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About caipi

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  1. @capi3101 I see you are using MechJeb as well. The part you tried to print is a command part (or includes a MJ module), isn't it? If so you might want to try a development version of MJ2. Any version after 926 should fix it. For more information see this post, three above yours
  2. If I understand your intent correctly and if KRND and Tweakscale work/patch the way I think they do and if you are able to write or edit your own MM patches: Couldn't you just tweak tweakscale (baddum tish) so that it only tweaks structural parts? Just filter out anything with an engine or a resource or some kind of module and all that's left are structurals. Or simply confine tweakscale to parts that have category = structural. With tweakscale out of the way, KRND would then work for all other regular parts again. Just a thought. Apologies if it's unhelpful and if I just wasted your time
  3. I gotta hand it to you, you really know how to speak to your audience and sell your products! Sold! Let's wreck this son of a sun.
  4. I just get a 401 Unauthorized error - in different browsers and even via TOR. So I assume it's not me. Is it possible the mod is not set to public? Did you try accessing your own link while not being logged in? So far I thought it was just an error that it's still uploading/processing. /Edit: I think HebaruSan just beat me to it
  5. No, there isn't a visual cue. But Since I added the orbital workhop before the ground workshop, I know that the first one is orbital and the lower button is the ground one. That order doesn't magically change. By the way, I forgot to mention that the efficiency multiplier, which works for the ground workshop, doesn't work for the orbital workshop. I tried it at first, but removed the line from the code since it had no functionality. Which is why I didn't add it in my example. Not really a dealbreaker though. @RoverDude Personally, I'd prefer my two buttons with the same label over one button, where only one works at the ground. That was more confusing for me - finding out that the workshop doesn't work in orbital position after having build and assembled my space station. But I understand your point of view. Two buttons with the same label and different functions isn't really intuitive.
  6. @JadeOfMaar I think I found a bug (or at least an issue) in OPT_Reconfig\OPT_USImodule.cfg at line 552: The highlighted line basically removes the tank option from the two h_4m_noses (the long noses h profile that are part of OPT Main). Removing the red line (or commenting it out) restores the B9 switchable tanks in these parts. Also, this line isn't used anywhere else in this config. I was just checking which parts from OPT Main aren't in OPT Legacy yet and decided to keep the H-profiles because they are sooooo cute. Gotta love'em! That's when I noticed that the noses had no tanks - at least not while having USI/MKS installed.
  7. Sorry @JadeOfMaar to bother you yet again with this mod! I just found a small 'issue' in that config update. In the file \MarsDirect\HabEngines\MD-HabEngines.cfg (Hellas Engines) you defined the atmosphere curve as follows: The first value at key = 4 shouldn't be 0 though (the red highlighted one). It would be better if it were 0.001. Because if you use KerbalEngineer and you choose the Body: Eve, then the following error message will start spamming: Might be interesting for @bcink as well in case you're integrating Jade's config update.
  8. Sounds awesome. How about an extra part at late/endgame which is basically like an entire craft anti-corrosion cover or coating with a variable mass and costs (let's say 5 or 10% of the entire craft mass, or possible depending on the surface area of the craft). Some parts like engines or antennae could be excluded for obvious reasons. This part would add HP to all parts. It should not make them invincible or completely immune to the effects, but still much more resilient. Or how about galvanic anodes which protect the vessel by failing first and 'attracting' the chemical reaction (in layman's terms) - a technique also used by the shipbuilding industry, especially in military naval vessels.
  9. @Nertea This is just a thought: If you want to fix the orientation without breaking all existing crafts, then you could just hide the currently existing affected cores and make them legacy parts and clone the corrected parts as a v2 or v1.2 or something similar, with the possibility to completely remove the legacy parts with an update for KSP 1.9 or KSP2. They'd still be using the same assets, so it shouldn't really clutter KSP, should it? Or if it's purely a cosmetic issue (sorry, I don't actually know the issue at hand since I'm currently half way through my current KSP run and am not keen on adding more mods midway of my game - I'll probably give NFEx a go with my next playthrough - huge fan of your mods/your work though, including the NF mods), couldn't you just turn the images so that they match? Disregard that suggestion if it doesn't apply. /edit: And yes, I do have a bad conscience about not having tried your latest mod yet! I can imagine that it's always quite a lot of work to create it and even more work and commitment to maintain it. So not having tried it yet feels like not honoring your work... Same goes for lots of other mods as well. Or even parts in mods where I use the mod but rarely or never get to use a specific part despite wanting to.
  10. @RoverDude I just noticed that the GC workshop in the MKS Tundra Assembly Plant is only a Ground Workshop, which means that you cannot use it to assemble kit containers unless you are landed and on the ground. It does not work as a workshop as part of an orbital station. Is that on purpose/by design? I always considered the Tundra parts as intended for both, orbital structures and ground structures. So it would be fitting, in my opinion, if the Tundra Assembly Plant could be an orbital and a ground workshop. If it were a Duna-part, I would understand that it is limited to the ground workshop function. If you would like to change it, I just tested it and you only need to change this in the Tundra_AssemblyPlant.cfg: to this: Unfortunately, you see "Workshop Window" twice. But I can live with it. I understand if you're against that change. This might just be my personal observation and flavor. So, just a thought.
  11. Awesome job. This really is just perfect for late carreer games where you don't know what to do with your science. Thank you so much for bringing it back! I do have a small issue with the window height, as you can see in the images: As you can see, if a part has a lot of improvable modules, than the last or last few get snipped off. Would it be possible to make the window size dynamic, so that we can in- or decrease the size? If not, could you increase the height a little bit, so that all options are always possible?
  12. Well, it does say "rekt" on the side... Sorry, couldn't resist
  13. @sarbian And let me be the second to say THANK YOU! I can confirm that it works properly now.
  14. @linuxgurugamer I used a clean KSP (1.8.1) install with the latest OSE workshop + its depencies, KIS, KAS, MJ, and it recreated the error - even without MKS. Here are the logs - both, the KSP.log and the Player.log. I also included the craft file in case you want to try yourself. @sarbian The new version did not help. And here are your logs (including a simple craft file as well). Let me know if you, both of you, need anything else. Screenshots, further testing, more information/logs, you name it. Well, OSE only puts the part into a container inside a vessel. It does not attach it to any vessel, so the part is only stored within another part. Oh, before I forget: printing other parts worked as intended with both MJ-versions, the latest release and sarbian's test version. Again, only parts with MJ Core are affected. The regular ground pylon does print, the GP on steroids doesn't.
  15. Hi, I'm currently facing a weird issue and this post is just to ask if this is a common or rather known issue and if there is any solution. If it isn't, I'll file a more detailed bug report, including one on Github. I searched all three existing OSE threads for MechJeb, but didn't find any matching issues. So here's the situation. I'm using KSP 1.8.1 and a lot of mods, including OSE Workshop Reworked 1.2.13, MechJeb 2.9.1 and MKS (all three are currently the latest mods). Whenever I try to print anything in the workshop that is a command part or includes a command part (like the KAS/KIS Ground Pylon on Steroids) and thereby any part including Mechjeb, the process does not finish and I'll get a NullRefException: The log gets spammed with that exception until I pause or abort the printing process. The process gets up to 100% and than starts spamming the NullRef when trying to finish. I made a copy of my game and deleted the MechJeb-folder in GameData and I was able to print any command part as intended (which is why you see the command part in the container at the left top). I can print any other part, just not command parts/parts including MechJeb - unless I deinstall MJ. One more thing, so far I've only tried printing the part in one of the MKS Modules, which basically just copies the workshop function. I haven't actually tried it in an OSE original workshop. Though I suspect the issue will persist. Any thoughts?