Lekke
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KSP2 Release Notes
Everything posted by Lekke
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Part Select Delay
Lekke replied to expert700's topic in KSP1 Technical Support (PC, modded installs)
Same here. But I have it happen in version 1.04. -
I did some more testing, it seems to only happen when I use the Mk 1 Command Pod. It's most outspoken with the female kerbals. Also it only seemed to happen when I attached the pods like this and there was nothing in the logs that I could see.
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No matter wich space suit I select, the tourists always have what seems to be a second helmet in the IVA picture. Is there a fix for this?
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Whenever I enter the VAB or SPH the life support status window won't show any of my vessels anymore. When entering the Tracking center or Astronaut Complex it keeps working.
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In my opinion the one in Scart91's texture pack are nice. I'm using those.
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I can confirm this aswell.
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One issue might be Squad keep changing the Aero model :-/.
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[1.0] TurboNisuReloaded - Stock-a-Like Parts Pack [06/05/15]
Lekke replied to a__gun's topic in KSP1 Mod Releases
On the modular girder and truss sections there is one node that isn't working. -
Resource Mining - Impressions and Questions
Lekke replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
I did some limited testing to try and get the drill to overheat but so far it didn't overheat. As far as I can tell you need an engineer to increase effeciency. -
ISRU Convertor stuck at 100%
Lekke replied to Sonny_Jim's topic in KSP1 Technical Support (PC, unmodded installs)
You can also heat up the converter from engine heat, once the converter hit's a temp of 500 it will overheat to 100% and be stuck on that. -
Is it because of the dependencies aren't updated for 1.0 or because of the new aerodynamics?
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Loading with ATM for the first time can take a very long time, it may seem that it hangs but it's most likely not the case. It can take hours before it's done.
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[1.02] Spin-o-Tron Motors (FINALLY UPDATED)
Lekke replied to Legion_Alpha's topic in KSP1 Mod Releases
As far as I have tested it, it just stops the rotation. no wierdness found. -
Ok thx for the reply.
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When I use a scaled up part it's fine on launch but when I reload the scene with that vessel the rescaled parts have all reverted to their originial size. Is there a fix for that?
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Who knows now that Unity 5 has come out. From what I've heard 64-bit should be alot more stable with that version.
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[0.23.5]Squad HD Re-texture Project (Phase I Alpha)
Lekke replied to blackheart612's topic in KSP1 Mod Releases
Also there is the Stock Part Revamp mod. That mod changes almost all stock parts and adds a few new parts aswell. -
Loading Any Save Destroys My Ship(s)
Lekke replied to klesh's topic in KSP1 Technical Support (PC, modded installs)
I also had this bug, but after updating Tweakscale and some minor testing it seems to have fixed the issue. However with the new version of Tweakscale all my old vessels had their rcs ports removed upon loading. -
It will if you update a few of the dependencies. Look through a couple of the last pages to see where and what you need to update.
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After doing a survey contract on Kerbin (Fine Print contract) the crew of the Tinker Toy landed safe at the Island Runway refueling depo only to have a ladder mishap. Luckely there was an air stair around so the crew could get in and out safely. The height of the air stair matches up perfectly with space plane plus parts.
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If you really want to use MJ you can always stick on a 3rd OMS engine. That's what I did. Just clip a Cubic Octagonal Strut in between the bottom 2 main engines. If you possition it right you won't have the OMS clipping witht he other engines. Then when you reach orbit turn of Trim on the OMS. It still won't be perfect but if you increase the tolerance to 0.5 it should be fine.
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[1.12.x] Freight Transport Technologies [v0.6.0]
Lekke replied to RoverDude's topic in KSP1 Mod Releases
Love this mod, it's a great tool for hauling cargo between Kerbin, Mun and Minmus. With a robotic arm I can easily transfer cargo from the shuttle into the honeybadger. -
You running 32bit or 64bit? I was reaching the memory cap aswell so I switched to 64bit, so far no issue. If you have trouble getting it stable you might want to check out this forum http://forum.kerbalspaceprogram.com/threads/86893-V0-24-0-Multicore-processor-issues-and-solutions-(x86-x64.
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[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
Lekke replied to RoverDude's topic in KSP1 Mod Development
I'm not sure if this is a glitch for Karbonite or ARM but when I hooked up a karbonite converter and turned it on it didn't use up any karbonite while still pumping out liqued fuel. It did drain from a karbonite tank but not from the asteroid storage. Also the converter is docked at the LF storage docking port but it doesn't convert oxidizer, unless I dock it directly to the oxidizer docking port. Is that intended or a glitch? Here is a screen of my set up. (In the screen I had dumped the karbonite tank) In addition the particle effects seem glitched, this is not under time acceleration. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Lekke replied to DasPenguin85's topic in KSP1 Mod Releases
Have you thought about adding tweakscale for more sizes?