Jump to content

Galileo chiu

Members
  • Posts

    261
  • Joined

  • Last visited

Posts posted by Galileo chiu

  1. 7 hours ago, AVaughan said:

    @Galileo chiu I don't have a Mac, so I can't test on OSX, but typically people having problems on Windows have skimmed through the instructions and missed one or more steps. 

    The most common one seems to be : 

    (Also Intel or Apple M1 CPU?  I'm only assuming that KSP, RP-1 and everything else work on the new Apple CPUs).

    Yeah, M1, I can't find the settings on CKAN

  2. 5 hours ago, Socowez said:

    It appears that random parts in benjee10_sharedAssets glitch out the game when you try to attach them to your craft. You can't change scene, open PAWs, launch, load a vehicle, or interact with your craft in the VAB at all. I checked the Github issues page and this wasn't reported. Is there a bandaid fix to this, or is it not compatible with 1.12.3?

    Everything is fine to me

  3. 2 hours ago, benjee10 said:

    Quick progress update/screenshot dump on Orion:

    Screenshot_2022-07-16_at_23.08.29.png  screenshot104.png

    Screenshot_2022-07-16_at_21.50.30.png

    Screenshot_2022-07-16_at_20.44.55.png

    screenshot106.png

    Solars use Breaking Ground robotics to slew forward/backward. If you don't have BG installed they will function as regular solar panels without the ability to slew them. 

    Stage adapter comes in 3 sizes, 2.5m, 3.125m and 3.75m (service module adapter is a separate part):

    Screenshot_2022-07-16_at_22.09.34.png

    Currently hoping to release before Artemis I launches. 

    Still to-do:

    • Parachutes (main & drogues)
    • Service module length variants
    • Flag decals
    • Simple IVA
    • Specular textures
    • NASA docking system variant for APAS
    • Tweaks, balance, testing, part descriptions, config stuff
    • Compatibility patches for waterfall + TAC LS
    • Take a nap

    will we get EUS, in the future, that is.

  4. 4 hours ago, GoldForest said:

    I doubt it's less moddable since "More modability" has been the biggest selling point. If you're talking about that system they implemented (Forgot what it's called), they confirmed it can be bypassed and doesn't need to be used IIRC.

    Oh ok, I'm still not buying it, maybe the system would allow KSP 1 mods to be played with KSP 2 and the reverse would be true

×
×
  • Create New...