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Jiraiyah

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Everything posted by Jiraiyah

  1. ok, here a little update : i'm sure it's not tu, but maybe another graphics enhancing mod, at the same time it's not gpu temp. because it's around 53, used after burner to declock gpu by -25 and even the entering power by -15% so it's not hardware itself, but i read in different forums that ti series have some issues with overlaying stuff like nvidia experience, will update the vga once more ( a new version came after 6 days ! ) and if it didn't solve uninstall the esperience and will inform everyone the result
  2. @Shadowmage Hi I installed tu on new instance of 1.6.1 and no matter what type of forcing i tried (d3d9, d3d11 or opengl) the game crashes, the vga is nvidia 1080 ti, is there any sort of log file i can send you to see what is the problem? the crash happens after the ksp is loaded inside the station buildings or at the launch of a flight, the screen goes black and the vga fan goes crazy have to restart the pc to solve it
  3. can anyone make an unofficial correct compile for this mod on 1.6.1? i'm gonna add some parts to my stational cunstructs mod that was depending on this mod for a loooong time if it's impossible, is there any other uptodate mod that lets us add color choosing light modules to the parts?
  4. Finally, took long enough to fix the issue with the B9 Part Switch tweeks. Uploaded to Space dock (link at the end of op post). Now, NEED HELP FROM YOU GUYS lol, for some odd reason, i think rapier engines (all three of them) have a little bit of angle in their trust ! Looked into the config but i'm a little bit of a noob on these things, if anyone @linuxgurugamer @RoverDude or anyone else who is familiar with these things, will you be king enough to take a look at those three rapier engines and see if there is any issue there or not? I will really appreciate your help. unfortunately, I lost all these configs. in few days, will sit and refigure how to use textures unlimited to recreate these. if anyone is familiar enough to do the job faster, would really appreciate it.
  5. Hi everyone, back to ksp again. I know that this mod was neglected for so long, hopefully i get to it in a week or so and have a new release but this time on space dock, there are works to be done on this mod and want to have it up to date and running again. although it shouldn't be to much of a problem, but want to see it working as i like it in 1.6.1 again. maybe get to see if i can add few parts from here and there that are becoming dead weight on forums with no update, also, will look into some ZZZ parts to see if i can find something interesting to add to the pack or not, after all, the purpose of this mod was to have most of the things needed for a nice looking ring stations, also, would like to see more variations to this but i'm late to the party, these days there are tons of habitational inflatable modules around in different mods, so, i have to stick to my own ideas and not so much used mods around lol
  6. @blowfish Hi I'm starting to work on my stational cunstruct mod again, question is, will your b9 animation module work fine in 1.6.1 or does it need a recompile? my mod depends on that one
  7. Old thread? Hell no ! I'm Back, Updated the mod : 1- fixed the issue with b9partswitch not working after it's updates 2- changed the built in antenna type 3- Added a little bit OP battery with built in functionality as RTG. a little bit of OP tweaks I know, but playing with this mod for some time, i found myself adding dozens of RTG and battery each time, so, tried to save myself from a little bit of pain on every sat building ! was thinking of adding different type of materials like fuel tanks and mono tanks, but with more thought and looking around the stock parts, saw that every now and then you can find things that fit nicely inside the sat, specially after having these batteries, no more need to have tons of battery and rtg around the inside, with only six batteries sitting inside the sat, there is so much room to put mono and liquid fuel tanks. May add another part though, my own rcs trusters, why? this sat is not heavy and built in rcs trusters are way to much powerful for fine adjustments, every time i have to reduce their powers to 10% of what they are, so why not using the built in meshes and scale them down and tweak the numbers and have another part? but that should wait until another update, maybe after i played with my other under development mod (stational cunstructs) because never got that one published and with new changes in b9 part switch, there is a hell of a work to do on their nodes (god help me)
  8. @blowfish Hi, You never added any kind of fuzzy logic for node naming comparison back into the mod did you? (just asking to know what should I do, came back to modding my parts after a long time)
  9. what about the mod itself, is it the latest build for 1.4.2 working on 1.6.1?
  10. shame, it's a very useful mod, can any one retake this up at least unofficial for 1.6.1?
  11. hmm, a little bit confused here, the link for KJR is not working on the op page, git hub 404 ! The link for the latest release of robotics has two versions one for 1.4.2 is this the one people are trying on 1.6.1? And the link for active struts has no release but the source only? someone please help lol
  12. I came back to game after long time, downloaded your mod but don't think adding the fully closed cycle USI was added?
  13. man, considering how many mods you are maintaining and how fast you reply to forums, I should say, no wonder you reject, even a programming robot would be ashamed of himself if he was compared to you.
  14. Don't take me wrong when i say this, @allista was online last on 10th jan. around a month now, maybe this is a call for at least a non official release again by your capable hands
  15. Will give it a try but reporting back may take a day or too considering that right now i'm in the middle of downloading everything yet !
  16. it's near the end of feb. any news after two months? If there won't be any official release soon, i would really like to have the beta testing version too
  17. Wow, it's shame to read that such a great mod had this history of development. Just installing ksp to update this amazing and must have mod is so much love for community. I think we all appreciate it.
  18. Did anyone try this on 1.6.x ? I read that many mods don't need update after 1.5.x is it the same for this mod?
  19. Sorry to ask it this way, Are we close to have a 1.6 update release or do we need to go with 1.5.x and read the last pages for tweaks?
  20. Hi any plan on any update soon or should we just go with current version in 1.4 ? no pressure though just wanting to see what should i start my game with
  21. hmmm, confused, the latest release on git says 1.2 but the forum title says 1.4.1, does it mean it didn't need a recompile?
  22. Umm, I'm sure that now with 1.4.x it would need a rebuild because of newer unity version?
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