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Everything posted by Jiraiyah
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umm an idea came to my mind, can you make it so that if rpm is installed instead of a flat text on monitor, we would have a little tiny panel somewhere in iva showing the name in it? it doesn't need to fit to every iva model, but making it a bit wise then you could make a floating nice looking panel or something?
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
It looks for the part names in any folder and then the module names so if you want you can simply drop that patch right under your game data folder in a .cfg file but if you want to republish this mod somewhere, it's better to keep it's patches inside it's folder to prevent file name duplication and over writes -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
here we go sir -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
here you go, take a look at this patch now, i wonder if @PART[SIL*] would find all the parts at once or not if so, that would reduce the length of the patch Add it to the mod if you want to, I changed it so that bulb module would only add IF surface light is not there. thanks for your help sir, also, do you think the original dev would mind if you guys add this to spacedock? after all you can give him the author ability i think? -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
check my previous post, added a patch for MM -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
hmm i have a better idea, i will add a little MM patch to choose between different settings will give you the result to test by yourself O~K this may look dirty but I am not pro in MM patches, can you make it cleaner than this? I first remove both modules from all parts then add them back based on the plugin -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
oh yah, it shows two lights and apparently both work in vab but in launch only the second one works ! so if i remove bulb section from the part would it fix the issue? although i don't have bulb installed ! GOD DAMN I AM IN LOOOOOVE never saw a kerbal's face with any other light than white till now another question, if i install both bulb and surface light in game, what would happen? would they interfere with each other or not? -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
surface lights? no it shows all four and the color change works. but the link you sent has only the configs, no textures, no models no parts :/ -
[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
Jiraiyah replied to nodrog6's topic in KSP1 Mod Development
<-- a very very veeeery happy old ninja thanks sir -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
the surface lights works on my side (windows) maybe you should open an issue on their forum? Umm --> https://dl.dropboxusercontent.com/u/72893034/help/StackInlineLightsRGB-v0.9.zip <-- only has config? sir today is the first time i found the mod, i had nothing related to it from past can you repatch the whole thing and send it? thanks -
trust me, i have tried mod after mod, in my case, as soon as i added all the USI mods that has models at once, the flickering came back looks like Tarheel1999 is right, because the very first few mods that i tested had community resource pack in them and it looks like after i added the rest of USI (those that add many parts) it started. so i think someone should start an issue tracker and yell at devs
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
I will happily accept the role of the guinea pig and will test what you gave me already and if it was ok, then we can move forward for the rest of what you have in mind. regarding the sizes, why not just add tweak scale? these days it's a pretty much must have thing. is is about dependency or light intensity? -
did anyone open an issue on kerbal issue track about this then? because right now, my game is so flickering that is almost unplayable and i don't want to take any parts out :/
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[KSP V1.4.5] TAC Fuel Balancer v2.20
Jiraiyah replied to Z-Key Aerospace's topic in KSP1 Mod Releases
yup saw that and will wait -
[KSP V1.4.5] TAC Fuel Balancer v2.20
Jiraiyah replied to Z-Key Aerospace's topic in KSP1 Mod Releases
wow thanks for information sir, i was not aware of PWB at all, i think i will have three mods, or will they conflict with eachother ? (PWD and TAC) -
same here, now i'm trying to find which mod is causing it
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
ok, right now i have surface lights (the second option) so how to go for this mod now? -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
lol Don't make my life hell buddy, I'm new to ksp and adding mods to it, don't even know what are those two plugins, name then so that i can search in my mods folder -
discussion Discussion - Community Category Kit
Jiraiyah replied to RoverDude's topic in KSP1 Mods Discussions
hmm i have a mixture of grouping system, some of the groups are for specific type of job to be done, for example, one group for satellite one for stations, sub groups for these are most likely stock like meaning i would have pods, antena, electrics etc. the other section of grouping is related for developers with more than one mod, USI for example has it's own group, in these, each sub group is one mod, for example life support, Konstruction etc the last one is a single group with many subgroups, this group is called mods, each sub group is one mod all by itself, and it has one subgroup names MISC for those mods with 1-3 parts (like mechjeb) obviously, right now, i am using filter extensions for all of this -
@Crzyrndm Hi sir some people already mentioned it but they say it happens in stock game to, well, I tried the stock game and there was no problem, how ever, when i add your mod to the game, the filter section will flicker as soon as i move my mouse on one of the parts or change tho crew assignment, also, it makes the launch button go behind the top section of gui until you move your mouse on it, some times even the whole filtering section gets hidden and u can only see parts. last update helped but the flicker is there, only smaller time between hidden phase wait, i just have 2.7.1 will test and update this post
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
I would really appreciate if you patch the whole thing and make a downloadable link for 1.2, i think everyone would be happy -
hmm op says it 's for 1.2 and there is a link for real plum itself on git hub but a quick look at that repo, there is no mentioning of 1.2 versioning in real plum release itself, would it work or is there something i am missing?
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[KSP V1.4.5] TAC Fuel Balancer v2.20
Jiraiyah replied to Z-Key Aerospace's topic in KSP1 Mod Releases
<<-- can anyone guide this noob guy? what is the difference between this mod and ship manifest? I mean, if i have ship manifest won't it do the same thing with extra features? thanks