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Found 35 results

  1. CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes supports Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Development Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141298-112-cacteye-optics-community-takeover-updated-06052016/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.3.1.14 10/22/2017 Previous Changelogs Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
  2. CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes integrates with Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Release Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141280-112-cacteye-optics-community-takeover/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.3.1.14 10/22/2017 Previous Changelogs None Yet! Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
  3. deathnight68

    USI MKS parts not working

    USI MKS parts are not deploying as intended I do not know why ive tried the tundra parts ive tried all of rthe parts but they aint working sorry English isn't my first language
  4. As soon as I perform an EVA while in a vacuum, the ship will spin randomly and accelerate in the opposite direction from the kerbal, sending the two flinging away from each other and rendering my mission as an epic failure. The effect is most prominent when on EVA from a small craft and more subdued on heavier craft and it happens 100% of the time when on EVA in a vacuum. Also, linking two ships together in a vacuum with the KAS tools seems to cause the two ships to wobble until they break each other apart. I suspect this issue to be linked to the KAS or KIS mod, since the issue started after i installed these mods. Any help resolving this issue would be great, because I love the added complexity of performing EVA tasks with the KAS and KIS mods, but the headache of the glitch is making me think about removing the mods.
  5. the winch connector does not appear, when I'm in eva mode it will not let me put the accessories, please help ...
  6. I'm looking for design ideas on how to build a launch pad capable of withstanding a skipper's backwash without exploding. Recently I has built one with EL to deliver a load of ore from Mun to Kerbin, and during takeoff it quite naturally torched everything behind it, leaving my base in four independent pieces. I did try testing with a disposable heatshield full of ablator to take the brunt, but that only lasted one frame before exploding on the next. At the moment, I've assembled some struts into a side stand so that the rockets will only destroy a few non-critical components and limit the repairs necessary after each launch. Is there a better way to protect the base from engine wash?
  7. Hey all, I have no clue if this should be in here or addon discussions, but here goes: I just got KAS/KIS and desperately wanted to use the kerbal EVA inventory, because I could remove helmets and refuel airplanes without the pain of docking.The issue is that I have no inventory to use. I right-clicked Doddard(an engineer and dedicated fuel tanker technician) and went to click the Inventory button, but there was none there. Next, I tried to find the inventory button on one of those side mount containers(with some tools inside). Thankfully the inventory button showed. I clicked on it and nothing happened. Again. This is weird because the inventories work in the SPH/VAB and on loaded vessels/cockpits. Any help would be nice. Thanks, GKSP
  8. I have download KAS. I have placed all the contents in the correct locations. All of the parts work. However, the entire inventory system doesn't work. I can't right click a Kerbal to open their inventory. I can't use a container's inventory. What should I do?!
  9. So this is it: I can't open my inventory while in EVA, neither the container. I don't have any other mods installed, only KIS and KAS. I'm running KSP 1.2. What I'm doing wrong? Thank you very much
  10. I've installed KIS and KAS through CKAN with all appropriate dependencies. I have the necessary parts in my ship, I can even build a craft with storage containers with parts in them, and even open and manage those inventories while piloting the craft, but as soon as I go EVA all of that seems to vanish. The kerbal has no inventory, nor can they open storage units. Any hlep?
  11. Pretty new to KSP and I wanted to be able to add items onto space crafts that I already has in orbit. I downloaded KIS and KAS to do this. Unfortunately my kerbal cannot hold anything in his inventory because his inventory volume is 1 L and every object is huge compared to that. Is this because he is a level 1? I tried looking through the save files to increase his inventory size but all I saw was max inventory which didn't fix the problem. I have read the user guide and looked all over the Internet and these forums for more information but I can't find anything. Everything is up to date. Other mods are Mechjeb, alarm clock, kerbal engineer and planetshine. Thanks in advance.
  12. I'm trying to use the KAS winch with harpoon using kOS. I've been able to use events to extend and retract the cable, and with a little searching, detach the head from the ground. When I click Eject, everything goes well. The hook/head and cable fire out and attach to the ground (assuming it's in range) and then I assume the action taken when you click instant stretch takes place, making the length equal to the distance. Before it hits, the length is the maximum. However, calling the event to Eject only sets the length to max and unlocks/releases the hook (it remains attached to the cable), it doesn't fire out. Probably I'm doing something stupid, but what's the best/real way to do this?
  13. Hi everyone. I just sent a refueling ship to a ship without a docking port landed on the Mun. I brought an engineer with an inventory full of components to build a docking adapter and have landed within range of my contraption-to-be, but I just found out I don't have a screwdriver in the engineer's inventory so I can't assemble anything. I usually have the screwdriver defaulted into Seat 0's inventory on my saved ships, but I guess I overlooked it this time. I don't normally cheat through problems in-game unless the problems come from an issue introduced by the game, and I think this incident counts... I'd like to know how I can hack a screwdriver into this Kerbal's inventory. I have KML to safely edit my persistence file, but since KIS isn't stock, it isn't intuitive to access the inventory the way I normally navigate the interface to fix broken solar panels, etc. What do I do? Thanks!
  14. Hello I have been away from the game for months because I gave up on fixing the latter issue; when using my spaceplane to accept cargo in space, i use KIS/KAS for the ability to place struts in space and keep the payload steady. This had worked for me for more then a year since I started using KIS/KAS. I use my spaceplane as the main means of getting things into and out of kerbin orbit, as long as it can fit in the hold. Now, upon getting into orbit, the plane disintegrates into many pieces when burning in a vacuum. Ill try and get a video of this happening, plays.tv has been acting up for me recently I am also getting an error in CKAN which I think I should try and fix first. Here is a screen shot of the error. Dxdiag
  15. So I use the Kerbal Attachment System/Kerbal Inventory System mods, and I'm trying to use the connector ports to link two ships' fuel tanks so I can refuel one of them. They will link but fuel transfer doesn't work for some reason--the "in" and "out" buttons don't pop up (They do appear when I select two tanks on one ship, but they all disappear when I select a third tank on a linked ship). I have the R&D unlocked far enough that resource transfer is allowed, and this always used to work fine before 1.2 was released. Is this a known issue or could I be doing something wrong? Thanks for the help! See picture:
  16. something

    A New Kind of Docking

    While upgrading my interplanetary transfer vehicle, which is currently positioned in LKO, I was faced with the task of installing a relay antenna. Now, in order to maintain stability of the vessel during acceleration, the relay antenna shouldn't weigh too much while at the same time looking cool and awesome, which is why I decided to attach the biggest antenna possible. Now the weight reduction is realized by attaching as few parts as possible to the antenna, which is why I opted for a battery and a docking port. Now, docking the antenna to the vessel usually requires some sort of propulsion. You probably could do it with a claw but well, grabbing an antenna with a claw might actually void guarantee... I heard of many ways of docking so far: Standard RCS docking, docking without RCS, docking with Ion engines. Having no means of propulsion whatsoever, these methods are not suitable. Here, we present a new way of docking which is advantageous in a couple of ways: First no fuel is needed which naturally will save the environment, and more importantly your precious funds. Furthermore, this kind of docking is possible without whatsoever skill since pushing a single button on a GUI cannot be called skill in that sense. This method of docking is both: State-of-the-art, economically friendly and easy. So in future, all vessels should be docked like this. Eventually, monopropellant and RCS-equipment will no longer be needed to dock vessels, which - in turn - will further cut down the required budget. In order to dock, attach a winch close to your target docking port. Then use the rope of the winch to connect the winch (in undocked mode) with the vessel you like to dock with. Optimally you will attach the winch close to the vessel's docking port. Then draw in the rope and the two vessels will eventually approach and finally dock due to the magnetic force. Using a set of winches actually gives you control over the angle of the two docking ports. I am seriously convinced, somebody did exactly this before, however, I am not aware of any kind of publication, which I could reference or acknowledge here.... N.B.: Be sure to retract your solar panels in the proximity...I lost two of them in the process and now I need to rendezvous with just another supply vessel...
  17. 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.
  18. 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.
  19. 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????
  20. Constan7ine

    Interesting Uses of KIS/KAS

    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?
  21. 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.
  22. Kermanzooming

    KAS impact on performance

    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?
  23. 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?
  24. maranble14

    A suggestion for KAS

    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.