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KSP2 Release Notes
Everything posted by Sea_Kerman
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"Vacuum Simulation mode" in the VAB
Sea_Kerman replied to BechMeister's topic in KSP2 Suggestions and Development Discussion
RCS Build Aid -
Currently the fixed sizes of gear leave you to either have some gear offset deep inside fuselage pieces (which means you can no longer access them, even to get them back out) or have to put landing gear on wings on hardpoints/floating in order to get the correct length, or both. I think this is a perfect instance in which to make use of procedural parts, being able to adjust the strut lengths of the landing gear. Additionally, the larger gear have very long struts, which I guess is fine for craft like a Dash-8 but looks a bit weird on low-wing aircraft
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Why would you have to perform 180 degree turns? All this requires is angling a few degrees to either side, to induce a perpendicular component to the burn. I guess perhaps this would work less well in normal/antinormal burns because in those, one axis is controlled by your engine thrust directly instead of your angle.
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totm apr 2023 Engine plumes (Split from AMA questions)
Sea_Kerman replied to RocketRockington's topic in KSP2 Discussion
Isn’t that parabolic shape due to the plume equalizing with the atmosphere and thus not expanding more? In a vacuum there’s nothing to slow the expansion so I’d expect a cone. actually, since I assume the plume has some internal pressure, wouldn’t that cause the particles to accelerate away from each other and thus make that hyperbolic shape? -
Node Burn Graphic
Sea_Kerman replied to DaveLChgo's topic in KSP2 Suggestions and Development Discussion
Definitely, the current one leaves a bit to be desired, it doesn’t even count down the amount of delta-v left -
Map Window: Active vessel has no orbital path displayed
Sea_Kerman replied to Angelo Kerman's topic in v0.1.1
Is your craft in a “landed” state? (You can check this using the tracking station) -
my opinion on ksp2
Sea_Kerman replied to spacecow23's topic in KSP2 Suggestions and Development Discussion
It should be fixed now anyway -
Another useful thing would be a readout of the delta-v left in the node
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Agh this orbit decaying bug is really annoying
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TimeWarpUnlock - Unlock Your Timewarp Tool
Sea_Kerman replied to miniroo321's topic in KSP2 Mod Releases
issue: when at low altitude and thus restricted to physical timewarp, the timewap bar still goes up and says I'm at, say, 100x warp -
This is happening to me too, got a quicksave of a craft that it's happening to, persists through quicksave/quickload https://drive.google.com/file/d/1K8RfQJ5yPT2mey0gAh2CrWJQkAuSQHNl/view?usp=sharing
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The community fixes mod has a band-aid to this (it sets your state to not landed if your radar altitude is above 50 meters I think)
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Was your craft put in a “landed” state?
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Issue is for many of the use cases of the new maneuver node system, the "center" of the node can be in an entirely different SOI from the start of the node. That said, perhaps there could be 2 node modes, one for precision high-thrust short burns where it splits the burn and generates a sort of secant to your trajectory, and one where it works like it does currently.
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no no, you being "landed" affects your map view as well, and you can still control the craft while "landed", I was just saying the way to check without something like Micro Engineer or looking into the save file is to look in the tracking station