-
Posts
130 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by MaxZhao
-
-
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?
-
Hmm, say if i request my account to be deleted, would you fulfil that?
Or can I sue TakeTwo and use the money to pay for my college fee? I think 20mil is probably enough.
BTW EU here
-
22 hours ago, CobaltWolf said:
(Good to see you back Max!)
Yes, after some intense uni stuff I'm back to KSP!
Edit: By the way, I tried the patch Gordon mentioned and it seems to work reasonably well so far with the current version of PF and BDB!
-
Was just wondering if there's any patches out there that converts the BDB fairing bases to use procedural fairings?
Sorry if this has already been asked!
-
Just to let you know, I think in CKAN the new 2.7.1.0 version of Mechjeb is shown to also be compatible with KSP 1.3, which it seems to not be the case.
-
Hi! great patch! Just wondering if this will also work with a scaled system? Or does it check if RSS is installed?
-
On 19/11/2017 at 1:20 AM, Mecripp said:
If you have toolbar also you should have a smokescreen button click on it and there is a nice list there
Yes but I don't think the max particle count in the control affect launch trench plume since even if i turn it down to zero the plume still exists.
-
Hi! A quick question. I’m playing KSP on a low end Mac and the plume from the trench on the launchpad is really causing some lag. How can I adjust the amount of particle from there?
-
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 strangeSince 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 sideThanks 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?
-
6 hours ago, GarrisonChisholm said:
Good afternoon! A question; does this mean that under clouds a planet's surface will still appear as a sunny day? Is this obviously... 'odd', or does one get used to it fairly swiftly?...
Yeah it doesn't really seem odd, in fact I barely notice it before you mentioned
-
On 29/05/2017 at 8:22 AM, linuxgurugamer said:
New release, 1.2.5:
- Fixed bug in RecoveryController which caused harmless nullrefs when StageRecovery wasn't installed
-
Updated to 1.3
The mod seems to have disappeared from CKAN?
-
11 hours ago, KerbolExplorer said:
what we need now is to have this mod compatible with 1.3
On 27/05/2017 at 10:53 AM, GonDragon said:I come here to say that the mod works perfectly in 1.3, without any further modification. Just remember to download the latest ModuleManager.
-
15 hours ago, william2002730 said:
ok got it, thank you!
Final question, where does the plugin go?
In the game data folder, it should have a file called environmentalvisualenhancement and one called boulderco
-
On 16/05/2017 at 3:51 PM, Gordon Dry said:
Adapter-1-1x2-Short is mentioned inside the
Feel free to go to this thread to look for support there.
edit: there
-
Very interesting, wondering if there's Dmagic Orbital science and SCANsat support?
-
1 hour ago, St1994 said:
Windows 8.1,
intel core i5-4210M CPU 2.60 Ghz
12 Gb RAM (upgraded it)
64 bit processor
Resolution 1920x1080
Intel HD graphics 4600
AMD Radeon HD 8750M
Its the ProBook HP 650G1 15''6
KSP 1.2.2 (64 bit )
You should read the 'how to get support' thread again
-
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=1It will be broken if you use stockalike config and RFstockalike config together
Edit: did he just delete his post or sth?
Edit2: nvm
-
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)
-
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!
-
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
-
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.
-
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.
-
@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!
-
31 minutes ago, vdr1981 said:
Yes, I have figured out that already but it seems that even this optimized package is too much for my elderly PC...Thanks anyway.
Haha same here, lags a lot but I have a mac so can't complain. Even Smoke Screen lags my laptop
[1.12.3] Restock - Revamping KSP's art (Feb 25)
in KSP1 Mod Releases
Posted
Haven't been active on the discord or forums for a long time and just getting back into KSP.
Seeing this made my eyes water a little bit. For a while i thought the project was dead, this just made my day! So proud of you guys!