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Pet peeves


SpacedCowboy

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Not just for that reason (but also my own forgetfulness), I wish I could edit action groups in-flight, without having to get a mod for it. Being stuck with what was there at launch, can get annoying.

Yes! Especially when you dock two ships together and there's action group overlap, it would be very useful to be able to reconfigure them.

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Yes! Especially when you dock two ships together and there's action group overlap, it would be very useful to be able to reconfigure them.

It is possible to achieve via save file editing, if you don't have/want actions on the fly. It's rather neat the way they've got it happening IMHO*

*Not a programer, don't assume I know what I'm talking about

Standardising action groups, planing ahead, and leaving gaps are ways around it.

My pet peeve is when people eat without keeping their lips closed. Ugg. Are you a savage? The sound! Yuck. the way that the staging and the exit VAB buttons sometimes overlap. It makes editing risky.

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Tw1, I try to avoid save file editing as much as possible, mostly because I don't trust myself to not mess it up. :)

As for standardizing and planning ahead, that's what I do when I have ships that I plan to dock; they get designed in tandem. The problem arises when I have to dock things that weren't originally conceived to do so with each other.

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The VAB. I think they need to do some more work on how parts fit together. It is really annoying when I try to stack fuel tanks on top of each other and they stick to the staging device but not to the bottom tank. Or when you try to use symmetry, especially stacking something, and some of them turn green but one is red and for whatever reason it wont connect so you have to do them one at a time.

Trying to take things apart in pieces and trying to rebuild sucks. Like if I have something on top of an already built rocket that has a cockpit on it and I remove it nothing will connect back to the lower rocket, you have to rebuild everything.

Some of the structural parts have to be randomly rotated around to get them to fit together.

The stock subassembly thing makes no sense at all to me. I try to build reusable landers and probes but apparently the docking port doesn't count as an attachable surface, even when you put both sides of the docking port on it, so it wont let me save it. Usually the only place that is "attachable" is in the worst possible place. I can't figure out an efficient way to use the thing.

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The VAB. I think they need to do some more work on how parts fit together. It is really annoying when I try to stack fuel tanks on top of each other and they stick to the staging device but not to the bottom tank. Or when you try to use symmetry, especially stacking something, and some of them turn green but one is red and for whatever reason it wont connect so you have to do them one at a time.

Oh lord, yes this! I've found that the "some green, some red" thing with symmetry will often work again, if you stick the item some place else first, then move it back to where you wanted. Not always, but often that will fix things.

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Whenever I almost dock, but the game decides i'm off just enough that it means that I get flung at the docking port full speed because of it's magnets, then I get flung away in a random direction at 1.3 m/s, which, when you're near a space station, is pretty fast, and it feels like it especially when i'm going in the general direction of a solar array I just installed... Generally, 1 out of 2 things happen

1: I crash into the space station, damaging something

2: I mess up my docking almost irrecoverably

Oh yeah, and the command seat bug where the kerbal gets flung out.. and becomes a statue

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Not being able to directly place maneuvers on the orbit. With highly eliptical orbits (esp escape orbits), some stretches of your orbit may not allow you to place a maneuver node, so youhave to place it elsewhere and drag it to the location you need it.

Also, not be able to select some craft as targets when they're near SOIs.

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Most of mine have been covered (floating-point errors, crew resetting in VAB, navball initially closed in map mode, the weird rotation of the 3-man command pod), but one thing that really gets to me is the burn-time calculation system. It's glitchy at best and arbitrary at worst, so much that I usually burn my engines on full throttle for a short time before each long maneuver just so that I get an accurate estimate of how long it will actually take. There's nothing I hate more than:

Est. burn time: 3m 42s

[begins burning 1m 36s before node]

Est. burn time: 7m 3s

[smashes keyboard]

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Est. burn time: 3m 42s

[begins burning 1m 36s before node]

Est. burn time: 7m 3s

[smashes keyboard]

This drives me bonkers too, so much that I almost always ignore it and do quick back-of-the-envelope calculations with the KER dV/time readouts. "1500 m/s burn? It says I have 3300 m/s and 2:43 so that's about... half and some change... Maybe a minute and a half?"

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  • 1 month later...

Hello, this is a thread where you can post your KSP pet peeves, whether they are a type of people who play KSP, certain methods people use when playing KSP, or anything!

Cheers!

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With Kethane it just becomes, "So much space to explore, so many gas stations to help you get there." for me, sadly.

Yeah same here I only really use it to occupy myself by building useless gas stations.

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Science has been a big step in the right direction. It gives you a reason to go to a variety of places and something to do when you get there. Beyond expanding on science, I'd think the next step would be mining. After mining, you need factories to make things with mined materials. That gives you an off-world material supply chain... next step, add life-support and put those material supply chains to use building a colony.

Kethane is a wonderful mod to give you more purpose. While I agree with Franklin to an extent, I find setting up a Kethane infrastructure can save you a ton of time during planetary exploration that you would otherwise have to spend sending refuelers from Kerbin... basically turning a tedious and boring task into something a bit more interesting. I'd be much happier if I could automate that process after getting it in place, but a few tweaks to the part files can simulate that an extent.

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Science has been a big step in the right direction. It gives you a reason to go to a variety of places and something to do when you get there. Beyond expanding on science, I'd think the next step would be mining. After mining, you need factories to make things with mined materials. That gives you an off-world material supply chain... next step, add life-support and put those material supply chains to use building a colony.

Kethane is a wonderful mod to give you more purpose. While I agree with Franklin to an extent, I find setting up a Kethane infrastructure can save you a ton of time during planetary exploration that you would otherwise have to spend sending refuelers from Kerbin... basically turning a tedious and boring task into something a bit more interesting. I'd be much happier if I could automate that process after getting it in place, but a few tweaks to the part files can simulate that an extent.

I agree with you, and you make a good point but I'm kind of a stock purist.

Sorry:(

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When for some reason the launch camera starts out miles from the platform, and by the time you zoom close enough to the ship it is too late to see which part caused the whole thing to fall over.

When a cluster of nuclear engines gets one of its sheaths stuck between nozzles when it's stage fires, giving your flight a gangsta lean.

When that radial decoupler that looked connected properly isn't and serves as an artillery round that rips off half your engines and most of your science.

The fact that the Mk2 and Mk3 cockpits have no real IVA.

When a small change reorganizes your staging and chutes deploy on ascent.

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When for some reason the launch camera starts out miles from the platform, and by the time you zoom close enough to the ship it is too late to see which part caused the whole thing to fall over.

When a cluster of nuclear engines gets one of its sheaths stuck between nozzles when it's stage fires, giving your flight a gangsta lean.

When that radial decoupler that looked connected properly isn't and serves as an artillery round that rips off half your engines and most of your science.

The fact that the Mk2 and Mk3 cockpits have no real IVA.

When a small change reorganizes your staging and chutes deploy on ascent.

I hate the first one, but I think it's caused by holding shift when you hit the launch button.

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