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jrbudda avatar jrbudda commented on August 13, 2024

The precision is not set on a readout by readout basis, it's tied to the type of unit (speed, mass, force, distance, etc). Would require a major overhaul to have that for every readout and be persistent. An easier step would be a separate window to configure the precision for each unit type.

I'm curious though, which readouts do you think currently use an inappropriate precision?

from kerbalengineer.

ddejohn avatar ddejohn commented on August 13, 2024

The precision is not set on a readout by readout basis, it's tied to the type of unit

I kind of had a feeling that's how it worked.

which readouts do you think currently use an inappropriate precision?

It's not that any of them are inappropriately precise per se, it's just that this is a data display for humans to read—not machines—and the extra precision really isn't necessary for most of these values, and makes the data harder to read than it needs to be (in my opinion).

One example of too much precision making the data hard/downright impossible to read is pitch, yaw and roll rates. Even if the craft is stable, all three flicker so fast that it returns no meaningful data, plus it looks awful. You can even pause the game and the readouts are still meaningless.

An easier step would be a separate window to configure the precision for each unit type.

I was going to suggest global precision adjustment too, but I forgot to add that to the OP.

EDIT: wait, I did add the global precision adjustment idea...

from kerbalengineer.

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