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Everything posted by MaxZhao

  1. I can only speak for the bumper function, for me it's quite useful since you can fine tune the roll orientation of your craft in regards to the station, and then retract the bumper.
  2. It really is a very interesting mod for game mechanics, in regards to the mass of supplies I'll tag @ShotgunNinja here and see what he says. I would strongly recommend you to try it, best with a new install and only install the mods that it currently supports as it changes very core modules such as electric charge, ModuleScience and ModuelDataTransmitter.
  3. @Shadowmage Hi! Just to let you know I've started working on a patch for Kerbalism, the github tracker is here. I'm quite new to cfg editing so please feel free to criticize!
  4. Haha same here, lags a lot but I have a mac so can't complain. Even Smoke Screen lags my laptop
  5. Hi! Glad you're back! I'll take my link down then. Love your mod, glad you're back. Will you continue the development? There's some weird splitting of the atmosphere creating a "halo" around kerbin going on, donno if you've time to take a look and fix it?
  6. I have been using CKAN on my Mac to manage mods and opening terminal all the time gets kind of annoying, so there it is, the It does one job, it calls the terminal and enters the code you would otherwise need to enter yourself to open ckan.exe Requirements: 1. ckan.exe (obviously) 2. latest/compatible mono install (obviously) 3. Latest macOS Sierra (not tested on other versions) 4.Your ckan.exe needs to be in the system "downloads" file (this can be customised with a bit of computer science knowledge, see GitHub wiki) (new update, new icon and this is no more required) Downloads and codes: GitHub release page GitHub repo Have fun killing kerbals with your potato (apple?) PS: New to contributing, be nice to me License: Do What The love You Want To Public License (WTFPL) DO WHAT THE love YOU WANT TO PUBLIC LICENSE Version 2, December 2004 Copyright (C) 2004 Sam Hocevar <> Everyone is permitted to copy and distribute verbatim or modified copies of this license document, and changing it is allowed as long as the name is changed. DO WHAT THE love YOU WANT TO PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. You just DO WHAT THE love YOU WANT TO. Thanks to jwwolff (forum user Qindustries) for his contribution on the new update!! Donation: Haha, just kidding
  7. Or you can click the link, drag it into Gamedata and try it first hand? Yes, it works~ Have fun
  8. Congrats on release! Looking beautiful~
  9. That's alright, I've mistaken it as complaining, my bad. Since the mod hasn't seen too much development recently perhaps stock is slowly catching up in a few cases.
  10. Mainly because VSR was made before the updates that made the stock textures look better. Also, appreciate the work the author spent on a mod.
  11. Hi! I've been playing with KK for a few days and I enjoy it very much! Being a spaceX fan I tend to do a lot of booster recoveries. Is there a way to recover the vessel launched from KSC at a different site and get a bonus in recovered funds? Say instead of getting 20 because it's on the other side of Kerbin you get 60% for landing right on the launchpad of a different site. Also, I'm rather confused about the use of closing a base? It seems that closing a base costs more than opening one?
  12. Yeah I did notice it, however, the problem persists even after I've removed the characters. I don't know what those are but they don't appear in any other part cfgs.
  13. I've decided to start making mods for KSP. Having great interest in Chinese launch vehicles "Long March" series I've decided to start from there. Note since I'm literally learning from scratch so help and suggestion (even criticism) are welcome! Starting with the YF-77 Engine, China's first cryogenic rocket engine developed for booster applications. As you can see, no detail on the model, I've yet to make textures and I'm also having a bit of an issue with UV mapping However I'm seriously enjoying the fun it gives me. Since I have exams imminent, the development will slow down until the end of May. Again, please feel free to criticize my work
  14. Wait what? Not true! Thanks a lot guys, I'll try my best~
  15. I'm having some problems with RP-0 for my 1.2.2 KSP. I've installed the mod from the master branch however all parts are showing non-rp0. Does anyone know how I can solve this. I've also raised the issue in Github and you can find the log file there too.
  16. I've been doing some interplanetary missions but it seems that there's something wrong with the delta v bar next to the navball. The delta v needed for the maneuver keeps on increasing. Although the patch conics does not seem to change. Anyone kind enough to give some suggestions?
  17. Don't worry about it. There's a first time for everyone and you're doing great! I'll have a look into the problem now. By the way, you have "turn down engine when unstable" as true. You would want it to be false Edit: Unfortunately I cannot replicate the problem. Does the issue still persist after you've chaned the above to false?
  18. Ummmm, can you upload your logs and your edited cfg file?
  19. Yes. Go to your real fuel folder. Find Realsettings.cfg. Find the Ullage section(in the cfg file, open it with a text editor) and you can change all to false.
  20. Not much progress, however, a few observations where made. First, the further in the future the maneuver nodes are, the higher the chances of this happening is. Second. Reducing the number of conic patches seems to have reduced the rate at which dv indicator increases. Hope this post will be seen by people more capable of troubleshooting than I am Thanks for the effort too, @Raphaello
  21. The models website is down. I'll re-host them soon. However the textures are working fine as of now. Edit: As of now, if you go to the "Textures" website you can download both the model and the textures.
  22. One suggestion, it would be very nice if the planner can interact with Kerbal Alarm Clock and maybe Astrogator/Launch Window Planner and set custom alarms for the planned start date of the mission.
  23. Hi everyone, I've been playing around with VSR and @Nertea's Cryogenic tanks. In VSR there's a new cryogenic tank called CryoX which does NOT have zero boiloff function. I've found a plugin written by @Bluebottle that provides this. However, being OCD myself I found that in the CryoX series the cost of the XXL version is incorrect. I've tried changing this by modifying the config file. However, whenever I change this number the part does not load in game. Am I missing anything? The codes are below: This is the modified version. I only changed the line which said "cost = 6400" to "cost = 16000" This is the modification code by bluebottle. I haven't modified this:
  24. The creator of this mod has been inactive since 2016, the mod in current state has some issues unfixed. I do not think this feature will be implemented soon. Sorry Still, feel free to look for some textures online. Better still, implement it yourself if you know how to code!
  25. Great! Thanks for the work! Is interstage fairing included too?