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KSP2 Release Notes
Everything posted by Sea_Kerman
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Decouplers Fuel transfers through decoupler with crossfeed disabled
Sea_Kerman replied to FuelX's topic in v0.1.0
they don't, they just make fuel crossfeed weird so your lower stages drain it -
Maneuver Node Maneuver Node Broken - Anyone Else Seeing This?
Sea_Kerman replied to Skorj's topic in v0.1.0
It's being discussed here: -
I recall one of the dev sneakpeeks talking about a bimodal NTR where you could inject oxygen to get increased thrust but lower specific impulse
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- game balance
- rapier engine
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(and 3 more)
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Decouplers Fuel transfers through decoupler with crossfeed disabled
Sea_Kerman replied to FuelX's topic in v0.1.0
It’s because you have a landing leg attached -
This is because the runway is perfectly flat and kerbin isn’t
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The maneuvers reset when you switch to map view for some reason, a lot of poeple are reporting this
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This, oddly enough, seems to be caused by landing legs
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Maneuver Node Maneuver Node Broken - Anyone Else Seeing This?
Sea_Kerman replied to Skorj's topic in v0.1.0
yeah, some sort of contingency for spiralling trajectories is needed -
Decouplers Fuel transfers through decoupler with crossfeed disabled
Sea_Kerman replied to FuelX's topic in v0.1.0
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keep the fuel distribution window open as you launch to monitor the levels in the tanks, see what's happening
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Camera Defaults to Orbital Every Time I Leave the VAB
Sea_Kerman replied to whatsEJstandfor's topic in v0.1.0
encountering this too -
How to Submit Feedback
Sea_Kerman replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
the bug report one I believe -
Maneuver node burn time resets every time map view is entered
Sea_Kerman replied to HopelessSoap's topic in v0.1.0
same bug as these 2 threads it seems: -
Craft still treated as landed after lifting off from Mun
Sea_Kerman replied to MinerEdgar's topic in v0.1.0
Encountered the same thing, restarting the game seemed to fix it -
They reset whenever you switch to map view
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Parts Manager - UI improvements
Sea_Kerman replied to Vl3d's topic in KSP2 Suggestions and Development Discussion
Additionally, get rid of the massive borders, the sliders and buttons and stuff could probably fit in half the vertical space they are now ah also also allow numeric input in the slider boxes -
You could just use this, the orbital configuration is unchanged from ksp1 AFAIK
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Maneuver Node Maneuver Node Broken - Anyone Else Seeing This?
Sea_Kerman replied to Skorj's topic in v0.1.0
I meant a mode that automatically "puts the node earlier" such that half of the burn occurs before and half after the selected point.