it happen with others as well. It is random and it is infuriating. Especially when I have to EVA several times to get low orbit readings.

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That every time I go to dock, I am in the shadow of (insert celestial body here).

That the up/down only rotate the view so far, and always end up stopping before the view rotates around to where I need it to be.

SERIOUSLY! My biggest pet peeve. It's amazing how I always seem to time it this way. Yes, yes, lights, I know... but space on my ships is precious! More lights == more space on the surface studded with crap. I'm glad that Kerbals have lights on their suits, that's all I can say.

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Numerous times in my recent time with the game I've had this happen. I will EVA my astronaut only to have him go flying off the pod. Some said that this is mainly with the MK-1 pod but I have personally witnessed it happen with others as well. It is random and it is infuriating. Especially when I have to EVA several times to get low orbit readings.

I almost never run into this. The times I do, it's because I stuck something on the pod, too close to the hatch. I'd double check that you don't have a light or battery or something right near the hatch. It just has to overlap with the ladder/airlock collision boxes a tiny bit in order to cause your guys to get flung off.

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SERIOUSLY! My biggest pet peeve. It's amazing how I always seem to time it this way. Yes, yes, lights, I know... but space on my ships is precious! More lights == more space on the surface studded with crap. I'm glad that Kerbals have lights on their suits, that's all I can say.

Of course, there are ways to choose where your rendezvous occurs... and also, I hear there are these "docking helper" devices that a certain mod has to help with docking alignment in the dark... ;)

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  • 9 months later...
(Is it okay to necro this thread? If not, feel free to delete this post)

Yes. Today I am peeved by reaction wheels being thin slices. How can they do pitch/yaw if they're like that? They should be spheres! Or at least, a cylinder big enough to contain a sphere of appropriate radius. Otherwise they're just roll-wheels...

My other peeve is actually a lot like Red Iron Crown's; nervas now use LF only, but you have to use mods to get a good range of LF tanks. (Massive thanks to Modular Fuel Tanks, which is magnificent for what it does; but it should be stock and not require people to hunt down a mod!)

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Putting solar panels radially, maneuvering around, accidentally lining the ships main axis up with the sun, timewarping happily and then ending up with empty batteries and no solar panels that are illuminated.

Additionally annoying if it's a remote-controlled craft.

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