Hexagon markers over the target are a pain ITA
Filled hexagon markers hiding the target, WHY?
Imagine the moon landings in 1969 with Apollo 11, and the moon is obscured by a relatively massive marker covering the moon. I can hear Houston come back over comms system, 'Abort mission the safety of the crew is impaired'.
The hexagon marker is only an improvement on SE1 when the target is not in view. When the target is in view, it needs to either move to the side of the target with an arrow pointer or the hexagon needs to become an outline so the target can be seen inside of the hexagons ring. You could even enlarge the hexagon ring if you are within 1km of it.
If the target is on an asteroid and I am on approach how can I tell which side of the asteroid the target is, if I can not see the asteroid? If I am travelling at speed I need to know whether to slow down early or to pass to the side to swing around the back. I can not do this with any certainty if I can not see the correct approach to the target.
The Transparent GPS Markers MOD helps, but does not provide enough clarity to view details.
The 'H' key does not have a mode where the markers are turned off. If it did that I could temporarily view what is under the marker. The 'H' key is not documented under the controls.
I have posted about this before, but I was giving SE2 another play through, another go, everything was going fine, the play felt good until I had the marker blocking the target view problem again, it completely broke my immersion and I started to look at the room around me, the frame of the monitor screen and the keyboard. So I got up up and walked away.
The markers themselves are fine, they are just not implemented in the best way for the game.
I like this feedback
Would be cool if they also scaled around the total volume of the object.(See image-only make it look cooler than my cross hairs. lol)
Would be cool if they also scaled around the total volume of the object.(See image-only make it look cooler than my cross hairs. lol)
steam deck. Other question?
steam deck. Other question?
if the icon just scaled a bit more the closer you got... that would be brilliant.. i dont need a block identifying a grid im looking at 600m away when im trying to target a Turret or Thruster on that grid.
this seems simple. but would 100% make trying different things in combat right now a LOT easier.
if the icon just scaled a bit more the closer you got... that would be brilliant.. i dont need a block identifying a grid im looking at 600m away when im trying to target a Turret or Thruster on that grid.
this seems simple. but would 100% make trying different things in combat right now a LOT easier.
Hello!
Just leaving my thoughts on this topic here for Keen SWH developers.
I understand that the four corners in rectangle with text above featured in Space Engineers may have not been the most aesthetically pleasing markers to look at for the average user, but they were minimal, simple and functional for the purpose they were designed for.
The new markers in Space Engineers 2 feel like they were designed for a 10-foot console layout, they somehow manage to be both obnoxious (in terms of how much screen space they take) and not verbose enough at the same time, causing unnecessary frustration.
In short I'm asking for
Lastly, I understand that the current GUI/HUD is a placeholder, and may not reflect what the final one will look like, when the game releases, however, I fear that without feedback and criticism, it very well could, so I wanted to share a little bit of my mind here.
Kind Regards,
Kiera Rose
Hello!
Just leaving my thoughts on this topic here for Keen SWH developers.
I understand that the four corners in rectangle with text above featured in Space Engineers may have not been the most aesthetically pleasing markers to look at for the average user, but they were minimal, simple and functional for the purpose they were designed for.
The new markers in Space Engineers 2 feel like they were designed for a 10-foot console layout, they somehow manage to be both obnoxious (in terms of how much screen space they take) and not verbose enough at the same time, causing unnecessary frustration.
In short I'm asking for
Lastly, I understand that the current GUI/HUD is a placeholder, and may not reflect what the final one will look like, when the game releases, however, I fear that without feedback and criticism, it very well could, so I wanted to share a little bit of my mind here.
Kind Regards,
Kiera Rose
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