I don't want to hinder the creative freedom of Star Theory, but when you have an avid playerbase already trained to look at specific parts of the screen for specific information, you may want to consider capitalizing on that for the sake of familiarity and adoption.Įdit: Oh, and before anyone says it, yeah, I get that this isn't necessarily representative of the final UI. I'd prefer to see more things shuffled around, ideally in a layout similar to KSP 1. And there is plenty of real-estate on the top of the screen that isn't being taken advantage of (which is made even worse in this screenshot because the main focus, the rocket, is actually below the center of the screen). In fact, that entire bottom left corner feels too busy, while the HUD starts to thin out too much on the bottom right. I don't like having something as important as the Navball in the bottom left corner of the screen. I like the idea of higher tech holographic displays, but I'll need to see a better quality video (or maybe even get some play time in) before I can pass full judgement on how well they work for me functionally. I'm ambivalent on the visual design of the elements. ![]() Overall the black and green configuration is annoying, It seems more like a fighter cockpit as the OP said and not so much a space style. The staging seems to strange with that go thing. ![]() Old version in KSP1 is better, I also think it nav ball is way to dark. It is hard to check back and forth between left and right every few seconds. Of course this is all subject to change so by the time the game releases it could all be completely different. In general the layout looks a lot more cockpit-style and minimalist and less video-game-style. There's another icon on the top left as well as a horizontal bar for the inactive stages could be graphical indicator of Delta-V/fuel remaining? Unsure. Symbol in bottom-right of stage that is yet to be fired appears to be part type indicator engine on stage 1, parachute on stage 2. Stage number appears to be in top-right corner of the panel, green outline appears to indicate the stage that will be fired next with a marker for all stages at the bottom. There appears to be m/s Delta-V numbers in each box. Might be low-fuel indicator warning or similar? ![]() Vessel/Map mode switch based on icons and "View" underneath.īased on icon fuel-related, potentially the toggle for the Resources panel? Can't see the panel itself though. Play/Pause symbol, so time warp as a slider? Underneath that presumably clockĪltitude based on red unit marker in the last digit, above that potentially vertical velocity, below that altitude above terrain or atmospheric pressure maybe? Unsure.Īnother switch control like seen for the velocity modes over on the left with two options, can't read what the text next to it says. Presumably velocity and underneath that, it appears to read G-Force, so presumably acceleration meter Maneuver node Gizmo or SAS modes or both? Underneath that is likely the SAS/ RCS indicator panels based on location and text, but it's very hard to read. ![]() Navball bottom right is presumably heading based on three-digits and what appears to be a degree symbol.
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