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Sea_Kerman

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Everything posted by Sea_Kerman

  1. I saw this idea a bit ago: https://www.reddit.com/r/KerbalSpaceProgram/comments/11cnkyx/my_idea_for_a_new_way_to_build_fuel_tanks_in_ksp_2/
  2. I know in KSP1 the prograde/retrograde markers switched to show target-relative motion when you put the navball in target mode I'll try in 2
  3. AFAIK the navball does show direction to target and target-relative prograde and retrograde.
  4. 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
  5. 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.
  6. it would be cool if the maneuver target did move... in order to recorrect you back to the maneuver trajectory, like so
  7. 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?
  8. Definitely, the current one leaves a bit to be desired, it doesn’t even count down the amount of delta-v left
  9. Is your craft in a “landed” state? (You can check this using the tracking station)
  10. It doesn’t, actually. The absolute mode is still local, it just aligns the rotation widget to absolute axes but the actual rotation and translation snaps are still local.
  11. Another useful thing would be a readout of the delta-v left in the node
  12. Agh this orbit decaying bug is really annoying
  13. 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
  14. 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
  15. 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)
  16. Was your craft put in a “landed” state?
  17. 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.
  18. 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
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