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Jiraiyah

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Everything posted by Jiraiyah

  1. @Alewx Hi sir am i missing something, I looked in configs and there is an option to not hide the VAB building when it's extended, i set it properly but every time i expand the building, it gets hidden (saw this in 1.1.3)
  2. @Galileo Hello sir, I have a question that may sound like a noob because well, i am noob using mods in ksp, is there a way to make the clouds more thick and/or multi layered? because they are nice from surface or around orbit but when you are transiting with a rocket or SSTO, they feel like a thin layer passed through very fast thanks
  3. Umm I'm derping here, but can't find it on your repo in git hub sir
  4. Well I tried it, the parts show up but : 1- the fairing on sigint had no staging and won't work 2- most of the parts has no right click and won't behave as they should long story short, for anyone wanting to know, we should wait for developers to update this
  5. Hello, with the functional build with the latest commit, the option window is not comming up, that causes me to not seeing my custom group properly (some part not show up maybe because of the manufacturer having groups)
  6. FYI there is a dll rebuild in Scaterer's development forum that may fix some issues, replace the dll with the one you get from this pack
  7. OOOPSE not only I missed that you were the developer of that mod but also i missed the edit comment there. sorry sorry I'll be a good boy
  8. @Snark sit i think space dock is up to date now, take a look at this mod's ksp version : http://spacedock.info/mod/980/AntennaSleep
  9. Hey there, first of all, the version of fire spitter plugin you are using is older than the last version of 1.1.3, also, can i suggest you to look at B9 Part Switch ? also, I noticed that when you want to attach some other mod's parts inside the cube, the part shows on the outside of it. I think you are just using a simple cube or something for the collider? if that is the case, either use better colliders or switch the mesh collider to use the mesh object itself. thanks
  10. hello all, i know that 1.2 is farely newly released, but looking at OP page, i saw that he said he didn't need to change stuff for 1.1.3, that caused me to think, would this work as it is with 1.2 too? specially when squad didn't mention anything related to aerodynamic changes? thanks
  11. @Snark o~k sir 1.2 is out should we give the current version a try or do you think something was changed breaking it?
  12. oh, i thought this mod had a separate fork of scattere because with the original developer's version, every now and then i would get nasty looking oceans but with the one packed in this mod there was no such thing, i will try your suggestion in 1.2 vanilla as soon as i get my hands on both mods
  13. Hi I have a question, We all know that we can use reloading database on debug window to reload the parts for those who are developing it, but, is there a way to reload module manager patches? if yes, how? if no, can it be added as a feature to the mod? thanks
  14. did anyone encounter this? having this mod in 1.1.3 and when i added kerbal galaxy, in ksc view it would go up to 20 GB memory leak !!! but in other buildings or during the flight the memory would drop and released, asked kerbal galaxy developer but he had no idea, then i thought maybe this mod's scatterer was responsible because as soon as i added kerbal galaxy, in ksc view the ocean was gone and memory leak was there !!!
  15. hmm something just popped up in my brain, how about this, a separate mod with two place holder models, a window that does something like what ksp gave us (move/rotate/scale) then a button to calculate those params related to parent? that should give us a good head start to tweak numbers for original patches and the players won't need to install this mod at all !!
  16. you know what would be nice? a way to tweak the config while ksp is running, and inside ksp somehow reloading that config to see the result I know this is possible for the part config itself, but now that we are using module manager, well, that is out of the window, i wish module manager had a reload or something like that inside ksp
  17. Ok, won't go for your chatting section because I was simply gonna ask, any news on what is causing that memory leak? thanks
  18. Thanks for crediting me sir, I appreciate it, but honestly, I will go for more and more mods when I get time to do it and specially if I can find an easier way other than tweak/test/tweak
  19. Hi trust me when i say this, this is my first time trying USI, long time ago i had tac life support, and also, this is the first time i am trying your mod, it's the first time i am trying anything related to deep space with kerbals on bord (always used probs) so.... lots of unknown for me there and for what i am aming to have on my lets play, oh god help me survive
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