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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.
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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- 1,547 replies
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Wheel "low gear" or other torque solutions
Sea_Kerman replied to regex's 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.
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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 -
Suggestion: Maneuver Node Revamp
Sea_Kerman replied to Superluminaut's topic in KSP2 Suggestions and Development Discussion
yeah for now I've been using Maneuver Node Controller -
Maneuver Node Usability
Sea_Kerman replied to RabidSmurf's topic in KSP2 Suggestions and Development Discussion
Having 2 different modes, secant and tangent, would be nice. Tangent is what we currently have, and it is best suited to long burns where the new (amazing) full trajectory simulation is useful. Not really possible to "split" a burn around the maneuver when the burn involves several SOI transitions, lol. Secant would be the new default, where it automatically offsets the maneuver start backward while keeping the pro/retro/normal/radial frame of refrence the same as the initial point. This would result in what we used to do in KSP1.