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Jiraiyah

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Everything posted by Jiraiyah

  1. @RoverDude Hi sir I know that with all the things you have in your plate, this would be hard, but, considering that USI and MKS are very in depth mods, can you put time and effort in making in depth tutorials about how they work, how we can have a closed cycle of life support etc? thanks
  2. Well, I would suggest going with the best quality you found and publish the mod, that would help fixing bugs in time you are looking for better sound effects
  3. you can convert those dll back to c# code, use something like dotpeek
  4. I just saw this : MEMORY SAVER: This will save you a good chunk of memory, but in doing so overwrite the stock part textures (what I personally do)-Instead of installing the part textures into "TextureReplacer\Default\Squad", place the WindowShine Squad folder inside GameData. This will overwrite the stock part textures, making KSP only load one set of textures at startup. so the question is, can you share your own version here and let others decide? also, can we do this with your shader (dropping and replacing squad ones)? another question, would it cover mods or do we need to have one shader / part / mod ?
  5. i would guess that would be the same mechanics, after all, no sane player would EVA 2 or 3 kerbals from ladder at the same time
  6. here you go : http://www.3dbuzz.com/training/view/untiy-rpg-api-core those are my tutorials but there are tons of good stuff under unity section, some for member sponsors but some good ones are free too
  7. @Snark did you consider about adding antena and toggling their activation to an action group (say 3) specially with support of remote tech?
  8. would it allow 7 gig or something? i know free drop box only lets 2 GB
  9. I know, actually i was thinking a torrent link can be a better solution for this compared to git hub?
  10. hmm isn't there any way to reduce the time they will accupy the docking port? i mean if you undock fast, it would look like they are ejecting one after another, and i noticed that there is almost 1 to 2 seconds between ejects, can't it be reduced?
  11. true, when i asked if they are GC, i was gonna commenting that if they are GC then that graph is perfect
  12. wow that is a serious performance boost there, am i correct in assuming that those little hickups are GC ones?
  13. read correctly, he says "One at a time" he wants all three kerbals to be ejected all at once ! or do you mean if he puts 3 of the smaller ones and hit abort, all 3 would jump out at the same time?
  14. I very well know what they are, after all, if you make video tutorials on unity for 3d buzz, you would know what they are and HOW MUCH they impact a game engine, but when you are developing a part like hex truss, people would at least like to see propper colliders or better, mesh colliders, did you ever tried a mesh terrain with over 20k vertices, let me tell you this, the mesh collider for that terrain is itself, yet, no big performance hit, learn this my friend, these days, models are not the bottleneck of games, textures and graphics are, vertices are cheap more than what you think
  15. be noted, not all mods update on ckan, i would suggest spacedock and curse, i use them myself, spacedock even sends you emails when a mod gets updated and you are following that mod
  16. check few posts back, i think he said that it's not possible to eject all 3 at once because of some ksp mechanics
  17. sir i used this patch, but take a look at this : NullReferenceException: Object reference not set to an instance of an object at VanguardTechnologies.ModuleKrEjectPilot.getNumSeats () [0x00000] in <filename unknown>:0 at VanguardTechnologies.ModuleKrEjectPilot.GetModuleCost (Single defaultCost, ModifierStagingSituation mss) [0x00000] in <filename unknown>:0 at Part.GetModuleCosts (Single defaultCost, ModifierStagingSituation sit) [0x00000] in <filename unknown>:0 at ShipConstruct.SaveShip () [0x00000] in <filename unknown>:0 at ShipConstruction.CreateBackup (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 got this using MK1-2 with 3 kerbals, for making sure there was no problem, i tweaked that maxUses to be equal to 3. when you hit the fly button in VAB, the screen gets totally black and this is the first null reference that is being followed by some more null references from all sorts of things like scaterer etc, taking that patch out, everything works, adding the chute part with 3 kerbal support works like charm (I mean 3 puffs :p) not sure what is wrong there
  18. That would be nice, I always wanted to have something like this on local
  19. i will leave textures in your capable hands sir, that alt + 0 is all i needed
  20. @Galileo sir can you at least tell me how can i modify the cloud layers? also, I don't know if this is how you guys handle the clouds or not, but, if it was me, i would get the height of the craft then if it was bellow certain amount or above another amount, i would render single layer of detailed cloud, other wise it would mean the craft is transiting between clouds, that is when i would add layers of cloud and maybe reduce the camera's far clip plan if it was accessible another trick during transition could be to use few layers but as soon as it would be passed and not be visible by camera (hard to handle this with free cameras but meh) then i would jump move it to a new proper place (sort of object pooling)
  21. O~K tested and working like charm although i think i will add a little tweak scale patch for it later myself
  22. @Felbourn Hi, I was talking with snark today about his mod Indication Lights and the possibility for a tool to add more mods to it's compatibility list. Basically what we need is a tool that is much like urs but instead of tweaking nodes, we want to be able to move a child part relative to it's parent part and at the end get numbers in memory so that we can paste in the MM config that we would have for a compatibility. Unfortunately, snark has his hands full and although i have decent experience with unity, i don't have enough time nor the experience with ksp's api to be of any help. would you like to sit and write another mod? well, i'm sure snark would love it a lot but honestly, for time being me and him would be sole users of this unless other players would like to add more patches to indicator lights for other mods they like. so? can you do it or are you like me (busy as hell, barely making time to play ksp like 20 min a day)
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