Loved KSP since long before its V1, turned away from KSP2 the moment I heard their first incarnation outright failed and the second incarnation was keeping the same engine and codebase, because it was literally impossible to deliver their promises on that foundation.
Been following KSA since I heard y'all were doing a proper foundation first, and then building fluff on it second.
I've made a couple very minor contributions to KSP mods back in the day, eg I PRed the flavour text in MechJeb that says "this research unlocks new firmware updates which will be distributed to all active modules" and a few fun chats with Taniwha about Extraplanetary Launchpads internals and some A/B testing on bug fixes therein.
Came here as soon as I heard a public alpha was out and already posted in a Linux thread because I haven't used anything else in the past 2 decades because of too much cursed nonsense.
My current thoughts are that the foundation seems great so far, the UI is adequate, but the UX is hot garbage and needs a ton of work - took me half an hour of internet searching to work out how to set a target (not mentioned in settings→keybinds), how to create a maneuver (not mentioned in settings→keybinds and clicking on the orbit line does nothing ¾ of the time), and I still don't know how to view Luna while setting a decel burn maneuver at peri while my craft is still in Earth orbit other than hunting around the map for a good angle until my mouse fingers hurt - seems to be a mountain of mode confusion here at the moment, trying to do a landing with map view's gimbal-locked cameras is awful; can we have at least an option for full quaternion cameras?
Also, my first "landing" has me parked ~100m above the visual terrain just floating in the air, colliders don't line up with visuals yet I guess?
Of course I entirely expect and accept these sort of issues from a pre-alpha, especially when the project has explicitly stated that they focus on foundation first and UX much later - and it's a testament to that foundation building that my frustrations are almost entirely with how to do things rather than crashes or major bugs or whether things can be done at all.
I'm keen to be here, and I guess I'll have to spend a bit of time working out how to balance discussing UX issues without coming across as a hater - frankly I wouldn't bother if I wasn't keen for KSA to take KSP's crown of most successful orbital physics sim, and y'all even have HarvesteR onboard!
I know this can't be the same as KSP but better, because to be better it must be different - and the only friction I've found in the hour or two I played was the UX, and rough UX is vastly easier to fix than a rough foundation.
Been following KSA since I heard y'all were doing a proper foundation first, and then building fluff on it second.
I've made a couple very minor contributions to KSP mods back in the day, eg I PRed the flavour text in MechJeb that says "this research unlocks new firmware updates which will be distributed to all active modules" and a few fun chats with Taniwha about Extraplanetary Launchpads internals and some A/B testing on bug fixes therein.
Came here as soon as I heard a public alpha was out and already posted in a Linux thread because I haven't used anything else in the past 2 decades because of too much cursed nonsense.
My current thoughts are that the foundation seems great so far, the UI is adequate, but the UX is hot garbage and needs a ton of work - took me half an hour of internet searching to work out how to set a target (not mentioned in settings→keybinds), how to create a maneuver (not mentioned in settings→keybinds and clicking on the orbit line does nothing ¾ of the time), and I still don't know how to view Luna while setting a decel burn maneuver at peri while my craft is still in Earth orbit other than hunting around the map for a good angle until my mouse fingers hurt - seems to be a mountain of mode confusion here at the moment, trying to do a landing with map view's gimbal-locked cameras is awful; can we have at least an option for full quaternion cameras?
Also, my first "landing" has me parked ~100m above the visual terrain just floating in the air, colliders don't line up with visuals yet I guess?
Of course I entirely expect and accept these sort of issues from a pre-alpha, especially when the project has explicitly stated that they focus on foundation first and UX much later - and it's a testament to that foundation building that my frustrations are almost entirely with how to do things rather than crashes or major bugs or whether things can be done at all.
I'm keen to be here, and I guess I'll have to spend a bit of time working out how to balance discussing UX issues without coming across as a hater - frankly I wouldn't bother if I wasn't keen for KSA to take KSP's crown of most successful orbital physics sim, and y'all even have HarvesteR onboard!
I know this can't be the same as KSP but better, because to be better it must be different - and the only friction I've found in the hour or two I played was the UX, and rough UX is vastly easier to fix than a rough foundation.
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