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Things that need fixed before final release


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Off the top of my head...

The user interface is often finicky. Using map mode it can be hard to click on a Pe or Ap marker instead of the orbit line or an existing maneuver node. It's often difficult to click things when part count induced lag sets in.

Content, both visual and gameplay. Building models, cockpit interiors, sophisticated contracts, more unlockables with Kerbal skill levels to make all the skill levels useful, more unlockables for the KSC buildings to make the building upgrades more useful, and... clouds.

With resources, we will need proper base building parts as well as the extraction/processing parts.

Some kind of transfer window indication, and maybe some representation of delta-v.

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Incidentally, does anyone else feel KSP not really ready to be declared 1.0 yet? I think there's still too many obvious missing features and program issues.

What I think is release ready or what devs for the past 20 years have considered release ready?

Honestly with the heavy saturation of internet use long term support, I'm surprised modern games are as playable as they are at first release.

With KSP I feel that it is still quite a bit from being a coherent game (99% of what you have done in the game doesn't matter for what you are currently doing in the game), but at least it is playable.

Problems I see with the game:

I understand the devs' desire to make it a more visual experience, but the are massive amounts of information necessary to space flight (even in the patched conics simplification used) that simply isn't available without a mod. This isn't to say that massive amounts of data lists need to be thrown at the player. Much of this info can easily be made available through non-numeric visuals similar to those in the stock game.

It has been said previously in this thread (and mentioned in this post) but this program needs progressive contracts to change the games feel from "30 space adventures" to a true space >>PROGRAM<< game.

Make a decision about who is controlling vessels. If they're controlled by Kerbals, make the animations and part usage (especial science parts) more tell the Kerbal to do it and the Kerbal does it. If the player is controlling the vessels, then change the Kerbals to the inanimate cargo they are.

Make science more of a progression instead of a harvested resource. ie. take a surface sample, add it to a materiels bay, check the thermometer and grav-meter and barometer so that you (or your scientists) know what conditions the sample is being exposed to. Then make nodes unlock when certain experiments (preferably related to the tech it allows) have been completed.

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I would love to see something like Atmospheric Sound Enhancement, where the sound tapers off with altitude, and the Mach effects are represented by a conic region outside of which the camera experiences no sound. Of all the aesthetic mods, ASE was by far the most impactful (followed closely by EVE, which I would also like to see implemented).

Science, of course, absolutely needs to be extended to unmanned spacecraft, so you can send probes to other planets and take measurements to transmit home. Some experiments need to have expiration conditions! Like, if I take a Goo measurement in orbit, I do not expect those results to be recoverable after reentering. However, processing those results in the lab module that is also in orbit would certainly yield maximum results.

KAS and Remotetech are some of my favorite mods that i would like to see in stock, but I could see why they wouldn't want to add them in as-is. Those would be fine if left as third party mods for the level of complexity they add.

Last, but not least, I think we absolutely need a vessel information (i.e. TWR and Delta-V) readout in the new engineer's report. I remember well what harv said about "trial and error" but I honestly feel like not including it will be more frustrating than enlightening. Who wants to fail on a cross-system mission because they didn't have vital information on hand? If they really want to, they could tie it to building upgrades (perhaps to the R&D department) or even to kerbal skill levels (having a sufficiently high level engineer on board, for example)

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The only thing that is an ABSOLUTE must in my honest opinion is the textures on the Mk3 parts need to be fixed so they always load, whether this means supporting the texture type or converting the textures.

Other than that, LF-only for LV-N is a pretty big thing.

TERRAIN SCATTER. It's still a wip feature!

- - - Updated - - -

Now that we're getting a better aero model, there's no excuse not to allow external seats to control vehicles.

What? Are you saying External Command Seats SHOULDN'T control vehicles? What about Rovers? Why wouldn't Command Seats be able to control vehicles? :huh:

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0. Prograde visual indicator on probe cores (or make them reversible)

1. Balance parts masses / drag / cost

2. Balance tech tree

3. Cockpit internals for all command modules

4. Bring sense to contracts (not merely tell 'what to do' but 'why')

5. Bigger, sturdier landing legs

6. Make Kerbals manage to go over ledges when on a ladder

7. Aircraft wheels - more of them

8. Air brakes (what makes a plane to reduce its speed) and braking parachutes (with adjustable autocut)

9. Make camera view rotate 360+ degree on all aspects

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Off the top of my head...

The user interface is often finicky. Using map mode it can be hard to click on a Pe or Ap marker instead of the orbit line or an existing maneuver node. It's often difficult to click things when part count induced lag sets in.

This right here. Feature wise, KSP is okay. But The really useful mods are ones that don't even add parts. Precise Node and Haywatch are necessary to get around the finickyness of trying to select vessels or maneuver nodes reliably. This usually happens when a few vessels are right on top of each other in map view and there is a maneuver node there too. Similar problems with trying to select things in the VAB/SPH, usually fuel lines or struts. These are things I would consider bugs, and if they were left in the game at 1.0 I would find it ridiculous.

Other things like extremely twitchy closest approach markers or orbit indicators in the patched conics also drive me nuts and are not 1.0 features. Personally I would be okay if it was less precise but more stable.

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