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Everything posted by Sea_Kerman
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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.
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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- 1,553 replies
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- kis
- universal storage
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(and 3 more)
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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. -
Another issue I have with it is it's unnecessarily huge
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The way that maneuver nodes seemingly work is quite silly
Sea_Kerman replied to OPERATOR571's topic in KSP2 Discussion
Yeah, the actual calculation of the path is really nice but they left out the one important thing. Time matters little, what actually matters is remaining delta-v. They should really count down the delta-v readout as required. If I use the maneuver node controller or micro engineer mod to display remaining delta-v and go off of that, my burns are quite precise. -
Another disadvantage of the PM is you can't have multiple parts open simultaneously. (well you can but only if they're next to each other in the PM list)
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For Science! - My Thoughts (And Yours Too!)
Sea_Kerman replied to Scarecrow71's topic in KSP2 Discussion
Yeah, a good specific example is the fact that you unlock 2.5m tanks, engines, and pods quite a bit before you get a viable set of support parts to make a lander with it (an engine plate). the Poodle is just too big but you need an engine plate to do what you actually need for a lander: 1-2 Terriers. -
My primary use case is the ability to edit a node while not actually looking at it. And also the delta-v remaining readout
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For Science! - My Thoughts (And Yours Too!)
Sea_Kerman replied to Scarecrow71's topic in KSP2 Discussion
yeah I definitely felt the lack of adapters and engine plates and interstage fairings and stuff specifically, the Poodle is way too big for a lot of stuff you'd want to do with a 2.5m upper stage/lander and there's no way to non-jankily use 2 Terriers instead