-
Posts
231 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sea_Kerman
-
I want it to make sense to have to reinforce certain things, like struts at the tops of boosters and to hold large payloads in place in fairings
-
Procedural Parts
Sea_Kerman replied to GizmoMagui's topic in KSP2 Suggestions and Development Discussion
-
Procedural Parts
Sea_Kerman replied to GizmoMagui's topic in KSP2 Suggestions and Development Discussion
what if I don't want cone or egg? (this isn't a great example but people have done some fun stuff) -
ye, I miss the absolute mode from KSP1 and the move/rotate widget could do with being a bit bigger and less fiddly, but the general concepts are great.
-
Procedural Parts
Sea_Kerman replied to GizmoMagui's topic in KSP2 Suggestions and Development Discussion
but that limits them. AFAIK that mod only has one or two shapes of fairings, whereas the current method allows fairings of any radially-symmetrical shape -
Not part manager, resource manager
-
your craft was likely put in a "landed" state
-
KSP 0.1.0.0.20892 Windows 10 Ryzen 7 5800H RTX 3060 Laptop In KSP 1 there was a setting for the move/rotate tool to snap to a grid and angles relative to the root part, so you could get two parts to be perfectly aligned in position and orientation no matter where you initially put them. In KSP 2 the "AlignmentAssemblyButton" actually still snaps relative to the part you're moving's original position, so you cannot use it to move parts to the exact center of the vehicle, or get them aligned perfectly vertical or horizontal or to a certain snap angle.
-
Is this possible with the new "stock" procedural wings in KSP 2?
Sea_Kerman replied to He_162's topic in KSP2 Discussion
you can't independently color the leading and trailing edges and the center surfaces of the ksp2 wings -
Is this possible with the new "stock" procedural wings in KSP 2?
Sea_Kerman replied to He_162's topic in KSP2 Discussion
Shaping, probably yes. Coloring no -
KSP 0.1.0.0.20892 Windows 10 Ryzen 7 5800H RTX 3060 Laptop In KSP 1 if you offset a part inside another part, you could clip the camera into your vehicle to select and grab it again. In KSP 2 this is no longer possible, you can clip your camera in but cannot select the part. Note that nothing stops you from offsetting a part inside another, so i'm not asking for anything cheaty, but once you do you cannot retrieve the part again. I rand into this issue trying to adjust my landing gear heights. Workaround is don't let go of a part if you offset it inside something
-
Parts Manager - UI improvements
Sea_Kerman replied to Vl3d's topic in KSP2 Suggestions and Development Discussion
Yes, tree menu like that, and allow popping out multiple part windows at once -
When EVA, is not possible to go from external hatch to ladders?
Sea_Kerman replied to bepsy3d's topic in v0.1.0
press F I believe, makes you switch ladders -
Yeah it’s a difference of scale I guess and of course bug reports through GitHub aren’t an option here
-
A lot of Minecraft mods I use/help develop use Discord for support and communication with the devs. It works because there’s a lot less people and spammers get banned. Some even have bots that prompt you with the bug report format when you make a support thread and do basic triage of scanning the submitted log files for known incompatibilities and issues
-
Keybinds/Input Don't try to use the letter "M" in a ship name.
Sea_Kerman replied to rayceeya's topic in v0.1.0
I cannot reproduce, launching from the launcher, I have craft named stuff like Munlander Mk 1, Airplane Mk 2, etc. -
Adjustable Landing Gear Length
Sea_Kerman replied to Exorcet's topic in KSP2 Suggestions and Development Discussion
Definitely needed, or at the least 2 different lengths for each wheel size/arrangement -
Flight control feedback indicator is sorely missing
Sea_Kerman replied to Jason_25's topic in v0.1.0
I think the little green arrows around the navball do this -
Flaps can be as simple as a control surface that rotates down. The stuff on the leading edge you’re talking about are called slats, not flaps.
-
Can confirm the pixellated artifacting thing
-
J404 Panther animation does not match real-life afterburner behavior
Sea_Kerman replied to psunavy03's topic in v0.1.0
They do appear to be doing this for me, they start out pinched then dilate to full as afterburner kicks in -
Also happens with certain landing legs and sometimes fairings
-
Make fairings less tedious to build
Sea_Kerman replied to PoppersRHere's topic in KSP2 Suggestions and Development Discussion
That dragging thing seems to be a quirk of the snapping grid, it goes away if you turn snapping off