Jump to content

MoonstreamInSpace

Members
  • Posts

    138
  • Joined

  • Last visited

Everything posted by MoonstreamInSpace

  1. One more question: How do you land efficently when there is no atmoshere? I can't seem to replicate how you did it in the Maelstrom showcase video.
  2. I may have gotten the Vortex to work in 1.9. I don't know if it works better or worse, as I don't have a joystick/controller on hand to test with, so my attempted launch profile lost lost of speed.
  3. Thanks! I'm still trying to not make it tip back when fully fueled. I will check out the Scythe. It looks pretty cool. (Also, if it works, I may try to launch the Maelstrom from a Hiesenburg blimp if it fits)
  4. I'm going to try to fix it, but I've also tried some of your newer ships and I really like them as well!
  5. Right. I was planning to use a Ranger Inflatable workshop for my base's OSE Workshop, as Pathfinder wasn't working correctly (It was also having the same problem). This is my base: https://imgur.com/a/FQY7D7H (I don't know how to make the image appear on the post.) Basically, it printed the first time I inflated it, but after KSP was closed and reopened, and the base was looked at again, the Workshop would freeze up at 100%. When I checked the log, I saw this: If there is any other information you want, please let me know. EDIT:WAIT, WHAT?! I got a kerbal out (one of the two engineers in the inflatable workshop) and 5 seconds later, BAM! it printed (The focus was still on the kerbal). I have no idea what's going on. The log didn't say anything more.
  6. Hey, this is broken with OSE. It throws "Specified Cast is not Valid" errors and won't print. If people could help me understand why, that would be great!
  7. It turns out that Workshop doesn't work with this mod specifically, throwing out "specified cast is not valid" errors as I mentioned earlier. Because it works with MKS, which also has OSE workshop as a configuration option on some of its parts, but uses a system that is directly in the config file, I have a theory it is a problem with the template system.
  8. Update: This mod somewhat works with USI, but really misbehaves.
  9. I have a problem with the actual Workshop included in the mod (Workshop Chemical,to be exact). It just doesn't recognize inventories. It has a KIS Kontainer attached radially, and one of the containers that came with KIS, but it says "volume-0 liters" (attached to the bottom node). I would love it if someone would help. One of the weird things about this was that the "Casa" (from Pathfinder) and the "Ranger Portable Workshop" from MKS, when configured as OSE Workshops, recognized the storage (they said volume-16000, which was what I had available, but still threw "specified cast is not valid" errors). Edit: The workshop actually works, it was probably just set up in the wrong place. The "specified cast" errors still exist, but at least there are workarounds. I have literally no understanding for how OSE works in the code, and would appreciate some help to understand what I'm doing wrong.
  10. Well, I'm getting the same error no matter what I print from, so I thought maybe the people who made the mod that's throwing the same exception for 2 different mods might know at least something. I think it has something to do with the fact that both MKS and Pathfinder use configurable modules for OSE Workshops (the same part can be changed from Workshop to non-workshop and back in the same flight). I will talk to the developers of the other mods.
  11. Do people know why OSEWorkshop is throwing "specified cast is not valid" errors? What does that even mean?
  12. It's broken with Kontainers and MKS as well. I don't think it works with anything but the built-in workshops, so it's not just Pathfinder. What does "specified cast is not valid" even mean?
  13. Hey, I have a question: Why can't I print to KIS Kontainers? Are they missing a OSEWorkshop module or something? Nevermind,actually.
  14. I don't know C#, so currently, I won't be able to help any more than playtesting. But I will learn it.
  15. I used Blender to get measurements. I think I now have working cfgs for the two bays! I just added top, bottom, and Kontainer mount nodes. ModuleManager didn't work in this case, I manually added them. The nodes are: For the small one(FTT_Cargo_375_01): For the big one (FTT_Cargo_375_02): I just used some old updating code I found on this forum and changed it slightly. I just pasted it under the node_stack_top definition.
  16. Also, are there exact measurements for the Honeybadger cargo rack? Sorry about all the questions.
  17. One more question (sorry). What does the 3 mean in node definition(7th argument)?
  18. In meters? I may have just mistyped while searching for StarLifter parts, as the Orca Command Module showed up.
×
×
  • Create New...