medicriley
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WIP - Environmental Visual Enhancements Development
medicriley replied to rbray89's topic in KSP1 Mod Development
I'm 90% sure you're away of this. If not here is two issues I came across -
KSP 64bit can run in DX 11 but it's hyper unstable and some textures don't load correctly. However the ram used by the game is reduced in half. What would it take to make KSP run in DX 11?
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[1.12.x] Freight Transport Technologies [v0.6.0]
medicriley replied to RoverDude's topic in KSP1 Mod Releases
I have the exact same issue, so you're not alone -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
medicriley replied to Yogui87's topic in KSP1 Mod Releases
http://i.imgur.com/75YApoI.jpg I can confirm this. Sound, animation no thrust. I also have an issue where the camera doesn't track right when releasing the lander from the engines. It tracks maybe 30 meters behind the ship. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
medicriley replied to Yogui87's topic in KSP1 Mod Releases
http://i.imgur.com/75YApoI.jpg I can confirm this. Sound, animation no thrust. I also have an issue where the camera doesn't track right when releasing the lander from the engines. It tracks maybe 30 meters behind the ship. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
medicriley replied to Yogui87's topic in KSP1 Mod Releases
The pandora engine effects seem to be stuck on. Other than that it runs great. I love this mod. :-D -
[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
medicriley replied to FW Industries's topic in KSP1 Mod Releases
When I down load the file I get the blank form document that I can't open. I do have 7zip and have never had this problem.... Any advice? -
If I remember correctly I used to be able to connect the pipe end points in a "undocked" option. This would allow me to attach cargo in planes and such. Anyway this can be added back in like we now have with the plugs? Here is a link to a screen shot on exactly what I mean http://i.imgur.com/9WixsQ3.jpg