null rotation compared to KSP

WalterWhite

New Member
Nov 14, 2025
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I noticed that if NUL ROT is selected that I can't make small changes the same way I can in KSP.
It would be good to have NUL ROT in the ON state and still be able to make small changes. (The way KSP does it)

Anyone agree/disagree ?
 
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Something I think would be helpful and solve this difficulty with others is to (eventually not even close to a priority right now) just click a heading and the nav ball to orient to without having to set up a maneuver node or target. Then if you want a slightly more normal or anti normal or whatever view vector you can just click a point slightly off your current heading.

I have for sure noticed that the lack of magic reaction wheels (and then the difference to null rotation) does slightly change the way vehicles feel but until the game is more complete it’s hard to say how it will impact me specifically.
 
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Something I think would be helpful and solve this difficulty with others is to (eventually not even close to a priority right now) just click a heading and the nav ball to orient to without having to set up a maneuver node or target. Then if you want a slightly more normal or anti normal or whatever view vector you can just click a point slightly off your current heading.

I have for sure noticed that the lack of magic reaction wheels (and then the difference to null rotation) does slightly change the way vehicles feel but until the game is more complete it’s hard to say how it will impact me specifically.
Juno (another rocket sim) work like this, you describe where you want to go, and the “SAS” move to the desired orientation.

And I believe there was a Mod from KSP that called Flight by wire that did it, but I never tried.
 
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Juno (another rocket sim) work like this, you describe where you want to go, and the “SAS” move to the desired orientation.

And I believe there was a Mod from KSP that called Flight by wire that did it, but I never tried.

Yup that was Juno’s best feature imo. I like Juno but the “procedural everything” limited my desire to play. For those who like building truly clean sheet designs I’m sure it was wonderful but there’s something magic about making a specific engine or tank work best when combined with other pre-built parts.

The part/subpart feature of KSA seems to bring the best of both worlds.
 
Yup that was Juno’s best feature imo. I like Juno but the “procedural everything” limited my desire to play. For those who like building truly clean sheet designs I’m sure it was wonderful but there’s something magic about making a specific engine or tank work best when combined with other pre-built parts.

The part/subpart feature of KSA seems to bring the best of both worlds.
I believed that I wanted everything to be procedural until I played Juno. What a nightmare... The LEGO approach, in general, is so much more fun for me.
 
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some of these building games feel more like modeling programs than lego, and that is kind of a problem. some procedural parts are a good idea, like to-spec tanks, fairings, and wings.

as for null rot i think it should kill rotation and have a separate attitude hold mode that will maintain the current attitude but will allow you to make changes (to the setpoint rather than controlling the thrusters directly). perhaps marking the setpoint on the nav ball for display purposes. i never really liked having to ride the f key in ksp though to make sure it stops where i want it, i felt like i was always fighting the control system.

this is where i like the idea of different thruster firing modes via modifier keys. like a mode where if you hold alt, you can fire a thruster with one of the controls, and an equal and opposite burn duration is then performed when alt is released. we can keep shift/caps as the vernier mode and maybe control key will allow precisely timed pulses.
 
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