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Jiraiyah

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Everything posted by Jiraiyah

  1. really? honestly that has many many problems with the core concept of using source control also, the only reason i continued this reply is that many new people in modding may want to use source controls and i thought it would help them know that this one answer was a bit wrong for how to use source controls any ways, and i agree talking more about the sort of stuff puts unneeded pressure on developers, but if you ask me, the idea of locking the thread is bad because some people would think that the developer left the whole thing for ever
  2. Well, thanks for time and descriptive reply. I think I will go with kerbin being the home planet now. But I still don't understand what in the kerbal galaxy can cause problem? anyways, if you say they won't play nice, I will take your word for that, after all, you know much better than a noob like me and honestly, with that many mods you support I don't think i would need any more planet packs into the whole system because, let's say, I will add as many as you support except those related to real solar sizes who needs more planets anyways
  3. @Thomas P. sir i have a question on curve editor for lights on planets. actually two questions : 1- how does it work? i tried adding an entry but no matter what i try, can't even put a number there 2- is it possible to replace is with unity's curve editor or is it editor only ui element? actually for the second question i found this but still i can't type any value in the curve editor for planet light curve. please take a look at that
  4. @Sigma88 sorry if these were asked before: 1- for using this amazing system is it enough to get your mod or do we need to download and install every mod pack in the OP list we want separately? 2- can you add support for extra solar and kerbal galaxy in your pack too? 3- can you give an optional setting to have GPP as the home planet and kerbin's system as a galaxy system available? thanks
  5. @Nertea sir MM throws some errors using your latest version + cryo's latest version? [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-1/mk4fueltank-25-1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-2/mk4fueltank-25-2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-3/mk4fueltank-25-3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fueltank*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Nacelle/mk4fueltank-25-4/mk4fueltank-25-4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fuselage-1]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4fuselage-1/mk4fuselage-1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fuselage-2]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4fuselage-2/mk4fuselage-2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4fuselage-3]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4fuselage-3/mk4fuselage-3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4tail*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4tail-1/mk4tail-1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4tail*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4tail-2/mk4tail-2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4tail*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4tail-3/mk4tail-3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4adapter*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4adapter-1/mk4adapter-1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4adapter*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4adapter-2/mk4adapter-2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$ (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Applying node MarkIVSystem/Patches/MkIVCryoTanksSwitcher/@PART[mk4adapter*]:FOR[zzz_CryoTanks] to MarkIVSystem/Parts/Fuselage/mk4adapter-3/mk4adapter-3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Cannot find key LH2 in PART (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [ModuleManager] Error - Cannot parse variable search when inserting new key FuelTotal = #$../LH2$
  6. actually i copy pasted the curve from extra solar's valentine setting to the kerbal galaxy, at least from kerbin's view on the map, they look ok, not sure about the result on planet close ups Damn, I should have listened to you, using kittopia now, the problem is that there are 3 suns near each other on the horizon and their curves multiply each other making the skybox really dark, need to work on them in visual mode, thanks for guiding me toward kittopia
  7. hmm anyone knows how to reduce the effect of the suns from the pack on the sky box but keep the lens flare of them?
  8. @Galileo, @Thomas P. or any other developer, I am using Kerbal Galaxy Revamped and it adds 5 suns to the galaxy, problem is that all those suns have flares and pretty much suppresses any sky box I am using to the point that even brightest colors are barely visible in the skybox, how can i reduce the power and keep lense flares? is it possible at all or not?
  9. Cheers. I never bothered with these sort of bugs, when something new is coming out, it means ksp and mods are getting better. take your time, we all appreciate your efforts
  10. I agree with all the statements, people need to learn that, when there is a branch on github, it does not mean the code is finished and ready to test, chances are that the developer started coding something and for some reason (maybe busy life) he had to stop mid way throw the coding and that branch is not functional at all. there can be cases that the code would not even throw a warning or error for you to know that this is not a ready product, it could simply stop functioning and you would never know. the reason for developers to have branches other than main on source control repositories is exactly the same thing. they can work on the code, change stuff around as much as they want and if something terrible happened they can easily switch the project to main branch and it would look like nothing ever happened and they could work from day one again and again until the day comes that the branch code proves itself ready for test, that is when the developer would ask few people or sometimes public to give that branch a go and report bugs. when the result show that the code is ready for final release, that is when the developer would merge this branch with the main branch and effectively it would become the new main branch. long story short, when you are looking at a branch in repository other than the main branch, you never know if the code is working, if there is a nasty bug there, or what. Yah you can go through all the commit messages and try to figure things out, but, that works if the developer put time and effort in explaining the whole commit to the detail, 99% of the times, when developers push the commit to the repositories, they give only single line of comment so that they know what was going on themselves. So if you ask me or any other experienced coder around the net, they would tell you to avoid branches unless you are experienced coder and are looking into branch "just to follow the process of coding and learn from it!"
  11. as i mentioned few posts ago, there is a method in the git hub repo that reads the game version and compares it to the hard coded version in the mod up to sub versions. so yeah, if no one change that before recompiling, that error will pop up but the point is that the error is harmless and the mod is working, well, the exception is the bug i reported two posts above ;D
  12. Confirmed, it was PAD ! never thought it would cause something like this pffff. that mod is out of my list for loooong time now
  13. by required files, what do you need to be provided? The thing is that my instance is heavily modded and there are 4 planet packs there but i assume with latest version of kopernicus + Galileo's planet pack + RT, you should be able to reproduce the problem on your side because Galileo's planet pack removes kerbin totally and adds his own home land planet and right from start you would see the issue with any sort of ground station settings being provided
  14. well, i even tried 1.8.0-14 but still the same problem on the situation, the config shows 1.8.1 and no connection ! is RT setting something somewhere other than the save directory and game data? in other words, no matter what version and what name for save game i use now, in that instance of ksp, I get 1.8.1 settings window !
  15. interesting, two things : I went back to 1.8.0-11-dev still i get this : why is it still saying 1.8.1? and i got this on a new world generation and i had deleted and reextracted the remote tech folder, so why? and still i don't have the connection !!!!
  16. got u, thanks. will stick to 1.8.0 until this is fixed
  17. well, the creation of the normal maps depends on what softwares you have, I have quixel suit so i do them in photoshop and i'm telling you, that plugin do wonders for normal maps and worth the money. But there are other options, for example, if you know how, you may even build them yourself in photoshop using layers and effects, you can use zbrush, you can use other softwares like bitmap to material one. there are many softwares/plugins doing this
  18. I have a bug that looks some what close to you, I have Galileo's planet pack, although I see my ground stations on the home planet, but take a look at the picture as you see, there is a sat with antena on the 200 Km orbit, normally in previous versions I would have connection using the same setup to the ground stations, but as you see, in this picture, there is no connection line showing up, also, the ground station don't show it's range as it should be. not sure what is going on and would it be the kopernicus/RT talking to each other as a problem or is it a pure RT 1.8.1 problem
  19. @linuxgurugamer Hmm something is not right in my heavily moded ksp, although i think it's purely editor extension or my noobness, even when i use "c" key and change the rotation to 90, when i use ASDWEQ keys to rotate the part, it still rotates 15 degree each time !
  20. Any ETA about when the mod will get compatible with the new update of Kopernicus? I'm afraid I have to stop running KSP until that update comes out :/
  21. I searched google and found a link in forums for Universe: Star Pack, and unfortunately, that one is 1.1.3 too. so what was that about this mod being implemented in that one too?
  22. true and true, the reason i said something like that was this : I normally use the mods as they are, the only thing i changed by a custom setting for remote tech was ground station and then i added some patches in separate file to tweak some numbers on the antenna ranges, that is why i thought having sorting option on the config section would be easy, never thought that someone may change anything other than ground stations in that file. sorry
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