PhoenixSpaceIndustries
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Everything posted by PhoenixSpaceIndustries
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Hi, just checking what the situation is with RemoteTech support? I am getting a ‘Local Control’ situation with the 3Sat tiny box, however I’ve noticed that in the past RemoteTech support has been added. Am I missing something?
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Hi @magico13, I'm assuming this issue is going to put me on downloading the new .dll on hold for a week? I tried it again with the most recent release on Github, but it has the same build number as the .version file in the previous download, and failed again. New player.log is here if you want it: https://dsh.re/857c3. Good luck with the server!
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Hey, I am having an issue in a relatively heavily modded install. KSP keeps crashing while transferring from the loading screen to the main menu, and I have narrowed it down to Scrapyard. I have the latest build from the github server. My player.log file is here: https://dsh.re/4b264 I am afraid I can’t make any sense of it, as much as I have tried. If this is not a mod issue then I apologise, my assumption comes from the fact that it loads with all the other mods, but not when I add Scrapyard into the mix. Thanks for your continued development of such a wonderful mod! Dom
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So what I’m finding is that parts become dangerously unsafe (75% chance of failure) after 3 recoveries. This hinders my aims for a fully reusable space program, where I recover every stage and reuse parts many times. Is there any way to ‘rescale’ the failure curve, perhaps stretching it out by ten times or something so a part gets to this sort of level at 30 times, not 3? Furthermore, upon inspection of persistent.sfs, simply deleting entries for parts recovered 3 or more times from the save file seems to be the easiest way to ensure safety. Are there likely to be any downsides to doing this? Thanks again, and thank you for your incredible work on this awesome mod. Do you have a Patreon, Circle or PayPal account?
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@severedsolo I did indeed, my sincere apologies for that. Here is the player.log file: https://dsh.re/0438d Alternate link (in plain text) if the other doesn't work: https://dsh.re/ed4fe Thank you very much!
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Hi @severedsolo, thanks very much for your response. The log is here: https://dsh.re/94b20 With regards to the VAB, if there is a certain part, say a fuel tank, with many other parts attached to it, which I would like to remove, do I have to disassemble the vehicle to drag it out? And with regards to the trashing parts, would you say the easiest way to get rid of faulty parts is to build a vessel then just remove them while sitting on the launchpad, then recovering the vessel? Just trying to work out the quickest way to use the mod! Thanks!
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Hi @severedsolo, I’m having a few issues with the mod: the right click option for trashing a part is not visible in the VAB, and the toolbar icon is not present in any scene (VAB, KSC, flight). I have the 0.8 version of the mod; am I doing something wrong? The only thing I could think of is that I don’t have Blizzy’s toolbar installed, is that required? Thanks!
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Yeah, that message format sounds great, the repair chance is awesome. For the toolbar, obviously this might be a longer term thing, but a window showing what has failed, and perhaps 'critical' parts (that are more likely to fail) would be great. This could potentially be tied into the tech tree (i have no idea how tricky this sort of thing is) so that you get more information with more advanced telemetry systems. For example, the basic telemetry systems could just tell you that a part has failed, then you can unlock specifics on what's failed, then perhaps repair chances, then information on what might fail in the future. This would be a relatively realistic progression of abilities, and you could (after some research...) work out where to focus maintenance, especially on larger stations with many parts which could go wrong... Just some thoughts :-)
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I don't know if these are already planned, but I think that a toolbar presence for the mod would be great, and more importantly (for me anyway), some sort of persistent messaging system regarding the failures that have occurred would be great! I think it would be best if it went through the stock messages system, just so you can track what's gone wrong. Just my thoughts, and thanks for all the awesome work you've been doing!!!
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@severedsolo I don't know if you'd be happy with it, but something along the lines of 'Oh Krap' might be suitable for the name?
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[1.12.x] Near Future Technologies (September 6)
PhoenixSpaceIndustries replied to Nertea's topic in KSP1 Mod Releases
All part of the fun -
Kerbal Construction Time/StageRecovery Dev Thread
PhoenixSpaceIndustries replied to magico13's topic in KSP1 Mod Development
Excellent, thank you very much for the clarification! -
Kerbal Construction Time/StageRecovery Dev Thread
PhoenixSpaceIndustries replied to magico13's topic in KSP1 Mod Development
Apologies for my confusion, but could I clarify that the ScrapYard mod replaces the old 'scrap' feature in KCT, and that SimuLite replaces the simulation option? -
[1.12.x] Dang It! Continued
PhoenixSpaceIndustries replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I'm on 1.3, is there a beta or anything that needs testing? -
I am also seeing quite high decay rates for satellites, especially when compared to the orbital injection stage for that satellite, which is a similar size, if not larger. The satellite is decaying in 17.6 days, compared to the injection stage's 255.9, which seems wrong. Could anyone clarify if this is just my misconceptions, or if I need to change anything? I have set the decay modifier to 1.
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Kerbal Construction Time/StageRecovery Dev Thread
PhoenixSpaceIndustries replied to magico13's topic in KSP1 Mod Development
Okay, thank you very much @magico13. I'll start playing and submit anything I find. Thanks for the FMRS link too, I've been looking for that for ages!