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Everything posted by Jiraiyah
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@Shadowmage I was wondering on something, is it possible to open the metal value as a slider inside the game? same for the rgb color we use as gray?
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ok, now I'm, stuck, take a look at this part on the second mod : PART { name = JSolidStationTI module = Part author = Jiraiyah MODEL { model = StationalCunstructs/Parts/RingsAndConstrains/SolidRingTypeI scale = 1, 1, 1 } scale = 1 rescaleFactor = 0.02 TechRequired = heavierRocketry entryCost = 70400 cost = 8233 category = Pods subcategory = 0 title = Jing Type - 1 manufacturer = JSpaceCo description = Jeb had a dream of a station with something crazy in the middle, a circle? When he told the dream to bob, it was considered that a circular module for every station is a must have. They ate just few snaks and got busy. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 mass = 5.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 45 breakingForce = 800 breakingTorque = 800 maxTemp = 3000 skinMaxTemp = 2500 emissiveConstant = 0.8 CrewCapacity = 20 bulkheadProfiles = mk2 fuelCrossFeed = True vesselType = Probe } and now the patch for the part to rise and shine : @REFLECTION_CONFIG[default]:NEEDS[TexturesUnlimited] { %enabled = true } @PART[*]:NEEDS[TexturesUnlimited]:HAS[@MODEL:HAS[#model[JSolidStation*]]]:FINAL { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = JStation_DefaultMetal TEXTURESET { name = JStation_Default } TEXTURESET { name = JStation_DefaultMetal } TEXTURESET { name = JStation_Metal } } } KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = rgb_gray_station title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = JStation_Default title = Default recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray_station secondColor = rgb_gray_station detailColor = rgb_gray_station } } +KSP_TEXTURE_SET[JStation_Default]:NEEDS[TexturesUnlimited] { @name = JStation_DefaultMetal @title = Default Metal @TEXTURE,0 { @PROPERTY[_Color] { @color = 1.75,1.75,1.75,1.0 } @PROPERTY[_Metal] { @float = 0.75 } } } +KSP_TEXTURE_SET[JStation_DefaultMetal]:NEEDS[TexturesUnlimited] { @name = JStation_Metal @title = Metal @TEXTURE,0 { @shader = SSTU/PBR/Metallic @PROPERTY[_Smoothness] { @float = 0.75 } } } why it doesn't show up on the part? it works on the first mod but not the second mod why?
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Ok guys, progress : 1- added the fixes above, 2- take a look at pictures meaning, I added configs for the texture unlimited mod, what do you think? next up will be the hollowed wall with mechanical iris in it, if you want a preview, this is the iris part, forget about the test texture on the render, it's just there to show the inner ring is rotating https://www.dropbox.com/s/c5axs4e5tnosos7/Mechanical Iris.avi?dl=0
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anywhere within the game data folder will work, they are module manager patches @Electrocutor will you help me on this? can't make a decision and don't know what to fine tweak : this is when i set my part to default_metal and this when i set it to metal I like the clearness of the texture from the metal one (second one) but the reflective features of the first one, how can i achieve something like that (maybe default metal with less reflection)? edit : never mind, found it, the metal value under the default metal, but making it up to 0.75 realy makes it close to a mirror lol. here is the final look : I'm pretty darn happy with this, damn squad, again, this should become stock feature lol
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well, good news, me and linuxguru will work together on my two mods from now on, most likely, i will do modeling, texturing and base configs, and he will overview the configs and rebalance stuff (it is my weak point), so, if you need anything why not tell me and i will see if i can manage it or not
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Ok guys, good news, I think my two mods (this and the stational constructs) will have two developers, you see, for past few months I was really busy, because these two mods are mostly part files that utilize other mods (specially stational cunstruct) i never thought about needs to update them, also, when it comes to balancing, I am terrible in balancing for the game, thankfully linuxguru is helping me from now on, although, as we all know, he is a monster when it comes to maintain sooo many mods meaning that he will be busy most of the time. I think I will change how configs wirk a little bit, breaking config file apart using module manager, specially for stational construct, this way, for example, nodes will have their own config file and after the first deployment of the mod, wouldn't need to be tweaked. also, those config changes suggested above will be added to the mod soon. so, if anyone have any idea for any parts to be added to each of those two mods, please yell and ask for for time being, i am thinking about adding a wall to this mod with a mechanical iris for opening a hollow into the wall
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@Electrocutor Would you mind looking into two of my old mods and guide me how to do the textures? also, noticed the patch for stock has no transparency map for command pods, how would someone fix that? my mods are JSat and Stational Constructs Although @linuxgurugamer started maintaining them, i know he maintains lots of mods and want to help him as much as i can
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@Shadowmage Sir, I noticed the stock command pods do not have any transparency, would be glad if i could help, also, have few parts myself and i don't know how to make them compatible with your mod ( @linuxgurugamer ) is there any guide on how to do patches for your mod?
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[1.0.5] Versatile Toolbox System (Added USI Support)
Jiraiyah replied to Nazari1382's topic in KSP1 Mod Releases
i wonder if it's compatible with the changes that was made in latest USI versions -
do i need to download these or will they be integrated into the mod? by the way, damn ksp, this mod should become stock, for real, hire this guy and redo ksp's look !
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umm, not sure if this was asked before or not, if yes, please forgive me and direct me to the answer : how would your system work side by side with others that specially change the kerbin's internal system like : Alternis Kerbol Rekerjiggered or galileo's planet pack? thanks for help and your amazing mod. also i hope you didn't miss my comment here : https://forum.kerbalspaceprogram.com/index.php?/topic/151998-indev-13-to-boldly-go-an-external-application-designed-to-procedurally-generate-an-entire-galaxy-for-ksp/&do=findComment&comment=3241699
- 977 replies
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- kerbal space program
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@seanth sorry if this question was asked and addressed already, but did you figured something for procedural generating the height maps for bodies? if not, although i don't know how ksp works in that regard but i know how people do it in unity itself, you can use a library called libnoise and generate some noise images and use some simple math to blend them together, using the seed it will almost always give the same result i think, so, you need to randomize the seed a little bit per body, now, I don't know how your programming language would work with this library but it shouldn't be hard to call yet another standalone program to generate those maps for you and in that program call the library? thanks for everything you are doing
- 977 replies
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[1.5.1] PSA Greenhouse for USI Life Support v. 1.5.1 - 2018Nov05
Jiraiyah replied to panarchist's topic in KSP1 Mod Releases
Hi, don't want to be rude, but any update on the balance release you posted in the OP page? and would it have the option for closed cycle on USI?- 58 replies
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- psa
- greenhouse
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@linuxgurugamer are you interested in taking this one over too? i would appreciate it.
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Hi, If you are still interested in this mod, please take it over, really busy in life to continue working on this, here by i give you permission. thanks @linuxgurugamer by the way is you are interested in taking this over, an idea i had and never came to make it, was to create a hollowed wall and also, some parts for battery and electricity generation and different fuels that would sit nicely in the box. never got to make the models or anything else for these ideas.
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totally agreed with hex greed being a better choice on bug report. well, i removed the linux and osx ones but now : http://prntscr.com/dtuowi no grid shows up at all. did i miss something? it's long time that i didn't use kethane. if i remember right i just needed this? http://prntscr.com/dtupix also i don't hear any scan tone? by the way, the sat is sitting close to 300 km sigh, i totally forgot that the sat needed to be bellow 250Km now it works like charm. thanks man
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if you used preprocessor directives, they will be dropped at build time. I didn't look into your code, but is there any api in unity other than the directives to check for the os? (here i am assuming that we are talking about dll but i know it's not the case so.... don't blame me on lack of knowledge on my side )
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who knows? maybe @linuxgurugamer would like helping. he already made huge impact on modding community by maintaining so many mods, but he is a good programmer with 0 talent on modeling texturing etc.
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sooooo excited to see that this mod got some attention back to. will wait as long as you need just knowing that it MAY come back makes us excited.
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[1.5.1] PSA Greenhouse for USI Life Support v. 1.5.1 - 2018Nov05
Jiraiyah replied to panarchist's topic in KSP1 Mod Releases
first of all, thanks, about the kerbal count, seti had the 2.5 per kerbal and 3.75 would support 2 or 3 kerbals I think. Also, having optional settings for people like me that want to go closed cycle is a nice way for it. thanks again- 58 replies
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- psa
- greenhouse
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jiraiyah replied to ferram4's topic in KSP1 Mod Releases
sorry. the reason i missed that post is that I get daily posts from many threads by email and sometimes i miss something important there. but normally i would everything regarding FAR, looks like at least once or twice i missed stuff. i won't read mails any more the first thing in morning sleepy head is not good for reading apparently- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jiraiyah replied to ferram4's topic in KSP1 Mod Releases
ufff i totally missed that one. sorry and thanks.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Jiraiyah replied to ferram4's topic in KSP1 Mod Releases
I know that asking for possible release date is against rules, so, i am not asking for a release date for 1.2.2 but, is there any kind of news for that version or is there any beta version sitting around? i would like to give it a try. thanks- 14,073 replies
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- aerodynamics
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[1.2.0] Newbier Newb's Revamp of Civilian Population
Jiraiyah replied to Tralfagar's topic in KSP1 Mod Development
Well normally if @Tralfagar is still active, you would fork the repository, do your changes on your local instance on github then send it back as a pull request, and if the developer like what you did, he will merge it with his own version and publish it. but if he wouldn't be active any more, then it totally depends on the licensing. if the license would allow it, you or anyone else would take the mantle and either post their own built version in this same thread or would go for a newer thread to begin with. so, the question is : is tralfagar still active and around to accept the pull request and publish the mod properly or not?- 99 replies