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Jiraiyah

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Everything posted by Jiraiyah

  1. will do as soon as i got time for a video record
  2. Mu, I sent you a pm, if you are still active, please answer it, i have something in mind about the future of this package and i want to share it with you, if i find some free time, i may even put them on a video and share it with you guys. this package can become much more useful and powerful.
  3. Well, when i was referring to how many mods, i was more thinking about mods that add parts, also, didn't know that ksp had memory leaks, but if they can manage fixing it in 1.0 then it should boost things up. last time i played, just to be able to have b9, remote tech, ferram, and few others, i had to reduce the size of textures by the pack given into community. as i said, that laptop had total of 4GB, and windows was using near 1.3 GB of it, so hopefully, it should still be nice to have 4Gb of ram for play after 1.0 comes out, because honestly, lets face it, ksp is more about having eye candy parts and making stations, after few launches on different planets, things get repetitive, all remains as fun is those addon parts and the way you can put them together for much more fun play. i don't know, but i can only have a dream of the game with so many parts in it - - - Updated - - - as much as i would like to use squad as escape goat to save unity's face, it's not their fault, it's unity and it's short comes, just recently, in unity 5 we got 64 editor, not sure if it's related to it or not, but the matter of fact is, up until unity 5, there was no way of using the engine for precise 64 version, who knows, maybe soon after unity 5 and official 1.0, they can get rid of some of the bigger problems, but i assume if it was that simple, right now they would do it with unity 5, things should be much more complex with a game like this, float precision problem was bad enough to halt the progress, and it looks like they finally got rid of it.
  4. Hi before i ask my question i want to mention that i totally understand ksp dropping 64 version because of the problems regarding the unity engine, although unity is a very good engine but for us, developers of games, it's not as open as we would like it to be. that being said, i have a question, i have x64 windows with 16 GB of ram, i didn't play ksp for long time and last time i was playing it i had a laptop with only GB of ram on it, so the question is, if we want to compare the 64 and 32 versions of ksp on my computer now, how many mods can i install on each version? i mean, if 1.0 comes out, how many mods should i drop from the list so that i can play the game, having a 64 windows means that my computer will recognize all the 16Gb of ram and at least i will have 8Gb of free ram no matter what, so the 32 ksp will use 4 GB of it when 64 would use all of it? or am i missing something here? thanks for help.
  5. Damn, you think they will come back to it after few sub versions or will they completely drop it? any news on that? -------------------- Edit : On a second thought, the main reason i had issues with my laptop before was that it had only 4 GB of ram, having a x64 win would recognize all my 16GB of ram, and still 32 ksp can use up to 4GB of it true? if that is the case, things would not be as bad as i thought, because previously i would only be able to use up to near 2.5 GB of ram for the game, but still, damn, thinking that i could give 8 GB of ram to game, how many mods i would be able to add to the game? A LOT, but now? not sure any more
  6. WHAT? seriously? and here i was hoping that from now i can use all the ram i have in my beast computer for ksp, f.... it damn, why are they dropping x64?
  7. You know, i would like to see some video about this mod working hand in hand with something like Karbonite or Kethane. would help a noob like me to understand how this will work, specially, i would like to see how you would send this ....... to any orbit thanks
  8. Can you please at least publish a beta version for 0.90 x64 and inform others to use it on their own risk? i would like to have this beside other mods in x64
  9. Am i wrong or will 0.90 come out soon? can't wait for the updated release
  10. Hmm, i just dragged the infernal robotics folder on top of previous one without deleting the old version, the servo works with the GUI (although it seems controls are inverted from the previous version) but with the latest toolbar , GUI is not toggling, I think it should be easy fix? maybe a little change in the toolbar api? because i found that mechjeb toolbar plugin also doesn't show all the buttons that i tell him to show ! (maybe i didn't unlock all the career nods *shrugs*)
  11. Ok, eather I'm doing something wrong or the hot fix still has problems here is what is my problems : 1- all mechjeb modules are removed from probs, I even added the config to the root of RT for adding them (posted in a forum post after the hot fix) but still need to add the part to have them 2- still get crashes, much lesser than before but it's annoying to have crashes mid landing
  12. Ok I have some problem with this version : 1- it's not available in career mod by default. 2- career mod or sand mod, in both when you weld parts, all your parts are being unloaded ! in both cases you need to relaunch the game, in career mod, you lose every research so you need to go and again search and gain parts one by one (nodes are green but parts are another story) 3- when you weld parts, on some mods the parts are being welded in random rotation angles 4- when welded, it's hard to connect it to new ships by nodes and sometimes they don't recognize nodes even when they show it so please if you can, take a look yourself and release a stable version that work both in career and sandbox modes. cheers
  13. Ok I have some problem with this version : 1- it's not available in career mod by default. 2- career mod or sand mod, in both when you weld parts, all your parts are being unloaded ! in both cases you need to relaunch the game, in career mod, you lose every research so you need to go and again search and gain parts one by one (nodes are green but parts are another story) 3- when you weld parts, on some mods the parts are being welded in random rotation angles 4- when welded, it's hard to connect it to new ships by nodes and sometimes they don't recognize nodes even when they show it
  14. can i have a suggestion? why not adding a little bit to the part config so that users can change the light color if they want? thanks
  15. so are you planning to add support for real chute mod?
  16. I'm not asking for any animation there, remote tech has something like that with his big dish, just a gui button and then i think he switches between open and close dish meshes. something like that but with support for everything you added to the IR system. anyway, thanks for this amazing mod. it rocks
  17. thanks. well, for time being taht would work. but for a mod needing another one to fix some problems, isn't ok , specially when that is a little feature i think. If i knew how, i think i could use strut's config file and and some things to it so that it would work, in other words, no new model needed, maybe new texture to separate them from struts. and what about being able to move parts in assembling and making stuff time? at least we should be able to right click parts and make them completely open / closed or powered/unpowered this way we would be able to put things easier in place when we are designing
  18. also, something interesting, i know that you said it's a known bug but it's funny, when you add toggle gui to a custom set, then the IR button in the fly window works, but when there is no custom shortkey for toggle, it says no target and won't work, are you checking got that option in code or is it some how conflicting with tool bar mod? I use the latest version of tool bar mod by the way
  19. Hi Guys am i missing something or is it possible at all to move and simulate parts in assembling time? because if it's possible, it would make designing stuff much easier. also can i request a new part? u see, i was trying to put 3 satelites with huge dishes in orbit with only one launch, i used gantries but the problem was that they move around so much that they cause problem, so i tried struts and i'm sure you all can guess how did it end? so i want to ask for a new part, something like struts to keep large parts connected together but brake when you start moving the IR stuff around.or it's acceptable if it gives you a gui option for breaking it's connection. thanks
  20. Woot, thanks man, that makes it more realistic and more interesting, more balanced, thanks
  21. guys I have an issue with stretchy tanks, when i hold f, it reduces the size to some amount but no matter how many times i tried, it won't go above the size it's originally is, also all the tanks are half of the normal pod in radius, I'm not sure if these are mented to be like this or not because i can see in pictures that people make tanks bigger in radial size so what's going on? by the way I have lots of mods installed but i don't think any of them should affect this, because if it was other mods affecting, then why would the thanks go lower on radius but not higher? thanks
  22. thanks greys, as i said, i still had the mentality of that game when i sent this post, but thanks for enlightening things
  23. but as i said in irc, it seems i'm still thinking more minecraftish regarding mod packs
  24. i'm more a reader than poster hence the reason for 6 posts, but i agree, maybe many people have not enough ram for this, and i know with each new version it's always a problem for updating packs, but, i disagree with removing motivation for new developers, after all i think many people doesn't even know how fancy a little mod like concave constructions can be so, when there are new mods, at least i'm one of those that would try them myself no matter what
  25. oook, i'll do it, but dang it, ksp developers should really put some reference like that out there
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