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Everything posted by Jiraiyah

  1. Hello everyone When i was watching kottabos and the mod review, I read the comments on the video. I'm sorry to say this, but rotation of the rings is not a thing that i would implement myself. Why? Think about it. you have gigantic tank that holds liquid fuel and oxidizer and mono propellant sitting right beside where 20 kerbals live ! will you spin is like a mad guy? maybe jebediah would do it but not me ! there are still two possibilities : 1- rotate the whole ship and use persistent rotation to keep the rotation going on 2- use the rotating docking ports and set a module on one of the central attack nodes using MM patch and set a parameter on the module to 0. I may add the patch in later releases but honestly, don't we already have enough fancy rotating rings?
  2. Now I'm wondering if it was some sort of related to my gpu crash issue, tbh, right now i had to put ks3p and scatterer out of the installation, each one of them causes a crash, forcing to opengl would cause pink everything using ks3p without a crash so.... looks like even the dx11 compilation still have some issues when you force to dx11. because when i was using the opengl force, yes, the default error shader (pink) was shown everywhere but no crashes. move to dx11.... booom. but it only happens if you have other beutifying mods like eve and svt. on vanilla + ks3p.... it survives for some reason !
  3. Are you sure about this? to my knowledge, any UGUI item is nothing more than a simple game object with special components being added to it, should be possible to create them via any code and add components one after another, set them properly to mimic what you see by interface but this time by code !
  4. You know, the problem rises when you want to play with kopernicus mods with those far far away stars and you want to send colonies of many kerbals by stations there (colonization mods and stuff like that). between the empty space transfer and any place to mine those minerals.......... how would they survive? What is was looking for, was adding a little bit of generator that would generate enough fertilizer for 2-3 kerbals per green house. THAT is where i'm stuck because i don't know how much it should generate and what the module should look like (not that familiar with module manager and stuff like this)
  5. I know you are not rude. If I wrote words that sounded like that i apologize. the thing is, as i said, i tried vanilla + scatterer the very first time i got the crash. it would come few minutes later in game sometimes when you are on launch pad sometimes when you go into vab and back to ksc. but when i add more graphical mods, things get much worse.
  6. so i get mulch and convert the same number to supply?
  7. didn't know setting the step to zero will do that. nice. thanks
  8. Hi I'm looking for a mod that provides a simple part with two nodes on both sides that rotates around itself when activated both clockwise and counter clockwise, this way, i would be able to attach any stationary part to it, and when desired, tell it to start the spin and have fun. I recall there was a part like this before, but no matter how much i try, can't find something like this any more.
  9. it's not my first time modding ksp, also, i hope you know that crash to black screen with vga's fan going crazy, is most likely a shader crash on the mod itself. it's not a normal ksp game crash. the vga driver itself crashes and there is no other way but to restart the pc manually. these simptoms can be one of the very few things : 1- temperature (checked, it's not the reason) 2- over clock (checked even down clocked slightly, so it's not power nor hardware) 3- driver version (triple checked, it's not that) 4- shader crash on the vga, causing a null pointer error on the vga side of things that repeats itself constantly, causing overflow and vga crash (most likely) knowing all this, do you still think having scatterer alone would be different? i tell you from experience, it did the same but a little bit later in the game, for example, opens to ksc, go to vab, come back to ksc ==> crash ! and that in on vanilla + scatterer. The reason i gave the log file above, it that the mod developer himself will be the best to judge if there is a solo issue or if there is a conflict between two graphical mods. having this log may show something regarding a conflict that a solo install won't. Also knowing that solo install still had the issue, i would still think that there is some shader crash or something like that. things get worse if you force direct x. but even on open gl, it still crashes but not as soon as main menu wants to come up at least !
  10. What mod provides the disk shape in the middle? the circular platform one. Also guys and girls, i want to add my own green house to the station parts same old ZZZ model, but, want to tweak it so that USI becomes closed cycle, unfortunately I'm not familiar enough with USI Life support to know what kind of resource tweaks i need to do to make it closed cycle, can anyone help on this task?
  11. no worries, do it. it was a typo to begin with but i kept it later, rename it on ckan there is no problem
  12. What I mean is this : if i create a game and decide to add a launch pad on the mood later, is it possible?
  13. I never done something like this, can you please tell me how to manage something like this with configs? have few ideas. also, is it possible to add these mid game?
  14. @linuxgurugamer Hi, can you add a category for two of my mods? I think this should work? CATEGORY:NEEDS[FilterExtensions] { name = JSpaceCo icon = StationalCunstructs colour = #FFF0F0F0 all = true FILTER { CHECK { type = folder value = JSat,StationalCunstructs } } SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Structural list = 5,Coupling list = 6,Payload list = 7,Aerodynamics list = 8,Parachutes list = 9,Ground list = 10,Thermal list = 11,Electrical list = 12,Communications list = 13,Science list = 14,Life Support list = 15,Station list = 16,ISRU list = 17,Kontainers list = 18,PackRat list = 19,Akita list = 20,Malemute list = 21,Karibou list = 22,Otter list = 23,Kolonization list = 24,Konstruction list = 25,Logistics list = 26,Manufacturing list = 27,Utility list = 28,Undefined } } the icon can be found here : https://www.dropbox.com/s/xqi3zt8znohpvf7/StationalCunstructs.dds?dl=0 I will appreciate it. edit : not sure why tabs got screwed, i use notpad++ shouldn't have happend, sorry for that.
  15. ok, tried to have a cleaner instance of the game and try your mod, again crash to black screen, here are the log files and a screenshot of my mods folder, all the visual mods are the latest Officials and "I'm forcing open gl" this time. so it's not even direct x11 related anymore ! ksp log : https://www.dropbox.com/s/iyurnwglj63xgc2/KSP.log?dl=0 ouputlog : https://www.dropbox.com/s/a19hye0xhlnbwz2/output_log.txt?dl=0 gamedata folder (removed scatterer already) : http://prntscr.com/mqzeuj by the way the version of your mod i was trying was the latest from github itself 0.0336
  16. have a question about city lights, i am using SVE's config, but would like to have more and more city lights on the globe compared to this (like very old days please) http://prntscr.com/mqz32g what should i do?
  17. looked from page 20, can't find the details about scene 4, can you mark it?
  18. by the way i have a question that you may know the answer, after having your folder instead of mine, the parts that i wrong textures unlimited shader, lost some of it's reflection and became more vanilla looking, they still are different but much less reflective, do you know why that could have happened?
  19. no worries, almost finished the textures wow lol. i myself didn't know it can become this much pretty. regarding of rotation. well, it means that i would need to get back to maya or unity versions and i think during time i may lost those files, but the mod is MIT, so if anyone can handle recreating the mesh, i will add his work with credit to the mod gladly.
  20. i exactly substituted and got the crash that time. but will test the solo scatterer tomorrow and update info
  21. https://forum.kerbalspaceprogram.com/index.php?/topic/168763-14x-ks3p/&do=findComment&comment=3521672
  22. ok, two little surprises for you. first scatterer still causes crash with your copy second ks3p is even more bright compared to the picture i have sent before. need to tweak down the eye adaption myself.
  23. There was an unofficial build for ks3p using direct x 11, after putting it in the folder without your mod, ksp is totally stable, but adding your mod causes crash on random times but most likely entering ksc or flight the very first time.
  24. yup, it's eye adaptation, and distance object's is 25% by default, until i get that 2gb beast downloaded will stick to these. thanks by the way, it would be nice if we had in game control menu to tweak these numbers and see the result asap lol
  25. If i got it right, the black horizon problem solution comes with the new update? because i still have them on current version. Also [Scatterer] Volumetric clouds error on planet: KerbinSystem.NullReferenceException: Object reference not set to an instance of an object at scatterer.SkyNode.mapEVEVolumetrics () [0x00000] in <filename unknown>:0 d3d11: failed to create staging 2D texture w=6 h=6 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=3 h=3 d3dfmt=77 [80070057] Load(Texture): scatterer/config/Sunflares/Sun/Ghost1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) d3d11: failed to create staging 2D texture w=6 h=6 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=3 h=3 d3dfmt=77 [80070057] Load(Texture): scatterer/config/Sunflares/Sun/Ghost2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Load(Texture): scatterer/config/Sunflares/Sun/Ghost3 log file : https://www.dropbox.com/s/dfumid6idmn1f3w/output_log_dx11.txt?dl=0 ksp log : https://www.dropbox.com/s/i7garihegf3m89n/KSP.log?dl=0 By the way I am using dx11 for textures unlimited, you may want to look into that case too.