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KSP2 Release Notes
Everything posted by Jiraiyah
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Updated to 1.2
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
well, if you liked that screen shot of the electronic strip, it's part of a texture on the radial battery of impossible innovations and i don't think the mod developer mind you stripping that part of his texture to use, after all, that is part of a whole texture for the part that uses propper uv maps I tried it myself but i am not sure how are you using your two textures (the white one and the other one) i replaced them with a higher resolution texture but they didn't show up on the lamps so i don't know how you are handling them, do they even use a texture? -
one more thing now that we are talking about making things better, how about doing the scan overlay somewhat close to what we had in kethane? the hex grid was really an eye candy if you ask me.
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take your time, i am medical doctor and i still get nightmares seeing univ exams after 12 years of getting out of that hell :D
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
Hmm if you would include antena and connection settings in your modules, it opens a door for remote tech antenas too. alsi it would be nice if we could set a light to track on off situations, like rsr is on, or some solar is open. it shouldn't be that hard in code using reflection, but not sure how it would work in code for modding regarding your lack of your modeling exp, it's ok, imo, models are fine and you should be able to rise graphic quality with better textures -
Hi first of all, let me thank you for your amazing effort. here is a little contribution from my side, the compatibility patches for indication lights, maybe the developer of that mod would add it to the original mod later but for time being, here you go community : now, can i ask a question, is there a plan to add IVA to MK1-4? i know it would take lot of time designing and maybe adding raster prop monitor and ASET compatibilities but, this mod needs love and i think lacking of an IVA for MK1-4 is hitting it, i don't know how to do it myself else i would really help you there. thanks for your amazing mod.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
Here we go sir, here is your compatibility patch with Impossible Innovations mod, first an eye candy for you : Now here is the module manager patch in the spoiler, please add it to the mod if you like it The only things I could find useful to add your mod integration was the command pod, two batteries the pack had, and 2 reaction wheels it provided for us. have fun -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
interesting, got it working, take a look at final code : @PART[II-batPack]:FINAL { MODEL { model = ImpossibleInnovations/Parts/Utility/II-batPack/model000 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.55,1.7,0.8 position = -0.294,-0.133,-0.075 rotation = 0,0,-1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleResourceLevelIndicator resourceName = ElectricCharge } MODULE { name = ModuleResourceEnabledIndicator enabledColor = ModuleResourceLevelIndicator resourceName = ElectricCharge disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = indicator } } I thought when you would use % sign in module manager it would create the module if it was not existing? and here is the result : took me near an hour but was worth it, this little baby is now eye candy and 1000 electric charge in the same space normal radial battery would take for 400 electric charge? sure i will keep this your mod is so awesome by the way, a little suggestion, i know that you are using a very small and square texture for lights but how about something like this? this little dot and line texture would add tons more beauty to your mod's look. would look really cool specially when changing color or flashing -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
Hi sir, I am almost done with positioning the light on the spot, but something is wrong, the light is not respecting the battery charge level, take a look at the picture : and here is the module manager patch i have so far : @PART[II-batPack]:FINAL { MODEL { model = ImpossibleInnovations/Parts/Utility/II-batPack/model000 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5,1.3,0.5 position = -0.295,-0.13,-0.075 rotation = 0,0,0 } %MODULE [ModuleControllableEmissive] { target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } %MODULE [ModuleResourceLevelIndicator] {} %MODULE [ModuleResourceEnabledIndicator] { enabledColor = ModuleResourceLevelIndicator disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = indicator } } did i do something wrong or did i forgot something? -
how about adding a cool down to at least auto update it every 3 secs? would it still stutter? honestly, i am surprised to hear that it does that ! but I am still cool with your mod, specially when i set the radius to 1 (Miny Tiny Little Time Consuming Devil) and using tweak scale i rescaled the part to 1/8th of original size, also balanced the electric charge usage so when the whole planet is finished, the same amount of electric charge would be used. All in All, GREAT MOD. thanks for making it possible for us sir.
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Thanks guys, Added the source to github, MIT, also SPECIAL THANKS TO SPACE DOCK for allowing my little application up in their website. NEW : Version 1.0 is updated. look into version history in OP for more info. Keep in mind where ever you put the exe file, now you will have a settings.cfg file that is being used to track your inputs between sessions (better to put the exe file in a sub folder).
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
Thanks sir, That is more than enough and when i am done with it, i will inform you so that you can add the code for a patch config to have the support file added to mod and from now, if i see any part that would get benefit from this, i may add more and more to stock and non stock files, also, I think instead of playing around with numbers, putting few minutes to learn blender's basics for me would be a better approach, i am well familiar with maya and just need to wrap my mind around the little difference in UI with blender, that should at least help me find base numbers to begin with, and in future, if you would like to add stuff to a specific part, don't hesitate to send me a pm and i will see what i can do, who knows, maybe even adding indicators to tanks would be supported in near future -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
No worries, the stack one is just a duplicated model from the stock part with tweaked configs, but for the radial one, I was thinking more in the lines of adding a little vertical strip to it, here is it's picture : Can you at least guide me to any possible config you may have for adding a vertical or horizontal strip light to this one? because as you can see the texture has a nice placeholder for vertical charge indicator that we could easily replace with a model light, i hope there is at least a model like that to be used, then i can easily sit and fiddle with numbers to find a proper setting. -
Well, I narrowed down the problem to Auto load mod, something is happening when the game is launched and a game instance is loaded normally that Auto Load mod is bypassing, I sent an issue message to it's developer's repo and he said he will look into it, but i never thought something like this would happen between the time ksp main menu shows up and when the user loads a game! here is the link to the issue post : https://github.com/allista/AutoLoadGame/issues/4
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Latest Version : 1.4 Did you ever had to find a single part after adding tons of mods to either tweak it's configs or even delete it when you decided you won't need that part in game? Did you even noticed how badly config files for stock parts are named and organized under Squad folder? Many of us had the tendency to add mods one after another and then play the game thinking that we could delete the parts that we won't need later on, and... we never were able to find that part between 20-50 folders sitting inside our GameData folder ! Not only we wouldn't know the name of the config file, but sometimes we couldn't even remember what mod was adding this specific part. A night before I develop this little application, I was trying to find a stupid stock solar panel and even after 10 minutes of looking for it, I couldn't find it. You would think that Squad developers would name config files for parts properly related to the part title in game,..., you are dead wrong ! That is when I decided to write this little application, the development took less than 10 minutes and until now it saved more than few hours for me trying to look for a part. What it does is really simple, you just set the GameData folder for it, then a text that you want to look for in the config file, being it the title for a part, it's manufacturer or part of it's description. When you hit search button, it will look into every config file sitting in GameData folder and it's sub folders, reading them and compare it's content with the text you gave the program, if it finds the text (ignoring the casing for easier typing time), it will add that config file to a list. At the end of lookup process, if the number of files are more than 4, it will warn you to reduce the count by adding more text to look for and won't do anything else. The reason for this is to stop users from doing a mistake and search for something that would cause hell for their pc. If the number of found files are 4 or less, then the program will open a browser window for each one of them separately and select the config file in it for you. In my testing environment with tons of mods added, a search would take almost 3-6 seconds, and even when the tweak scale folder was one of the opening folders, I never had a situation that more than 4 folders would open up, specially if I would use the whole title for a part. Have fun and enjoy this, thankfully, it is not KSP version related (unless they change the file extension for the config files, AKA, never :D) Source license : MIT (Have fun) Version History (Spoiler) DOWNLOAD (Space Dock) SOURCE
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
Jiraiyah replied to MatterBeam's topic in KSP1 Mod Releases
I'm not sure if anyone mentioned this before or not, but, I think the icon is not showing up properly in the toolbar mod, nor it shows up in stock toolbar section (if it should be) I think the reason for a purple box filling the toolbar icon is that your icon is in png format and ksp is trying to convert it to dds? is there a way to disable this behavior for your icon in specific? also the icon is not showing up in the manufacturer section of the parts and instead an empty tab is showing up!! -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jiraiyah replied to Snark's topic in KSP1 Mod Releases
Hello sir Can we ask for some mod support? Impossible Innovations has two batteries that after I saw what is their capacities, I decided to remove every stock battery from my game folder to reduce the part count, can you please support those two batteries? one is named II-batPack that is a radial mount battery, and the other one is called II-stackBattery that is a stackable battery. this second one is much like normal stock batteries that can stack but the other one is custom modeled. I would appreciate if you would support these two batteries or at least give me a code to use as module manager patch for them. thanks -
Ok, tested the tweak scale on fresh install and it works, but now i can't figure what could interfere with it, thought to send a log file here and ask for help, there should be a mod interfering with this mod, someone plese help me, i am totally new to tracking bugs in ksp https://www.dropbox.com/s/r9a9l91ktxxcbmb/output_log.zip?dl=0 thanks
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Hi can anyone help me on this issue? i posted the issue on the development forum thread :
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Thought this may help, take a look, in this picture, first I remove the default Tweak scale module, that part works ok, then I add my own tweak scale with the type defined and on the left side, that is what i see, first of all, it's on default type without ability to change it in GUI, second, using the right button i set it to 2, not only the slider won't update, also the part is not changing it's scale, also, even if I use the slider in the GUI, still the part is not respecting the value at all
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Hi I have a problem in 1.1.3 regarding Survey Scanner, I looked into your patches and I saw that it's adding free scale form to it, but no matter what i tried, it only jumps from 1 to 2, and even then, the size of the part in VAB is not changing. Then I tried this changes in your patch :And still it behaves like before (going from 1 directly to 2 and no change in the size). What is the problem? Why this piece is not answering to changes? thanks The other problem is that even other parts that has tweak scale on free form on them, when i change the scale in VAB, they are not changing the scale of the part. please help
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Ok, now i have a problem in 1.1.3, not sure if i am doing something derpy or not, but when i toggle the biome map or Ore map either in KSC's track station or map view in the flight, it's not updating in real time and i need to toggle the map off/on again to update it. thanks
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shame that there is no news for this mod i really miss this in my game play now
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Hi, I think I found it? ScanRadius = 8, now, how does this 8 being used? for example, if i set it to 2, what will happen?
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and one last question, how can i get a list of all stock icons?