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Jiraiyah

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Everything posted by Jiraiyah

  1. works but gives a little error about needing texture replacer 2.5.4??? and I can't find that version on the mod's repo
  2. Sir, even using your latest version of janitor closet, it still gets the exception error with this mod, is there anyway to fix this using MM? if not, how can i fix it? isn't there a way to check if the attach node is -1 then set the size to 1 or 0 in you mod at least (in the categories I mean)? Until the main developer fix the issue, you can use this module manager patch, it worked for me @PART[mk4multimodal-125-1]:Final { %node_stack_bottom = 0.0,-0.8541491, 0.0, 0.0, 1.0, 0.0, 1 }
  3. @RoverDude Hi sir, Excuse me if this question was asked before but in my defense, I looked to the last 10 pages for your answers to see if you replied to this question or not and I didn't find anything. In one of your last streams on the munar base, you showed that you were working on pivoting the gear on the legs but they had issues, question is, did you manage to make it work or did you completely drop the idea? thanks
  4. @Galileo Hi sir, I wonder What did I do wrong, I read that you said clouds in loading menu won't show when we have kopernicus, well, I had kopernicus because I wanted to use SVT but in 1.2.2 I don't see any clouds in KSC nor when i flight a rocket, what did I do wrong? in ALT + 0 I see this http://prntscr.com/dl2990 but take a look http://prntscr.com/dl29r4 as you can see inside EVE>Atmosphere I have a clouds.cfg with EVE_CLOUDS node !!!!
  5. is there any fast fix for it or does it need a recompile?
  6. I see, well, the forum thread for SXT is locked by admins, I hope that won't cause the KSC++ getting to a dead end
  7. @linuxgurugamer Hi, sir will you get KSC++ under your capable wings too?
  8. actually GPP removes kerbin and has it's own home world planet.
  9. here is the file https://www.dropbox.com/s/ufss5mvr061b7ip/ModuleManager.ConfigCache?dl=0
  10. config cache? @Sigma88 if you need to i can try uploading the whole game data folder to google drive. it will take time but i can try to do it and call you when it is done
  11. here is the game data folder with the important mods (the one i thought are importnat) marked with arrow http://prntscr.com/dfdfwy and here is the sigma folder http://prntscr.com/dfdgah
  12. well, as i said, kopernicus + sigma binary and galactic neighbour and most of the planet packs that were supported by the galactic neighbour. the home planet is still kerbin. the expected behavior would be to see some buildings and structures around ksc (like kerbin side ones) but in my setup, there are none showing up. in the stock plus ksc ++ setup, they show up, but in the kopernicus setup i mentioned above + ksc++, nothing other than vanilla ksc buildings at all. this is how it should look like http://prntscr.com/dfddhk and this is how it is in my game setup http://image.prntscr.com/image/3d2310ba8b8a4a8a9053b8668c1b0992.png
  13. hmmm @Galileo or @Sigma88 I tried this in stock and he is right, this is working in stock. so why it's not showing up in my setup? Kopernicus + Sigma Binary + Galactic neighbours + many planet mods but the home planet is still kerbin so it should work?
  14. ok, not sure what is the problem here : got the latest KK from the link I post above, got the KSC++ from the google drive link you sent few posts above, even put the sxt 25.2 inside game data folder, but nothing is there around KSC, the thing is that I have Kopernicus + Sigma Binary + Galactic neighbours + many planet mods but the home planet is still kerbin so it should work?
  15. by the way, sir are you good enough in coding to convert and port that plugin to maya ? right now, the process for me is to use blender to port the .mu and export to .fbx then import that fbx file into maya so that i can work on it, although it's a small middle step but annoying every now and then, would be nice if someone could port the blender plugin to maya, after all maya supports python but a little customized version of it and I don't know python at all.
  16. Umm I failed to find KSC++ in GPP, also, I may be derped when i say this but i can't find a working version of KK for 1.2.1? please help thanks never mind, i derped, for future reference for others, here is the new forum link for KK : thanks for tolerating this noob guys
  17. o o, sorry, I really didn't mean to offend you, part of it is that english is not my native language and part of it is because of my video tutorials on unity in 3dbuzz.com, some times i automatically flip to teaching mode without even noticing it, i'm deeply sorry. About exceptions, well, dynamic tanks i was not aware of any problem regarding it, but if the IR section of IRSurfaceSampler stands for Infernal Robotics, i'll wait on that one because what i am using now is a non official community update and the developer is working on it. The last one made me confused, flatten moountains sounds like something coming from one my many planet packs, will track that one down. anyways, thanks for your time and effort
  18. got it. thanks sir. and i think the 2.x will be awesome release and everyone will understand if new bugs show up.
  19. Oh now i see, the r key is working actually, but something interesting, take a look at this : http://prntscr.com/ddj8b0 as you see the color is dim, that is why I didn't noticed this in my own game because the gui is smaller, also, that color gave me a thought, can it be that your mod is causing a duplication of nav ball gui or some kind of gui overlay that is almost transparent but at the same time stops the mouse click on itself and not letting the click to pass through? that would explain the color on the gui and the mouse click not working !!!!
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