Lechuza
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Everything posted by Lechuza
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I am having the weirdest problem with this mod. Even without any overheat the parts are exploding, not the engines themselves, but whatever is ontop of it explodes!
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Awesome! Can't wait!
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From the first post I cannot figure out what this mod does :S
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Do you know if there's any way to implement the new ppfx edge highlighting into your mod? that would be awesome.
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Background Processing 0.4.4.0 [KSP 1.1.3]
Lechuza replied to jamespicone's topic in KSP1 Mod Development
Is this working on 0.90? -
Ehmmm, not really. I installed a new mod (active struts) that needed some chaching, and for some reason when I restarted the clouds disappeared. I will try to re-cache the clouds folder again and see if that fixes it again. This must be the weirdest thing, since one thing has nothing to do with the other. I will keep you posted. Edit: Figured out whats happening, just not how to fix it. It works when I cache the clouds folder and the game enters, but the moment I quit and enter the game again with a pre-cached Clouds folder the clouds are gone again. So the only way right now pretty much is to cache the clouds folder everytime, which is quite time consuming. This thing get weirder and weirder every time.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Lechuza replied to cvod's topic in KSP1 Mod Development
May I suggest spreading the KAS containers and KAS items around, it would be nice to start using winches and such a little sooner. Don't know if anyone else agrees with me. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Lechuza replied to cvod's topic in KSP1 Mod Development
I'm in the middle of a playthrough, and the fairing bases and the fairings themselves are all in the same node, there are later nodes that you get size upgrades for them, but you have the fairings from the beginning. Also, I deleted all the fairings from KW for this reason, since they seemed to be quite at the beginning and made the redundant, not complaining, I thought it was a good thing since I use FAR. Overall quite an excellent tech tree, there is a node in rocketry that seems to be quite empty with only a few engines from Klockheed Martian Space Shuttle Engines that I can't remember the name of the tech right now. I also agree when it comes to life support. Apart from that, excellent tree, no other comes near it. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Lechuza replied to Claw's topic in KSP1 Mod Releases
There was a fix that made it so when you selected the crew for a craft and changed a part on said craft; Jeb, Bill and Bob won't take their seats instead. I can't find it right now and don't remember the name of the mod, but sounds useful since this can get annoying when launching a rescue mission or when not wanting to use the kerbal trio and instead use some of the other kerbals. -
Anyone knows how to toggle radial/surface attachment on Linux? Thank you in advance!
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Lechuza replied to nothke's topic in KSP1 Mod Releases
Oh! I did not know that! It is in fact way better the way it is, it makes a lot more sense and gives more purpose and things to do in EVA! I will of course leave it like it is. Good you made it that way. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
Lechuza replied to nothke's topic in KSP1 Mod Releases
I don't know if it is conflicting with another mod, but I can only open and close the doors when in the VAB and not during flight, I right click the part and no toggable options are there, it just shows the number of parts shielded. Anyone else having the same issue? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Lechuza replied to Angelo Kerman's topic in KSP1 Mod Releases
I realize I may have come across as dismissive of your work, I just wanted to be clear it is quite the contrary. It is the go to mod for colonization after all. I am a sucker for all mods that have that stockalike feel or look and that's what caught my eye when I saw the screens here. While I am at it, I wanted to thank you both for all the work that you've put into these amazing mods! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Lechuza replied to Angelo Kerman's topic in KSP1 Mod Releases
I have to say I like the looks a lot more than MKS/OKS parts, they seem to fit the game a lot better and have that stocklike feel. Do I need MKS/OKS for this to function?