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Everything posted by Jiraiyah
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
@Galileo Sir can you start a wiki about planets, with info like radius, semi major axis, if stationary orbits are possible on them or not and the orbit of stationary ones? thanks- 1,030 replies
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- gpp
- kopernicus
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hmm did anyone try this in 1.2? does this work?
- 129 replies
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- centrifuge
- solar panel
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Jiraiyah replied to AlphaAsh's topic in KSP1 Mod Releases
hmm @Galileo sir what would happen if we add this mod on top of your planets pack?- 2,488 replies
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- launchsites
- bases
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@KasperVld hi sir, i have a question, why are you not integrating this great mod into stock ksp completely yet?
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discussion Discussion - Community Category Kit
Jiraiyah replied to RoverDude's topic in KSP1 Mods Discussions
@RoverDude Hi sir, in latest version of USI Life support, there is a folder for Community Category Kit, how would it work side by side with filter extensions? or can i simply put my own configgs from filter extensions to this folder for it to work? how should i use it? any forum for this new mod of yours ? too many questions -
I had a hunch that it was related to draw order and other stuff like that in unity, honestly, unity's new gui system is powerful but if you handle it even slightly in bad way, it can bite you down the road or cause interesting memory issues that you never thought can be from GUI, thanks for progress upgrade sir, and now i can wait for Exp team for at least another week or so with ease of mind woot woot also, assumin 1.2.1 is all bug fixes, i think all the mods that were updated for 1.2 will work am i wrong?
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
kk, thanks for your time sir.- 1,030 replies
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- gpp
- kopernicus
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
mm can't we alternatively add a scan sat vessle around the orbit in test save and look at the map? wouldn't it be faster?- 1,030 replies
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- gpp
- kopernicus
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
ok sir thanks. now is there any guide how i can use kittopia for ground coordinates?- 1,030 replies
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- gpp
- kopernicus
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
and height? or can it be 70?- 1,030 replies
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- gpp
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
Hmm well, first of all, i wanted the exact coords of ksc in gael, thought as the developer that info would be in your hands by now, as for using kittopia or hyper edit, i would like to use kittopia, but can't figure how would i get coordinates on the ground (i just looked at imgure image gallery, nothing catched my eyes about it) can you give me small quick guide?- 1,030 replies
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- gpp
- kopernicus
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
@Galileo Hi sir, I have two questions : 1- Kopernicus just updated with a patch for kerbin reparenting bug, considering that you remove kerbin from game, I assume your pack should still work without any config change being needed? 2- About remote tech, I added tons of ground stations and one of them was original position on ksp center, now with gael, were should i put the coords and height for that station to be? thanks- 1,030 replies
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- gpp
- kopernicus
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
good then, right now at least with your current system, you can say that it is very well compatible with kerbal galaxy, unless you tend to put planets near 1,099,738,383,616m orbit, the two mods would not interfere i hope no sir this is the forum thread but be warned with original scatterer it has a nasty memory leak, with the version provided by galileo there is no memory leak but i assume, it won't have scatterer effects around his planets, right now the developer has problems with his pc, but soon he will work on the problem- 1,030 replies
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- gpp
- kopernicus
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
@Galileo sir in your mod's folder there is a folder called Ciro but the config for description tells test, is it implemented or is it something you are working on it right now? i mean, should i see it in command center or not? because if we should not yet see it in map, i have a nasty good news for those who are greedy for more planets like me Kerbal galaxy should work like charm side by side your mod woot woot, mooooooore planets- 1,030 replies
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- gpp
- kopernicus
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@blackrack Hi sir, I was trying to add scatterer to kerbal galaxy revamped mod in a clean install, kerbal galaxy revamped + kopernicus, by themselves work like charm, the moment i add scatterer, and the ksc view opens, there starts a memory leak that would go up to eating all my 32 GB of ram. Unfortunatly, not me, nor the mod developer don't know what is going on and how to handle it. can you please help us? here is the mod i am talking about : here is a glitch i see in game : http://prnt.sc/cxlg1c and the memory leaking from memory graph, the arrow shows the moment ksc comes up : http://prnt.sc/cxlg75 finally link to the log file : https://www.dropbox.com/s/lrvnnxjuw5sb7hd/output_log.zip?dl=0 and what catches the eye in that log file : NullReferenceException: Object reference not set to an instance of an object at scatterer.Manager.getDirectionToSun () [0x00000] in <filename unknown>:0 at scatterer.SkyNode.InitPostprocessMaterial (UnityEngine.Material mat) [0x00000] in <filename unknown>:0 at scatterer.SkyNode.Start () [0x00000] in <filename unknown>:0 at scatterer.Manager.Awake () [0x00000] in <filename unknown>:0 at scatterer.Core.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) please help us
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I'll go ask in their forum, and buddy, you may want to take a look at that mod, makes environment much much nicer
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dude, if i leave the game in ksc view, it constantly rise up to eat all my 32 GB of memory !!!!! it's a memory leak for sure, but when i talked with the mod developer, he said he don't know why it would happen. I thought as a person who had worked with kopernicus and scatterer you may know why a planet system would leak memory side by side with scatterer?
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@Galileo Sir, I know this is not your mod, but, I tried this with clean installation of 1.2 + kopernicus, everything is ok, but as soon as i add scatterer, there comes a very nasty memory leak (the picture, the arrow shows when the ksc scene opens) as soon as we switch to command center or inside any other building, the memory gets freed in few seconds, knowing that you have some mod related to planet systems, and you had scatterer settings, can you please help us here to understand what is the problem with scatterer? thanks http://prntscr.com/cxkpqq
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@Artyomka15 o~k, tried this with new kopernicus in 1.2, without scattere, every thing is working like charm, but as soon as you add scaterrer, the nasty memory leak is back, take a look at this picture, the red arrow shows the moment we get into ksc view http://prntscr.com/cxkpqq oopse, wrong thread, ignore me
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[1.2-1.7] Blender (2.83+) .mu import/export addon
Jiraiyah replied to taniwha's topic in KSP1 Tools and Applications
no no, i just extracted part of stock image to png, then i set my uv maps in maya properly, question is, when i want to convert that png back to dds, what would hapen? -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Jiraiyah replied to taniwha's topic in KSP1 Tools and Applications
oh that is why i saw my textures flipped compared to uv in maya then, damn, do i need to reset my uv correctly? (I have my textures as png right now and uv are sit properly) what is the process of exporting from maya to unity to the game then? (assuming that this png i have is the texture i want with the uv set i have right now) this is my uv editor in maya : http://prntscr.com/cwswu9