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  1. This has already been mentioned in several mod reports but from what I understand it's an issue that extends to most, if not all, mods that deal with attaching/unattaching parts and vessels together without using docking ports. Basically, if a part has been auto-strutted, and the ship that part is attached to is linked to another ship via, say, the KAS connector ports, the auto-struts re-configure themselves if they are set to "heaviest part". Whichever ship has the heaviest part, the auto-struts on the other ship will link to those instead. The problem, however, is that the re-configured auto-struts remain in place linking the two ships together even if the ships are later un-linked, meaning that you have two ships that are visually separate but invisibly attached together, making it impossible to move the two apart. Which wouldn't be so much of a problem if wheels and landing gear weren't already configured so that they are locked to auto-strut to the heaviest part. I'm not sure why these are set and locked that way, but we need to be able to change that so as to avoid this happening. The option to change autostrut even appears on the context menus for landing gear, but it does absolutely nothing - why even put the option there if they are hard-coded to strut to the heaviest part? This is making planetary and moon-based surface operations nigh on impossible for me since I rely on KAS links to refuel landers and pass harvested resources between entities. I've had to on-purpose destroy several landers that became locked to my base upon unlinking, because they would not move upon takeoff. Either we need more flexibility in changing auto-strut options, or we need better recognition when two ships are separate.
  2. This post triggered an idea. The challenge here is to build the most impressive spaceship you can from parts solely launched by other space agencies: 1) Accept Kerbal rescue and part recovery contracts 2) Gather up the command modules, fuel tanks, engines and whatever else you are given. 3) Bolt your collection of junk parts together into a functional vehicle using KAS 4) Apply Klaw to fuel and charge your creation for some test flights. 5) Get points for technical merit and artistic impression with screenshots and stats. Bonus points if the vessel can be its own recovery craft and land on Kerbin to complete all the contracts. Given that you won't ever get non-root parts, things will be a bit more difficult on the technical side. Having to assemble by hand will mean a lack of symmetry making things more difficult on the artistic side.
  3. I play using KSP1.2.1 on a WIn10. The containers don't allow me to put anything in them; the inventory window pops up but nothing can be dropped into the slots. I've removed all mods except KAS and KIS, tried 32 and 64bit KSP version and it still same problem. Anyone has got any idea????
  4. Hello all, Everyone keeps saying the KAS/KIS mod combo are excellent and add so much, but I've never used it and have always struggled to see how it's so useful/cool. Do you have any stories of cool uses of these two mods that would help me see why people like them so much? Have you done anything/built anything you couldn't have without KIS/KAS and how? Aside from the usual example of build a rover or something? On a slightly related note, is there a size limit to the things you can carry in containers, and attach in EVA?
  5. Main thread for KAS is located here. This is a pre-release of KAS for KSP 1.2. Main purpose of it is to find bugs at the earlier stage. Please, avoid using this pre-release in your carrier games since you may damage it badly. Once KSP 1.2 is officially released the compatible KAS version will be released as well. Before it happen you should not assume this version is stable. I'll be very appreciated if you could test this version in your usual playing scenario, and report bugs if any. How to install: Delete old KAS files. Don't rename them, move or delete them physically. A lot of hard to track problems happen when people think they did everything right to isolate the old version while in fact they didn't Download and extract this archive from GitHub. It's a normal KAS v0.5.9 installation except it has pre-release version of binaries. If you found a bug (or you think you did), please, always add a full `KSP.log` file. This file is located in the root of your game folder. Please, don't confuse it with `output_log.txt` file, this one is useless.
  6. So I'm beginning my bases deployment using MKS-Lite, and I'm finding myself having to use quite complex solutions for linking additional base parts without using KAS. The thing is I'm playing on a not so powerful laptop (a mid-2011 MacBook Air) so I don't want to install anything that impacts the performance so much as to make the game unplayable. Anyone there wants to share their experiences with KAS? Does it impact the performance of the game , or is it safe to install on not so powerful computers?
  7. KSP Version : 1.1.2.1260 KAS Version : 0.5.9 KIS Version : 1.2.12 I just installed KAS and KIS, and to test it i placed a random rover with an empty fuel tank on the ground and then sent an engineer in another rover with tools (winches, wrenches, connector ports etc.) and a filled tank. I attached connector ports on both the modules and then used the "link" feature which linked them instantly with a pipe. But i wasn't able to transfer any fuel as the two ships were not docked. Then I tried the winch, I grabbed the winch wire thingy and went up to a connector port. When i selected the "docked" option to plug in, the winch wire came off the back of the kerbal and said "you had nothing to plug in" but when I selected the "undocked" option, the thing attached but it still wasn't docked and I couldn't do any transfers. Why is this happening and how can i solve this?
  8. So I was thinking about something just now that I think would make KAS even more useful than it already is. When constructing any kind of orbital space station, it can dramatically increase your part count to add RCS & Monoprop to every piece that you send up to attach. What if you could make it where a kerbal on EVA could go out and grab ahold of a piece (by hand, not with a winch) and drag it to a location with his EVA thrusters, and then attach it to the appropriate node? This would enable you to add structural additions to a station without the need for additional monoprop & RCS thrusters. Plus it would also enable you to take parts off of one vehicle and construct another, all while in orbit. I'm guessing it is probably impossibly hard to code, but it would be super useful for gameplay.
  9. Hey guys, I have a strange and quite annoying problem. I have KAS and KIS (among a ton of other mods) installed and everything seems to run smooth and seamlessly. Except this small thing: Whenever I'm in space and have one of my engineers attach a docking port (any kind of them) it becomes flagged as debris and is rendered useless, even though it appears to stick on the surface attached to. I can attach other thing just fine - like lamps and other stuff - just not docking ports. It kinda makes it near-impossible to build space stations. Anyone have the same problem, or has any idea what's going on? Thanks!
  10. PLEASE HELP I played on KSP 1.0.5 and I installed the KIS modd. When the game started with the launcher didn't donwload anything but I have installed the 1.1 version and when it's begin on the launcher, starts download and I can't use the mod KIS. I don't know if it's related to the use KIS problem. The parts of the mod appears on the parts menu but I haven't tools and I can't show and use the kerbal invetory. Could someone help me with this problem? Thanks in advance.
  11. I'm trying to remove some parts on my moon base for it to sit right and I thought you needed kerbal attachment System mod to do it but I can do it. I want to remove some rcs thrusters from the bottom of the base that I didn't see when I launched it. Thanks
  12. EDIT: False alarm, sorry, it was something entirely different that caused the issues. Any moderators around can lock this if they want! I'm working on an add-on, Wildfire, where parts run checks on its connected parts to determine whether the part should catch fire or not. However, while setting up a small base using Kerbal Attachment System I encounter a massive amount of throws, and I suspect it's related to attaching objects to the planet's surface and the module trying to check its connected part, which in this case would be the planets surface (or whatever is in between, depending on how KAS works). I tried looking through the KAS source, but (since I only have limited knowledge with all this), I couldn't find anything useful. Therefore I'm wondering is there any convenient way figuring out whether or not a part is connected to the planet surface (and/or other static objects) using KAS? That way I can just have it being put in an exclusion list.
  13. KSP: Linux 1.0.5 64-bit Problem: Segmentation fault when I stage a particular craft with a KAS winch attached to the end of some IR stuff pointed at a radiator Mods Installed: Kerbal Attachment System 0.5.5, Kerbal Inventory System 1.2.5, Infernal Robotics v0.21.4, Module Manager 2.6.20, TweakScale v2.2.6 all installed through CKAN Repro Steps: Take Pusher from crafts.tgz and try to launch it. Don't worry about burning through the first stage, just stage to the second one and it will segfault right away. If you remove the winch from inside the cargo bay (or load Pusher-nowinch.craft), it will make it through the stage just fine. Log: Player.log.gz
  14. I have tried to find this both on the KAS wiki and in general on forums and reddit etc, Im sure its hidden in plain sight but my internet skills don't seem up to the task. Before I land my fuel dump on the Mun, whats the maximum range of the pipes available in KAS ?. Reason I ask is that I'm actually not that wonderful at landing heavy tanker style craft near to my well head. As a possible solution I'm considering providing my engineer with 2 small rovers to act as movable extensions. Thus in circumstances where my landing is a little off I can link a pipe from the drill to a rover and then to the tanker. I have seen lots of examples of tanker that have there own wheels, thats not an option I can use yet as I don't have the tech to use wheels capable of supporting the weight.
  15. So driving a vessel close (2.2km unpack distance) to another vessel slowed the game down really badly. Turns out I could neither quicksave nor change the vessel nor go to the space center without losing progress (if at all). Opening the log file I read about 8 MB of this [LOG 20:24:40.838] [KAS] OnSave(Core) Fixed joint detected, saving info... [LOG 20:24:40.838] [KAS] OnSave(Core) Saving breakforce from saved : 600 [LOG 20:24:40.838] [KAS] OnSave(Core) Fixed joint detected, saving info... [LOG 20:24:40.838] [KAS] OnSave(Core) Saving breakforce from saved : 600 So even though I undocked the vessel from the mothership the KAS struts I used for stability during transportation - for some reason - had not been unlinked. Solution was pretty easy: Took an engineer and unlinked the "linked" struts in EVA and detached them (safe is save, you know?). All issues have been solved... Pro: Easy solution Con: You need an engineer in EVA. Otherwise fidling around with the savefiles might solve this issue as well... Anybody ever encountered something similar?
  16. Using Kolonization, I mounted two docking ports the wrong way around on a 6 port hub. It's already in space, and I've tried removing and reattaching the port the other way around, but it won't attach to structure once I've turned it around. Any ideas?
  17. While I was arriving my base on duna, some of my rockets had accidents and broke apart, so I had to reattached them. This is where I got my idea for the challenge. You must assemble a rocket that will get you to kerbin using nothing more than KAS and the spare parts letting the countryside ( courtesy of hyper edit). The only requirements are you must assemble it piece by piece. If needed you are allowed to edit the cfg to reduce the number of kerbals needed. Ie screwdriver doesn't require engineers or to increase the weight limit that kerbals can move. I know it can be prohibitive how many engineers you'd need just to assemble a medium sized rocket. I'll post pics when I attempt it myself.
  18. I was wondering if there was an easy way to mod the ability to check the GUI via right-click to the Surface Scanning Module (SSM) when it is detached and dropped on the terrain using KAS. For instance, using KIS I can place an Accelerometer into my scientist Kerbal's inventory and, while on EVA, I can drop it on the ground, right-click on it, and do science. However when I attempt the same thing using the Surface Scanning Module I am unable to to get a right-click GUI. It looks like the only way to run the Surface Scanning Module is when it is attached to a command module and you have a Kerbal in control. Is there simply a MODULE section I can add to the SSM CFG file to give the ability to see the GUI when it is not attached to anything, just laying dropped on the terrain? I put this out as a general question in the modded installs forum, because I don't think this is specifically a KIS/KAS question.
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