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Maxmaps posted:In the middle of a small feature implementation rampage here. What small changes would you guys like to see to make the game more enjoyable? (Think in the general realm of things like adding an indicator for a maneuver node that is off the visible navball, etc). Warp to Next Orbital Event? I'd love a stock one-click button that'd warp you to, say, 60 seconds before the next SOI change or 60 seconds before the next burn time for the next maneuver node, etc. I know Mechjeb can do this at least two different ways, but a stock one-click button that just handled the correct warping would be fantastic. Also, a better way to select a target on the ground from map view.
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# ? May 27, 2014 02:59 |
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# ? Jun 2, 2024 13:41 |
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Hadlock posted:Yes and Yes. EVA suit options sound awesome. How did you guys decide to built the Kerbalizer and not decide to include Lmfao, maybe just stick to players freely being able to change their spacesuits. For free.
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# ? May 27, 2014 03:03 |
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If people want to pay money for a texture they can easily replace themselves, then it is Squad's right to take their and give them a texture for their EVA suit.
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# ? May 27, 2014 03:16 |
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Maxmaps posted:In the middle of a small feature implementation rampage here. What small changes would you guys like to see to make the game more enjoyable? (Think in the general realm of things like adding an indicator for a maneuver node that is off the visible navball, etc). The "Docking Alignment Indicator" mod should really be vanilla. quote:Can improvements be made to the burn-time estimator for maneuver nodes, or make it so I don't have to pulse the engines to get a reading? It'd be especially nice if you'd get an estimate for when to start your burn or if you have adequate fuel/dV remaining; maybe have it as a component you have to unlock and add? Also this, it feels kind of primitive to guess when I need to start burning. Also seconding no flags on active ship list, button for instant real time, and radar altimeter option. Arsonide fucked around with this message at 03:36 on May 27, 2014 |
# ? May 27, 2014 03:20 |
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Arsonide posted:The "Docking Alignment Indicator" mod should really be vanilla. Besides roll indication, what features does it add? Stock navball seems to do a good job, if you know how to use it (maybe there are issues with target port vs. CoM?).
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# ? May 27, 2014 03:28 |
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haveblue posted:Selectable EVA suits is still a good idea. Bill is not on board with this idea shut up yes i know they are plugsuits you nerd
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# ? May 27, 2014 03:30 |
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Edminster posted:Bill is not on board with this idea You are a terrible person and should feel terrible. The nice thing about DAI is that it has ALL the info you need to dock in a single window, along with an easy to see directional vector. Plus the distance/closure is calculated from the docking port, not the root part of the spacestation. Just makes things so much easier to dock.
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# ? May 27, 2014 03:37 |
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Palicgofueniczekt posted:Besides roll indication, what features does it add? It makes it easier to dock. Docking is pretty difficult. That's all I need to want it. I'm what you would call an "average player". I don't keep dV charts hanging beside my monitor, or calculate transfer windows. Little indicators like that really make the game enjoyable for me, and others I'd imagine.
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# ? May 27, 2014 03:38 |
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How about a navball marker that shows up once you've targeted a docking port which shows the direction the docking port is facing?
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# ? May 27, 2014 04:05 |
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Some way to move the maneuver node adjustment tabs away from the crowded tiny ball of icons that results when you zoom out to a solar scale. This would make planning an escape trajectory or Hohmann transfer less frustrating. Maybe make the opening/closing of the node controls stickier, too. Or is there a way to do this now that I don't know about?
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# ? May 27, 2014 04:06 |
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Maxmaps posted:In the middle of a small feature implementation rampage here. What small changes would you guys like to see to make the game more enjoyable? (Think in the general realm of things like adding an indicator for a maneuver node that is off the visible navball, etc). Delta-V indicators Distance to ground indicator Distant Objects mod in base game Enhanced Navball mod in base game Kerbal Alarm Clock in base game Ability to disable Jeb, Bob, and Bill respawning Orange uniforms on EVA for those three. I could go on and on, especially "simple" mods that I think belong in base game, so I'll just end it here. I know there is seemingly little reason to implement mods into base game when people could simply just download the mods, but I think the convenience of some of them would help new players who might be hesitant to start with mods to enjoy the base game enough to stick with it. edit: Apologies that last bit doesn't read out very well. Seemed sensible last night. Zesty fucked around with this message at 12:39 on May 27, 2014 |
# ? May 27, 2014 04:18 |
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Arsonide posted:It makes it easier to dock. Docking is pretty difficult. That's all I need to want it. I'm what you would call an "average player". I don't keep dV charts hanging beside my monitor, or calculate transfer windows. Little indicators like that really make the game enjoyable for me, and others I'd imagine. I admit, the included docking guides are hard to use at first. They could use improvements and/or a better tutorial(forgive me if one exists in-game, I haven't looked recently). Average player experience is critical.
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# ? May 27, 2014 04:36 |
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Palicgofueniczekt posted:I admit, the included docking guides are hard to use at first. They could use improvements and/or a better tutorial(forgive me if one exists in-game, I haven't looked recently). Average player experience is critical. Not only that, but if the axis of the docking port isn't in line with the (0,0,0) coordinate of the root part, then you can't actually use "control from here" to line up to the target docking port because it'll be wrong. This doesn't matter in Apollo-style capsules or lander cans because most people put the docking port on the top node, but for spaceplanes or fancier-style docking hubs it tends to make it nearly impossible.
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# ? May 27, 2014 04:47 |
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Maxmaps posted:In the middle of a small feature implementation rampage here. What small changes would you guys like to see to make the game more enjoyable? (Think in the general realm of things like adding an indicator for a maneuver node that is off the visible navball, etc). An 'unlink' button in the VAB so we can tune radially-placed things separately.
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# ? May 27, 2014 04:54 |
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I'd be cool with different colored suits for Kerbals that have completed a certain number of missions or spent a certain amount of time in space.
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# ? May 27, 2014 05:02 |
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Silver wings emblem on rookie Kerbonauts, gold wings for veterans?
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# ? May 27, 2014 06:32 |
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Bentai posted:Silver wings emblem on rookie Kerbonauts, gold wings for veterans? Some sort of silver medal for each planetary system visited, gold medal for landing on a body in a planetary system(?)
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# ? May 27, 2014 06:54 |
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Hadlock posted:Some sort of silver medal for each planetary system visited, gold medal for landing on a body in a planetary system(?)
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# ? May 27, 2014 07:17 |
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Flagrant Abuse posted:Bronze for visiting, silver for landing, gold for getting back again. Why get back? Colonize.
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# ? May 27, 2014 08:08 |
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Palicgofueniczekt posted:Why get back? Colonize. We need a crown for first kerbal to colonize a body.
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# ? May 27, 2014 08:44 |
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Disabling helmets on Kerbin would be neat.
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# ? May 27, 2014 09:18 |
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Geemer posted:Make adjusting maneuver nodes with the scroll wheel respond equally to scrolling up and scrolling down. I think this problem is rooted in the function. The node adjustments have wto points: increase and decrease. If you grab the increase, it's biased to increase fast, but decrease finely, because you're going up fast and nudging down, or something to that effect. If this is why it's happening, then I understand your point. But still, a checkbox to disable the bias would be nice as an option. But I like my biased adjustment nodes, if this is, in fact what they do. Of course, it could just be all my imagination! Side note - a list of things to put on a screen to enhance my home experiences: 1) MST3k-style movie seats with Joel/Mike and the robots 2) IVA cam of Jeb marveling and excited-kid-fidgeting in his seat at everything that's going on. If I can get #2 as an overlay, I'm throwing all my at that. #1 is a printout that I need to make happen.
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# ? May 27, 2014 10:00 |
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Mistle posted:I think this problem is rooted in the function. The node adjustments have wto points: increase and decrease. If you grab the increase, it's biased to increase fast, but decrease finely, because you're going up fast and nudging down, or something to that effect. If this is why it's happening, then I understand your point. But still, a checkbox to disable the bias would be nice as an option. But I like my biased adjustment nodes, if this is, in fact what they do. Oh no, I like that when I'm dragging them. But when I'm trying to plan interplanetary burns to .1 m/s accuracy then I use the scrolling-based fine tuning and want to be able to scroll with equal strokes in both directions.
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# ? May 27, 2014 10:19 |
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I'd like some EVA horse armor.
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# ? May 27, 2014 10:22 |
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Icons for atmospheric entry would be good for those who don't have the heights of all the atmospheres memorised, it'd be nice to show how aerobreaking would affect your flight path as well (although I imagine that's quite difficult to implement). It would also be good to mark the duration of burns, particularly long ion burns, on the orbits visually. Again, probably a bit difficult because of the constant acceleration, but even just marking a segment length based on current speed * duration would give the player a better understanding than the current single point for something that takes 6+ minutes. Ultimately, I've love the ability to select a world, moon or space station and have the game plot the course (to some default per planet orbital altitude and inclination), leaving the execution to the player, and the manual fiddling for course corrections or changes of plan. That's probably a bit of a bigger task.
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# ? May 27, 2014 10:27 |
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Drop time acceleration to 1x when parachutes are about to deploy and when you're about to land. Accelerating it back up after parachutes have been deployed (but not after landing) would be nice too.
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# ? May 27, 2014 10:30 |
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like others have said add a bunch of really basic poo poo that we currently need mods for like delta/v and twr stats etc, alarm clock, radar altimeter, docking alignment and add some stock fairings. make the burn time indicators better as others have said also I'd love to have a button for 100% throttle. oh and also fix whatever the gently caress is wrong with controller inputs. the game really hates my x45 hotas, half the axes are hosed and most the buttons don't register.Captain Hair posted:How about maneuver nodes for ascent/descent? Would be super handy to get a rough guide oh and fix this thanks http://bugs.kerbalspaceprogram.com/issues/1998 also here http://forum.kerbalspaceprogram.com/threads/53168-0-22-EVA-controls-in-orbit
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# ? May 27, 2014 10:33 |
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Planetary transfers done amateur-style without knowledge about the exact transfer windows (reaching kerbin escape, hoping for the best and messing with nodes) are very inefficient and it would be nice for newbies to have at least a rough indicator of when and how to transfer to other worlds without having to alt tab to that calculator website. Make maneuver nodes more receptive to fine tuning somehow. Improve construction options. Navball on EVA.
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# ? May 27, 2014 10:46 |
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Met posted:Delta-V indicators The biggest argument at the moment for adding simple/essential mods into the base game is that they won't break every other version.
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# ? May 27, 2014 11:00 |
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Palicgofueniczekt posted:Close the Navball first? Oh sure, you can work around it, but it's poor keybind design.
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# ? May 27, 2014 11:18 |
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I would just like a feature where you drop out of time acceleration maybe 30 seconds from hitting a maneuver node. The amount of times I overshoot because I'm impatient is lots.
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# ? May 27, 2014 11:34 |
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Add MechJeb, Universal Replacer, KAS, B9, Procedural Everything to game. TIA edit: Falken posted:I'd like some EVA horse armor. Corky Romanovsky fucked around with this message at 11:42 on May 27, 2014 |
# ? May 27, 2014 11:35 |
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A small one would be auto-zooming the camera based on the size of the spaceship loaded in the VAB or launchpad - they fill the whole screen at the moment and I tend to destroy bits by clicking. Not as much of a problem now you can Ctrl-Z and save subassemblies, but still. I think the stage notifiers down the side (what are these called) could do with some simplification - it's odd that multiple parts of the same type on the same stage get combined, but only when not-active. If the fuel counter for those six engines is the same, maybe they can share the same gauge, auto-splitting if one gets heated differently or fuel is manually pumped out? I'd like to be able to minimise non-active stages to decrease clutter, both in the VAB and in flight. Save whether they're shown or minimised between sessions/ships. If a stage has entirely binary propulsion (i.e. SRBs), maybe hide the throttle indicator?
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# ? May 27, 2014 11:46 |
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How difficult would it be to make objects more than 2.5km away from you NOT disappear in an atmosphere? That'd be swell, but I understand how it could be a challenge to implement. I've found myself disappointed when I couldn't drop off a probe mid-air from a fast moving airplane without it disappearing because I got too far away from it before it landed.
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# ? May 27, 2014 12:41 |
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Met posted:How difficult would it be to make objects more than 2.5km away from you NOT disappear in an atmosphere? That'd be swell, but I understand how it could be a challenge to implement.
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# ? May 27, 2014 13:08 |
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Are we still doing requests for simple changes? A more detailed event log would be really helpful. When you've got a big rocket seeing "decoupler failed" isn't that helpful to identifying the problem.
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# ? May 27, 2014 13:32 |
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Maxmaps posted:In the middle of a small feature implementation rampage here. What small changes would you guys like to see to make the game more enjoyable? (Think in the general realm of things like adding an indicator for a maneuver node that is off the visible navball, etc). I'd like to see some way to mark a location on the map in advance, so that you can plan to land on that and not just somewhere nearby.
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# ? May 27, 2014 14:19 |
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A list of shortcuts somewhere in game would be great. Simple things like mousing over the symmetry button should also display the shortcuts.
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# ? May 27, 2014 14:23 |
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Falken posted:Lazor lets you change the physics distance all the way to 90km. What's the impact on system performance?
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# ? May 27, 2014 14:33 |
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# ? Jun 2, 2024 13:41 |
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Splode posted:Something to help with transfer windows, or just implement kerbal alarm clock. Built in Kerbal Alarm Clock would be great. Seconded (thirded?) changing action groups on the fly. Additionally, some kind of 'Action Group pop-up'. I usually assign the same number to ships, but a built-in version of the B9 info drive would be nice, just press F1 and get a side popup of all the action group assignments. Some concept of vessels in docked configuration. Right now if I dock Ship A to Station B, Ship A becomes part of Station B, and can't be treated as a unit. It'd be really convenient to be able to view/treat Ship A as a unit, so you can, for instance, easily transfer resources into Ship A (Fill all tanks), or make it inactive cargo (shut down all RCS/engines/reaction wheels), or turn off action groups (so things don't active on Ship A when you use the same action group on Station B). Ability to filter Tracking Station by body. Vertical alignment indicator in VAB, so you can tell if things are really vertically lined up. I think GalCiv did something like this in their editor. Unified, official UI for extensions. Toolbar does okay for now, but with so many windows and icons and everything it gets cluttered and looks very unpolished.
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# ? May 27, 2014 14:45 |