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KSP2 Release Notes
Everything posted by Jiraiyah
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Hmm assuming these are just part files they would work in 1.2?
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sigh, what is wrong with some part's collider? they look like the collider is low sided cylinder not the proper shape they have damn never noticed it by now. why use any collider other than the mesh itself specially for these type of parts it would be useful simply because it would let us put smaller parts INSIDE the truss segment
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Damn, why mod developers don't change the license when they notice that they won't be able to maintain their mod any more , i hope this will get updated to 1.2 by the original developer or at least he let others pick the project back up
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[1.12.x] Custom Asteroids 1.9.0 - January 24
Jiraiyah replied to Starstrider42's topic in KSP1 Mod Releases
god can't imagine the possibilities of combining this with rover dude's ART (Asteroid Recycling Technology) -
no worries sir, I know how professional life can be (medical doctor here :D) <--- professional life == kerbal on ballistic entry without parachute
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:/ Quick goto is not seeing as much love as others :/
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woot, damn you give a candy to a child and say stay away from it now i can't wait for 1.2 to give another try to my stational construct mod
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Jiraiyah replied to BigNose's topic in KSP1 Mod Releases
Hmm, can i suggest something, did you ever considered having a single mesh with texture replacer module and ability to change light color from right click menu in vessel editor buildings? this wouldn't be such a bit performance material but IMO would add more flexibility to your mod regarding colors and textures thanks- 799 replies
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[1.10] The Undockinator v1.1.1 - Undock your ships
Jiraiyah replied to hab136's topic in KSP1 Mod Releases
spacedock link is not working -
well in my defence, I asked about the cat for two reasons : a) as Snark said, it's a matter of taste and it was like nails on black board b) I didn't know it's temporary knowing that it's temporary I repeat what snark said, I respect sarbian and his way of messing with our brains for his fun (joking) just because he deserves it
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GOD DAMN, this shader SHOULD become part of stock, not only it won't brake the global look of ksp but also it adds much more beauty to it DAMN SQUAD ADD THIS
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well, log is not spitting anything, the thing is that when I add my own group for example for USI, parts of Konstruction subgroup show up and part of it is not showing up. when I remove your settings totally and only have my own group/subgroup they show properly Also, last night I noticed something, too much flashing on the filtering section of gui with mouse over subgroups, donno what is causing it but it is sure not from stock and there should be no mods causing it other than filter extension (sometimes it flashes off/on very fast but some times it just gets unvisible with the background image for filter section still being there)
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
Jiraiyah replied to pizzaoverhead's topic in KSP1 Mod Releases
I'm not sure if it would be possible. Normally when you see this sort of stuff in unity, the developers add some sort of tag on objects and materials, then they track down what is beneath us depending on these tags to choose the sound. I don't think KSP has anything like that. -
@blowfish Hmm, I have a question long time ago, I was fiddling with a station ring mod with tons of attach nodes all around it, I tried JSI Utility to toggle those nodes on/off , well, everything was ok until you would add tweak scale to the game. the problem was this, you would toggle some nodes off (like around the outer side of the torus) then change the scale (for example to 50%) and the moment you would toggle those nodes back on, they wouldn't be in proper place, instead, they would show up in their original place as if the scale of the part is still 100% so the question is, what would happen with your mod for toggling nodes on/off in this situation. also, for toggling nodes on/off, do i need any extra mod or your dll would be enough? thanks
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hmm, well, I tried reload database on alt + F12 one, the thing is that i was using MM for patching indicator light models on some other mod's pod, problem, they wouldn't replace the position correctly unless I close the game and reload it, did i miss something or was it the result of using the default debug window instead of yours?
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wow, interesting, didn't know it's possible to limit access to infra structure of mesh and etc in unity to this extend. wow looks like devs didn't like bigger VAB/SPH shame
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did you try doing it with reflection? unless they really made things secure using c# reflection you may be able to handle some stuff that way. If no, why not adding NOT IN USE in the config?
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Jiraiyah replied to Galileo's topic in KSP1 Mod Releases
Hmm well, I have 32 GB memory and GTX 650 VGA, would it support that heavy load? if so, why not give an optional download link to use?