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PhoenixStar117

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    Now building rockets...

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  1. I'm not sure if the Logs reset with each restart of the game, as I did so several times, so these might not be the ones you need. If they've been reset, I can reload the craft having the issues and do it again. https://www.mediafire.com/file/kn9vcenv4sbtive/LOGS.zip Also, here is a picture of my mod folder -and all the mods in it
  2. Hi, I'm having an issue... so I am using KIS, and I attached a small octagonal strut with an attachable strut on it, and whenever I try to link it to a similar strut elsewhere on the station the octagonal strut "floats" off of the station and seems locked in with the Kerbal I used to do the whole thing, permanently (entering a ship/leaving doesn't fix it). Any suggestions on how to fix this? -It does the same for the other similar struts as well, I click "link" and then "link" on the second strut, and the first one just starts floating off the station, connected to the Kerbal. Here is an image of what happens after I connect the struts:
  3. Well, perhaps there is a separate setting in the stock game launcher or in a text settings file somewhere in the directory to turn off openGL (but I am no expert, nor even close a proper programmer so don't take my word on it; and I haven't used the stock game since 0.25).
  4. Hey, for anyone having the pink screen issues like myself, FIXED IT! At least for me. My fix was removing my little "-force-opengl" from the Steam startup settings. Once it was removed, the screens began to work just fine.
  5. Hey, I am having an issue where all the screens have "pink squares" over them. I have tried getting help elsewhere with no luck; have reinstalled the mod countless times; have checked the texture files and they look all good; installed the latest module manager, and made certain there was no duplicates or other versions in Gamedata; and have tried without any other mods, and with. No luck. I have also made certain I installed it correctly and yet the problem persists. Here's a screenshot of what it looks like. I am running the game in the latest KSP 1.1 version, and using the latest RPM version as well (v0.25.0 + hotfix 36940). http://s31.postimg.org/deiexed4r/screenshot0.png Thanks
  6. Hey just curious to what happened to the old ship systems and such? You know when you could activate the impulse engines and there was hovering and phasers and such? Now it's just a bunch of ship models with overpowered thrusters.
  7. WELCOME TO PHOENIX COMPANY PLANES Currently there is 1 uploaded plane of Phoenix Company === PLANES ===-[MODS]Phoenix HS Mk5- DOWNLOADS: DOWNLOAD VIA MEDIAFIRE DESCRIPTION The Phoenix HS Mk5 is a high speed plane designed for traveling close by areas on Kerbin very quickly. It is the fith version of its model, and the most advanced. WARNING! THIS IS A MODDED CRAFT, READ THE 'READ ME' FOR MORE INFORMATION ON WHAT MODS AND HOW TO GET THEM! -LAUNCH- Make sure that SAS is on and if need be, RCS if you are not the best pilot. The craft has a tendency to turn down but with SAS on it is completely stable. You will want to wait till it is over 70 m/s and then you want to pull up. Once in air wait for it to reach over 200 m/s and then proceed for intended use. -FLIGHT- This craft's max flying height is 25,000 meters. Its optimal is 15,000 meters. It can easily turn at high heights, but it may run out of oxygen causing it to spiral. It has about 15-20 minutes worth of fuel, however at high atmosphere it can reach the speed of nearly 2 km/s (2000 meters per second) allows you to travel to locations extremely quickly. -LANDING- Landing is quite easy, but if not done right can lead to terrible problems... To land you want to become close to land, not too close. You want to throttle down as you get closer to landing location. You want to completely cut engine when within 80 meters of target. You want to proceed to land when the plane has reached 60 m/s. Wait for the plane to settle down to about 40-50 m/s and then activate breaks. DO NOT ACTIVATE BREAKS IF PLANE IS WOBBLING! =ACTION KEYS= 1. Toggle Engines 2. Toggle Air Intakes 3. Toggle Aviation Lights BACKSPACE. Eject pilot with parachute. (Activate parachute by right clicking the pilot and then clicking on either deploy semi or full. Semi will slow down the pilot half way and full will fully slow the pilot to a acceptable landing speed.)
  8. Looks good, but I am going to wait for the Interior.
  9. How do I fire the weapon? I tried "t" but that just activates the SAS and does not do anything with the gun what so ever. Also it can not be assigned to a Control Group... What am I doing wrong?
  10. Yeah I have been unable to see it. A Admin told me to turn my Terrain level up to High or Default (but it was already on Default) but that did nothing to help besides lower the ground a few feet. The Temple is currently about 20 meters bellow the surface. Just a bug with the new terrain generator.
  11. So I kind of suck at building planes, and need some ideas on how to build them. Just post all your planes and how they work (no downloads) and make sure there is pictures! On this thread I am hoping players like me who are not worth crap when it comes to building planes, can learn from your guy's planes! So post away! (I am working on a plane, but it does not work worth crap, but if I can get it working better Ill, upload a picture of it on this thread!) Remember, it does not even need to be able to get to space, just so long as it can fly!
  12. Ah okay, just thought it was interesting.
  13. I am not sure if this has been seen before, I have not seen it before (I have been with KSP since 0.16) and it was also not on the KSP Maps http://www.kerbalmaps.com/. But it appears EXACTLY at 90 Latitude, 0 Longitude There is a perfect Pyramid, shining above all the other peaks around. AS I said, this might already have been seen and recorded, and just had not been put up on the KSP Maps, or I am just blind, but yeah. Perfect Pyramid at the top of the Mun.
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