MaxZhao

Members
  • Content count

    121
  • Joined

  • Last visited

Everything posted by MaxZhao

  1. [Mac]CKAN.app

    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 CKAN.app 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 <sam@hocevar.net> 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
  2. [Mac]CKAN.app

    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. Yeah it doesn't really seem odd, in fact I barely notice it before you mentioned
  4. The mod seems to have disappeared from CKAN?
  5. In the game data folder, it should have a file called environmentalvisualenhancement and one called boulderco
  6. Feel free to go to this thread to look for support there. edit: there
  7. [1.X.X] 4X Solar System

    Very interesting, wondering if there's Dmagic Orbital science and SCANsat support?
  8. You should read the 'how to get support' thread again
  9. [1.3] Real Fuels v12.2.3 July 30

    It will be broken if you use stockalike config and RFstockalike config together Edit: did he just delete his post or sth? Edit2: nvm
  10. 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)
  11. 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!
  12. 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
  13. 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.
  14. 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.
  15. @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!
  16. Haha same here, lags a lot but I have a mac so can't complain. Even Smoke Screen lags my laptop
  17. 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?
  18. Or you can click the link, drag it into Gamedata and try it first hand? Yes, it works~ Have fun
  19. Congrats on release! Looking beautiful~
  20. 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.
  21. 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.
  22. 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?
  23. 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.
  24. 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