-
Posts
231 -
Joined
-
Last visited
Reputation
226 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sea_Kerman replied to Nertea's topic in KSP1 Mod Releases
I humbly request a 5-way station hub, or 6-way, with a ladder in it, that way you can have multiple surface base towers and be able to get between all of them in FreeIVA. -
Trying to find a part that would allow me to do this So essentially, a 3 or 4 or 5-way hub with a ladder. and also some corridors would be nice.
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Sea_Kerman replied to Paul Kingtiger's topic in KSP1 Mod Releases
I can confirm the issues with [X} science For now, I'll rescale the radial material bay from restock+ to fit- 1,553 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Wheel "low gear" or other torque solutions
Sea_Kerman replied to a topic in KSP2 Suggestions and Development Discussion
I concur on wanting a "low gear" -
Whats your Kapy Rock Mission Strategy?
Sea_Kerman replied to Superluminaut's topic in KSP2 Discussion
big supersonic plane with a cargo bay, drop the lander can out with paracutes -
KSP2 VAB UI Feedback
Sea_Kerman replied to DrCHIVES's topic in KSP2 Suggestions and Development Discussion
I definitely agree with the off-center and cramped feel. This needs to be fixed. I'm worried this will fall into the big pool of little things KSP1 does better that KSP2 might never get. -
Where to edit files for time duration that experiments take?
Sea_Kerman replied to SecritBanana's topic in KSP2 Discussion
the community fixes mod fixes this -
You can’t spell User Interface without U & I
Sea_Kerman replied to Nesses's topic in KSP2 Dev Updates
I agree on the need to reduce the whitespace in the navball (and moving it closer to the screen edge), it feels huge right now. Also whitespace in the PAM -
I reiterate that the way KSP1 handled the maneuver node editing (in later versions) was great, it allowed a quick and rough editing, and precise numerical values, all without having to be able to see the physical node.
-
Science is pretty much stupid. Just get rid of it.
Sea_Kerman replied to JoeSchmuckatelli's topic in KSP2 Discussion
the trajectories mod for ksp1 was able to give a rough estimate, and you could tell it what you planned to do