-
Posts
1,111 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Jiraiyah
-
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Jiraiyah replied to girka2k's topic in KSP1 Mod Releases
so if i weld more than one docking port they won't function or is that it won't go for welding it at all? but at least, now i can weld the core, cool but shame, if it was possible to weld docking ports, the part count would be reduced from 28 to 1 lmao, damn space station core rings are hard -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Jiraiyah replied to girka2k's topic in KSP1 Mod Releases
Hi everyone sorry if the questions i will ask was asked before but i was not in the mood to read every 38 pages to see if i would find the answers or not, so please bear with me and if possible would appreciate to get answers. 1- how many docking ports a welded part can have? (on different places on it's body) 2- if i add antenas and dishes to the welded part, will they be accessible from right click later (specially with remote tech), also what will happen if those dishes have animations? I don't mind if every one of them play at once, but one playing and others stuck is not acceptable. 3- can weld the probe core to the buddy or do i need to keep it separate? 4- when i welded the first time, the lights were on, ok, that worked but few of lights lost the colors i gave them and now those who i changed colors (each had different color), now work with each other and i have one color setting in the right click menu that changes all of those lights with each other. any way to solve this? thanks for possibly repeating the answers that was deep in forum for my lazy attitude again. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jiraiyah replied to rbray89's topic in KSP1 Mod Releases
well i saw the blog post about porting to unity 5 written by you, at least you would be closer to find developers than me lol, that feature would be nice to have though :/ -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jiraiyah replied to rbray89's topic in KSP1 Mod Releases
hey jester i pmed you and asked if it is possible to add a new feature in next version of ksp, can you reply to it lol -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Jiraiyah replied to DasPenguin85's topic in KSP1 Mod Releases
lol that was not reply to me i think you quated wrong -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Jiraiyah replied to DasPenguin85's topic in KSP1 Mod Releases
about quad frames, how about instead of making them back, add nodes to the existing one so that we can stack them side to side too? this way we can put a pay load in center and have even bigger ones if need to? -
Portable Rover Components. New project from ASET. (up 29/07/14)
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
ah ok, thanks -
Portable Rover Components. New project from ASET. (up 29/07/14)
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
umm i'm noob, what do you mean by ground pylon? can you give a screen shot please? -
Portable Rover Components. New project from ASET. (up 29/07/14)
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
UUmm i saw people saying it explodes that is why i asked -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jiraiyah replied to rbray89's topic in KSP1 Mod Releases
well i didn't try to see if it will work or not, but i converted every other image you said, only this one is not being converted, if you have this one image somewhere as dds, would be nice to share it, but what you mean from avp? astrpnomer's pack? then yes also, copy / pasting the step 2 (clouds with particles converted to dds) gives me this ! http://prntscr.com/7h713z the funny thing is that the original png works without active texture management or with it ! now about EVE, even with terrain set to highest, still city lights clipping the terrain :/ http://prntscr.com/7h75or -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jiraiyah replied to rbray89's topic in KSP1 Mod Releases
Yah i double checked it, but that one image is not being converted ! also, i couldn't find the converter in your mod list in your post, i got the dds4ksp link from another guy on irc -
Portable Rover Components. New project from ASET. (up 29/07/14)
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
sigh so it's not working in 1.0.2 properly yet? shame :/ -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jiraiyah replied to rbray89's topic in KSP1 Mod Releases
ok, not sure what am i doing wrong but this one file is not being converted to dds on astronomer's pack ERR : Unknown file format A8L8, skipping conversion for C:\Users\pc\Downloads\Astronomer's Visual Pack - Interstellar V2\4th Step - Optional Features\Essential Features (still optional though)\Auroras\Step 2\22MB 8K Auroras\GameData\BoulderCo\Clouds\Textures\detailAurora.png -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jiraiyah replied to rbray89's topic in KSP1 Mod Releases
well i tried to convert those textures for astronomer, but in aurora one of them fail to conver :/ also for me gpu is not an issue, nvidia gtx 650 here -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jiraiyah replied to rbray89's topic in KSP1 Mod Releases
Please, I BEG YOU, can you upload the converted package to somewhere so that i can get them? preferably the high resolutions with the optional stuff, i don;t know how to convert the astronomer's to dds and am dreaming on using it thanks sir -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Jiraiyah replied to sumghai's topic in KSP1 Mod Releases
ah kk, will wait np -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Jiraiyah replied to sumghai's topic in KSP1 Mod Releases
can i ask a question, if i get the files from git's master repo, will it work properly with aero dyns of 1.0.2 now? -
common, don't give up, you rock sir, i am waiting for a great news from you
-
Hi I know i may sound crazy for opening something like this, but, the thing is, i was watching bob's you tube channel and his behind the scene video making, then i thought, you know what, if we had access to 3d models of kerbals, the buildings, the parts, all models related to ksp and it's mods, in fbx format, making RPG cut scenes for story telling, specially for people who knew how to use blender, maya or 3dmax, would be much more fun and who knows, one day we could see short movies made with those assets, i know there are copy rights about these stuff, but if we keep those movies just for you tube without making real money (like selling a movie) i think it would be ok (not sure on that). The reason i say it would be much easier, is that when bob was describing what hell he has to go through just to make 4-5 kerbals enter a room, i was cringing, knowing how easier it could be if we had access to animatable 3d models in 3d animation packages. honestly, not only the quality of those videos stories could be go some what higher (we wouldn't want to break the gap between looking kerbal and reality) but also, there would be 0 need for post record, video editing craziness with masks, and stuff like that. hell we could get close ups and lip sync too. your ideas?
-
I am using it right now, but the thing i liked about this mod was that you could see the text from start, maybe a bit lazy way, but with filter extension you need to move your mouse and wait for the tool tip :/ also, filter extension won't let you have two or more mods show at the same time, i would like to have the ability to have my collection, although i didn't mess with costume groups myself, maybe that will help
-
hey bob any progress on this mod?