-
Posts
1,111 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Jiraiyah
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
i can wait for that- 1,030 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
oh no more Stock visual enhancement with your planet mod pack?- 1,030 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
Ok, i got your pack, may i ask why did you redistribute many mods? are they tweaked or just to give option to people to use it? because if they are not changed, well, you could just link them in op and make the size of your mod smaller :/- 1,030 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jiraiyah replied to Thomas P.'s topic in KSP1 Mod Releases
a minor issue, after installing SVT (same was happening in 1.1.3) i get this problem in main menu screen http://prntscr.com/cwr8m5 or can it be kopernicus? -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
unfortunately i don't have that sort of knowledge but i will sure take a look at them both in one place and if i can, i will tweak it so that they would work side by side. one more question (last one i promiss) what would happen if two orbits interfere, i mean other than game playing problems, would game crash or what? thanks for info sir- 1,030 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
oh i see, woot with 27 buddies, who needs those extra mods but if the orbits of OPM and other mods won't hit your mod's ones, would they work? i mean, is there anything in them that would not work because of the tweaks you made to galaxy? <-- he is stupidly greedy for more buddies all around galaxy- 1,030 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
the extra solar one? (http://forum.kerbalspaceprogram.com/index.php?/topic/130656-11x-kopernicus-extrasolar-planets-beyond-kerbol-discontinued/)- 1,030 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.11] RemoteTech v1.9.9 [2020-12-19]
Jiraiyah replied to tomek.piotrowski's topic in KSP1 Mod Releases
totally agreed sir -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Jiraiyah replied to Galileo's topic in KSP1 Mod Development
@Galileo Honestly, I don;t care if those stations are burning in hell right now finally i can give your awesome mod a test and have fun <-- that sort of fun Hmm now i wonder, how would your mod work side by side with kerbal galaxy and/or OPM one? would they interfere with each other or not?- 1,030 replies
-
- 1
-
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jiraiyah replied to Thomas P.'s topic in KSP1 Mod Releases
@Galileo sir, may you possibly have an answer for this? also i assume SVT works like charm? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jiraiyah replied to Thomas P.'s topic in KSP1 Mod Releases
Let the god love my life as much as he wants now, GOD DAMN YES YES YES, thanks man umm ahem, now that i calmed down, a question, is the bug related to kerbin orbits (when kerbin is not parented to sun) still remains or did squad some how fixed their side of things now? -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
Jiraiyah replied to KillAshley's topic in KSP1 Mod Releases
oh sorry sorry -
I'm ok with different textures, add different resources to the equation too, but having a spawner that will spawn more astroids, well, i don't think it's necessary, only being able to see more than what is there already should be plenty. and about updating the mod ourselves, unfortunately it's not open source. although, hopping for a talented mod developer to make a mod like this and maintain it is nice dream
-
[1.3.x] SETI, Unmanned before Manned [Patreon]
Jiraiyah replied to Yemo's topic in KSP1 Mod Releases
umm considering that green house didn't get anyupdate, can i assume that is working ok in 1.2 or does it need a recompile or anything like that? oopse didn't pay attention to op page, ignore me- 2,515 replies
-
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
Jiraiyah replied to KillAshley's topic in KSP1 Mod Releases
alternatively, if you have photoshop, you can install nvidia's plugins for dds and save your image as dds directly -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Jiraiyah replied to SuicidalInsanity's topic in KSP1 Mod Releases
@SuicidalInsanity Hi sir, considering that your mod has few cockpits, could you please add a patch for texture replacer to use this mod ? as you may find in the mod's config, it is really easy to add support for it but at the same time, it needs the part names (not the one in the config but the one in the modeling software) too. thanks sir- 1,516 replies
-
- parts
- spaceplanes
-
(and 1 more)
Tagged with:
-
hmm was looking at your config file to see how you do the addition of reflection, but then something picked my interest, any special reason you commented some of the parts? or is it just for performance boost? i mean if i uncomment those lines, would i get reflection on those parts?
- 888 replies
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
it's not a problem when you just play ksp once a day, but when you are adding mod after mod and each time you load the game to make sure nothing bad is going on, or when you develop a mod and you have to load the game time after time, that nyan cat really gets on your nerves if i was the mod developer, the same way he gave an option to always have it, he could give another param to remove it from loading screen, but that is me, i still respect him. just answered another person's question to make him a bit more relaxed
-
ok, tried it, take a look http://prntscr.com/cwiofx as you see, it's doing stock behavior like your mod is not even there.