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Everything posted by Jiraiyah
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Hi before i ask my question i want to mention that i totally understand ksp dropping 64 version because of the problems regarding the unity engine, although unity is a very good engine but for us, developers of games, it's not as open as we would like it to be. that being said, i have a question, i have x64 windows with 16 GB of ram, i didn't play ksp for long time and last time i was playing it i had a laptop with only GB of ram on it, so the question is, if we want to compare the 64 and 32 versions of ksp on my computer now, how many mods can i install on each version? i mean, if 1.0 comes out, how many mods should i drop from the list so that i can play the game, having a 64 windows means that my computer will recognize all the 16Gb of ram and at least i will have 8Gb of free ram no matter what, so the 32 ksp will use 4 GB of it when 64 would use all of it? or am i missing something here? thanks for help.
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Damn, you think they will come back to it after few sub versions or will they completely drop it? any news on that? -------------------- Edit : On a second thought, the main reason i had issues with my laptop before was that it had only 4 GB of ram, having a x64 win would recognize all my 16GB of ram, and still 32 ksp can use up to 4GB of it true? if that is the case, things would not be as bad as i thought, because previously i would only be able to use up to near 2.5 GB of ram for the game, but still, damn, thinking that i could give 8 GB of ram to game, how many mods i would be able to add to the game? A LOT, but now? not sure any more
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WHAT? seriously? and here i was hoping that from now i can use all the ram i have in my beast computer for ksp, f.... it damn, why are they dropping x64?
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You know, i would like to see some video about this mod working hand in hand with something like Karbonite or Kethane. would help a noob like me to understand how this will work, specially, i would like to see how you would send this ....... to any orbit thanks
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Can you please at least publish a beta version for 0.90 x64 and inform others to use it on their own risk? i would like to have this beside other mods in x64
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KOSMOS 3/14/2015 RD-170 Family Released!
Jiraiyah replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Am i wrong or will 0.90 come out soon? can't wait for the updated release -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jiraiyah replied to sirkut's topic in KSP1 Mod Releases
Hmm, i just dragged the infernal robotics folder on top of previous one without deleting the old version, the servo works with the GUI (although it seems controls are inverted from the previous version) but with the latest toolbar , GUI is not toggling, I think it should be easy fix? maybe a little change in the toolbar api? because i found that mechjeb toolbar plugin also doesn't show all the buttons that i tell him to show ! (maybe i didn't unlock all the career nods *shrugs*) -
Now-defunct-thread-that-should-not-appear-in-google-search.
Jiraiyah replied to Cilph's topic in KSP1 Mod Releases
Ok, eather I'm doing something wrong or the hot fix still has problems here is what is my problems : 1- all mechjeb modules are removed from probs, I even added the config to the root of RT for adding them (posted in a forum post after the hot fix) but still need to add the part to have them 2- still get crashes, much lesser than before but it's annoying to have crashes mid landing -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Jiraiyah replied to UbioZur's topic in KSP1 Mod Releases
Ok I have some problem with this version : 1- it's not available in career mod by default. 2- career mod or sand mod, in both when you weld parts, all your parts are being unloaded ! in both cases you need to relaunch the game, in career mod, you lose every research so you need to go and again search and gain parts one by one (nodes are green but parts are another story) 3- when you weld parts, on some mods the parts are being welded in random rotation angles 4- when welded, it's hard to connect it to new ships by nodes and sometimes they don't recognize nodes even when they show it so please if you can, take a look yourself and release a stable version that work both in career and sandbox modes. cheers -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Jiraiyah replied to UbioZur's topic in KSP1 Mod Releases
Ok I have some problem with this version : 1- it's not available in career mod by default. 2- career mod or sand mod, in both when you weld parts, all your parts are being unloaded ! in both cases you need to relaunch the game, in career mod, you lose every research so you need to go and again search and gain parts one by one (nodes are green but parts are another story) 3- when you weld parts, on some mods the parts are being welded in random rotation angles 4- when welded, it's hard to connect it to new ships by nodes and sometimes they don't recognize nodes even when they show it -
so are you planning to add support for real chute mod?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jiraiyah replied to sirkut's topic in KSP1 Mod Releases
I'm not asking for any animation there, remote tech has something like that with his big dish, just a gui button and then i think he switches between open and close dish meshes. something like that but with support for everything you added to the IR system. anyway, thanks for this amazing mod. it rocks -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jiraiyah replied to sirkut's topic in KSP1 Mod Releases
thanks. well, for time being taht would work. but for a mod needing another one to fix some problems, isn't ok , specially when that is a little feature i think. If i knew how, i think i could use strut's config file and and some things to it so that it would work, in other words, no new model needed, maybe new texture to separate them from struts. and what about being able to move parts in assembling and making stuff time? at least we should be able to right click parts and make them completely open / closed or powered/unpowered this way we would be able to put things easier in place when we are designing -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jiraiyah replied to sirkut's topic in KSP1 Mod Releases
also, something interesting, i know that you said it's a known bug but it's funny, when you add toggle gui to a custom set, then the IR button in the fly window works, but when there is no custom shortkey for toggle, it says no target and won't work, are you checking got that option in code or is it some how conflicting with tool bar mod? I use the latest version of tool bar mod by the way -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jiraiyah replied to sirkut's topic in KSP1 Mod Releases
Hi Guys am i missing something or is it possible at all to move and simulate parts in assembling time? because if it's possible, it would make designing stuff much easier. also can i request a new part? u see, i was trying to put 3 satelites with huge dishes in orbit with only one launch, i used gantries but the problem was that they move around so much that they cause problem, so i tried struts and i'm sure you all can guess how did it end? so i want to ask for a new part, something like struts to keep large parts connected together but brake when you start moving the IR stuff around.or it's acceptable if it gives you a gui option for breaking it's connection. thanks -
guys I have an issue with stretchy tanks, when i hold f, it reduces the size to some amount but no matter how many times i tried, it won't go above the size it's originally is, also all the tanks are half of the normal pod in radius, I'm not sure if these are mented to be like this or not because i can see in pictures that people make tanks bigger in radial size so what's going on? by the way I have lots of mods installed but i don't think any of them should affect this, because if it was other mods affecting, then why would the thanks go lower on radius but not higher? thanks
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thanks greys, as i said, i still had the mentality of that game when i sent this post, but thanks for enlightening things
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but as i said in irc, it seems i'm still thinking more minecraftish regarding mod packs
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i'm more a reader than poster hence the reason for 6 posts, but i agree, maybe many people have not enough ram for this, and i know with each new version it's always a problem for updating packs, but, i disagree with removing motivation for new developers, after all i think many people doesn't even know how fancy a little mod like concave constructions can be so, when there are new mods, at least i'm one of those that would try them myself no matter what
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[0.90] Tweakable Parameters ( V4.1 Released 25 Dec 2014 )
Jiraiyah replied to HoneyFox's topic in KSP1 Mod Releases
oook, i'll do it, but dang it, ksp developers should really put some reference like that out there -
Hello all I was a dedicated minecraft player before starting ksp , and anyone who played modded minecraft and tried to publish a mod pack, knows how tricky and tedious job it is to get permissions from every developer out there . It has two down points in doing so : 1- each mod pack publisher needs to ask developers to get permissions 2- each mod developer needs to reply on permission requests time and time again. so I thought to my self, why not having a thread just for this in ksp ? TBH I'm playing ksp with 70 folders of mods in GameData folder! so imagine how hard it would be to contact each developer and ask for permissions, not to be rude, but as I said, having a global post that developers can give global permissions would be nice. I won't publish the mod pack until I get permission from every mod developer out there. so here is the list of mods i have and I think it covers 90% of mods out there (by the way, the order in list is just the order of folders I see in the GameData.) 1- ToolBar 2- 2mNERVA 3- Action Group Manager 4- ASET (Lander cabinet & EXT Cam Radial) 5- Aviation Lights 6- B9 Aerospace 7- Boulder Co (City Lights & Texture Compressor) 8- Concave Construction 9- Crew Manifest 10- DeadlyReentry 11- Engineer 12- Enhanced Nav Ball 13- Exsurgent Engineering 14- Extraplanetary Launchpads 15- Ferram Aerospace Research 16- Firespitter (Plugin only) 17- HexCans 18- Hooligan Labs (Aero & Utility) 19- Hull Camera VDS 20- JSI 21- KAS 22- Kermzit 23- Kerbal GPS 24- Kerbal Joint Reinforcement 25- Kerb Paint 26- KESA 27- Kethane 28- KineTechAnimation 29- Klockheed Martian Shuttle Engines 30- KSPX 31- KW Rocketry 32- Lionhead Aerospace Inc Circular Panel 33- LLL 34- LLL- Entra 35- LTech 36- Magic Smoke Industries 37- masTerTorch 38- MechJeb2 39- MechJeb2RPM 40- ModsByTal 41- NavyFish 42- NothkeSerCom 43- NovaPunch2 44- ORDA-master 45- Precise Node 46- Procedural Dynamics 47- RBI 48- Rcs Sounds 49- Remote Tech 2 50- ResGen 51- Romfarer Lazor System 52- SCANsat 53- SCANsatRPM 54- ScoopOMatic 55- SH_mods 56- Simple Part Organizer 57- Station Science 58- Stretchy Tanks 59- Targetron 60- Tarsier Space Tech 61- Thunder Aerospace 62- TrackDll 63- Tree Loader 64- Trigger Tech 65- Tweakable Docking Node 66- Tweakable Parameters 67- VNG (Parachute & Plugin) 68- VOID 69- Warp Plugin 70- Wayland Corp (Command, Engine, Fuel tank, Utility, Wheel) some things that i think needs to be mentioned : 1- I know that most of the things I listed is actual name of folders in GameData and not the name of mods themselves, TBH I may not be able to find all the correct names myself. I'll add the actual name of mods one by one when i have more time to put on this. 2- The current version of mods I listed is for KSP .23 3- If developers give permission for mod packs, some other rules apply to mod pack developers themselves : a) each mod pack developer is responsible of keeping his/her mod pack up to date himself/herself. Mod developers ARE NOT responsible of any conflicts happen between mods in the pack , each modpack developer is responsible of checking the mods in the pack and their compatibility. c) mod pack developers have no right to force or bother mod developers for new updates, remember, each mod developer has a real life and they are not gaining money by developing mods, in other words they are doing us (players) favors, so respect their timing and effort. After all, if your mod is not listed above, it doesn't mean that you should stop posting in this thread about permissions for your mod. and for forum admins : of it's possible, please sticky this thread ! thanks everyone
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[0.90] Tweakable Parameters ( V4.1 Released 25 Dec 2014 )
Jiraiyah replied to HoneyFox's topic in KSP1 Mod Releases
By the way, i combed the web for a reference on module properties but didn't found one, is there any reference that you can guide me to find all options for available modules? after all, there should be one that you are using to make this mod -
[0.90] Tweakable Parameters ( V4.1 Released 25 Dec 2014 )
Jiraiyah replied to HoneyFox's topic in KSP1 Mod Releases
lol, i should have asked sooner