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MaxZhao

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Posts posted by MaxZhao

  1. On 5/28/2018 at 4:02 PM, Deddly said:

    Forum accounts contain no personal information unless you added it yourself. If you did add those details, it's simple to remove them without needing a moderator to do so.

    You're saying what you THINK, not what's TRUE. The EU Data Protection Reform Art. 4 (1) dictates that people have the right to have their information, INCLUDING my email address erased if I wanted to, unless you are legally required to store them. Which people currently cannot do. If TakeTwo expect to bind players and forum users with their EULA and forum rules maybe you're expected to comply with the law?

  2. On 09/06/2017 at 9:10 PM, JohKaHe said:

    Hi!

    I have a problem which does not seem to have occurred yet and which seems very strange to me: 

    Terminal does not seem to find the Application Support folder, regardless of me trying to go to it manually or ckan.app tries to:

    franziskas-iMac:~ johannes$ CKAN=$(mdfind ckan.exe)

    franziskas-iMac:~ johannes$ mono $CKAN

    Cannot open assembly '/Users/johannes/Library/Application': No such file or directory.

    franziskas-iMac:~ johannes$ ckan gui

    -bash: ckan: command not found

    franziskas-iMac:~ johannes$ 

    I this it is quite strange
    Since I am quite new to Mac AND to this whole forum thing, I hope you can help me out with my problem and do not mind any supidities form my side :)
     
    Thanks a lot!

     

    Hi! On the manual side, the directory should be wherever your CKAN.exe file is, which is not necessarily the same folder as your steam or KSP (application support). How the CKAN.app isn't able to find CKAN.exe im not sure. Can you check that you have the most up to date CKAN and mono?

  3. 7 hours ago, Gordon Dry said:

    I should mention that:

    Edit:

    There is really something borked between RealFuels, SolverEngines, MechJeb regarding ullage and what, like the log spamming with

    
    ArgumentOutOfRangeException: Argument is out of range.
    Parameter name: index
      at System.Collections.Generic.List`1[Propellant].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
      at RealFuels.ModuleEnginesRF.UpdateSolver (EngineThermodynamics ambientTherm, Double altitude, Vector3d vel, Double mach, Boolean sIgnited, Boolean oxygen, Boolean underwater) [0x00000] in <filename unknown>:0 
      at SolverEngines.ModuleEnginesSolver.FixedUpdate () [0x00000] in <filename unknown>:0 
      at RealFuels.ModuleEnginesRF.FixedUpdate () [0x00000] in <filename unknown>:0 

    Full log:
    https://www.dropbox.com/s/9xp3z52fa2qmpo9/2017-05-10-1 KSP.log.7z?dl=1

    It will be broken if you use stockalike config and RFstockalike config together

    Edit: did he just delete his post or sth?

    Edit2: nvm

  4. Just did some more patching with kerbalism and I feel that the two mods suits very well together. I really suggest you trying the mod out, different from many other life support mods it takes comfort of kerbal such as artificial gravity and exercise into account so the StationCore you made which includes centrifuge modules and entertainment modules really makes a difference here. It also has background simulation, models a simple space weather and takes radiation belt/ magnetic field into account and many more. I think SSTU and kerbalism will be a perfect combo (if I can get the patch done someday)

  5. On 23/03/2017 at 4:13 PM, Calvin_Maclure said:

    Hey @Paul Kingtiger, long time user of this mod and I really love it! Two quick questions:

    1- any compatibility with Kerbalism in the works for this mod?
    2- is there any availble info on US2?

    Cheers!

    1. It's compatible with kerbalism. 

    2. Dunno what that is

    @Paul Kingtiger I've been using your newly updated 64k together with universal storage and dmagic, There are some issues since universal storage goo observation and orbital telescope observation keeps prompting that experiments a re not safe to be carried out although I'm already in space. Could you have a look and see if this happens to you too? If you need more info please ask! Thanks a lot for your work!

  6. Hi! @Shadowmage In the process of making patches for the class-E shuttle I realised that there aren't any decouplers especially made for the shuttle? I'm not sure if the booster decoupler was supposed to be used for the external tank, if so, I think it would be better if crossfeed can be allowed on it since a fuel duct would be needed otherwise. 

    best regards

  7. 2 hours ago, fourfa said:

    I'm just discovering this mod now, and I'm a convert.  Just a couple of notes:

    The stock HG-5 deployable relay is $600, weighs 70kg, range 5M.  The Ven's HG-20 relay antenna is $1500, range 20M, consumes about 4x the electrical power, visually about 4x the size - yet the mass is a mere 10kg.  Is that meant to be 100kg?  I'd suggest 280kg (0.28t) as a straight up range scaling factor.

    The stock RV-105 4-way RCS blocks get 240s ISP in vacuum.  The Ven's RV-145 45-degree 4-way RCS block, completely identical in visuals and stats otherwise, get 260.  Why?  Every single monopropellant RCS thruster I can find gets 240.

    What exactly is the 'bumper' function on the revamped docking ports?  The 3 small / medium / large ports have it, the Mk1 inline has it (the Mk2 inline, untouched by Ven's, does not), the shielded port has it.  The Mk16-XXL docking port (1.25m sized with integrated parachute) has it, but the deploy animation seems broken and never fully deploys.

    The Mk1 cargo bay (CRG-02) is visually the same size as the Mk1 structural fuselage (0.1t, 10m/s impact) but despite an opening mechanism and a more buff 20m/s impact rating, weighs only 0.09t.  Even the plain old 1.25m service bay, about 1/3 the size, weighs 0.1t.  I'd suggest 0.2t for the Mk1 cargo bay.

    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. 

  8. 2 hours ago, tater said:

    Cool, I had thought about trying that mod... from reading the thread, it seems like the mass of supplies seems not scaled to kerbals, though (for NASA, the non-recycled supplies (mostly food) amount to ~1.84kg/day).

     

    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.

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