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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12


IgorZ

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8 hours ago, SwissSpace93 said:

I downloaded the KAS Mod but i can‘t connect something together, is here another mod needed to make this possible?

KAS alone is enough. You attach CC-R2 ports on the prats that you want to connect, go EVA, click right on the connector part, click "Link" in the  menu, then repeat it on the other part. The are plenty of videos that demonstrate it (try searching on youtube by phrase "kerbal kas"). E.g. this one, I've set it to the right timing for you: 

 

Edited by IgorZ
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Hi, I have weird problem. After decades I tryed this mod and start one of my biggest operation, building a base. I have landed needed parts on the ground and putting them together with pipses (fuel tanks, solar panels, miners etc.) even tho there are connected they are behaving not like whole object (cant transfer fuel, electricity is not sharing) but like 3 (i can switch between them) What am I doing wrong? A lot of pylons? Or anything else? Thank you for help.

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16 minutes ago, Droback said:

Hi, I have weird problem. After decades I tryed this mod and start one of my biggest operation, building a base. I have landed needed parts on the ground and putting them together with pipses (fuel tanks, solar panels, miners etc.) even tho there are connected they are behaving not like whole object (cant transfer fuel, electricity is not sharing) but like 3 (i can switch between them) What am I doing wrong? A lot of pylons? Or anything else? Thank you for help.

KAS always merge the vessels into one. If it's not happening than there are only two reasons:

  1. You have a wrong KSP/KAS version. KSP 1.4 needs KAS 0.6.4 and the proper ModuleManager.
  2. It's a mods conflict. try testing on a pristine game (no other mods except KAS).
  3. If nothing helps, then please share the log.
Edited by IgorZ
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Hi,

First, thanks for the great work, I love this mod!

I'm running into a problem however, I'm trying to attach a docking port to the Rockomax HubMax Multi-Point Connector. I keep getting "target part does not allow surface attach" however. 

I think this part is not configured right. It does allow me to attach te port on the sides of the hub, but not on the obvious radial attachment points.

I've looked at the parts configuration in the gamedata folder

For the HubMax connector it's

attachRules = 1,0,1,0,0

For the Jumbo 64 tank (which does allow surface attachment) it's

attachRules = 1,1,1,1,0

What should i change to be able to attach to surface?

 

Edited by Markus29
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@Markus29  First, this should be in the KIS thread.

Second, the part is configured properly because KIS follows stock attachment rules. IE the hubmax does not allow parts to be surface attached to it. When trying to attach the part, use the “r” key to change attachment type. For a docking port you want it to be nodebottom. 

There are tooltips near the cursor. That is where you will find the attachment type. 

Edited by ExplorerKlatt
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4 hours ago, maculator said:

If I were to install KAS in a career I play over a long time and want to continue for a long time wich one would be the best option: normal or beta?

If it's your career game, that use KAS 0.6.4.

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KSP is crashing on start-up whenever it tries to load this winch part.

JEg7Xlz.png

 

I've got a snippit of the crash log here (I can't copy and paste the entire thing since it's too big for Pastebin, but if you need more information from the crash log I can try to upload the entire thing in individual sections)

https://pastebin.com/raw/zdDRmHG7

Nobody else seems to have mentioned this issue, do I have some strange mod conflict or something? :(

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1 minute ago, yorshee said:

KSP is crashing on start-up whenever it tries to load this winch part.

JEg7Xlz.png

 

I've got a snippit of the crash log here (I can't copy and paste the entire thing since it's too big for Pastebin, but if you need more information from the crash log I can try to upload the entire thing in individual sections)

https://pastebin.com/raw/zdDRmHG7

Nobody else seems to have mentioned this issue, do I have some strange mod conflict or something? :(

Use Dropbox or google drive to upload the log. They are both free. Also, igorz needs the ksp.log. 

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4 hours ago, yorshee said:

The log stops at a creating a KAS related part, but it doesn't mean the KAS is the offending mod. When the game crashes, it doesn't save the whole log: whatever was cached would be lost. That said, the problem can be in any mod in the game. Could you please move out all the mods and leave MM & KAS only? If after this the games is loaded fine, then try returning back the other mds until the game is crashed.

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10 hours ago, IgorZ said:

The log stops at a creating a KAS related part, but it doesn't mean the KAS is the offending mod. When the game crashes, it doesn't save the whole log: whatever was cached would be lost. That said, the problem can be in any mod in the game. Could you please move out all the mods and leave MM & KAS only? If after this the games is loaded fine, then try returning back the other mds until the game is crashed.

After much trial and error I found out KER was the offending mod. Deleting it and replacing it with the exact same version fixed it. Go figure! :P

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1 minute ago, yorshee said:

After much trial and error I found out KER was the offending mod. Deleting it and replacing it with the exact same version fixed it. Go figure! :P

Probably an old file laying around.  That's why it's recommended to remove/replace rather than just overwrite when updating mods.

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On 3/16/2018 at 10:18 PM, ExplorerKlatt said:

@Markus29  First, this should be in the KIS thread.

Second, the part is configured properly because KIS follows stock attachment rules. IE the hubmax does not allow parts to be surface attached to it. When trying to attach the part, use the “r” key to change attachment type. For a docking port you want it to be nodebottom. 

There are tooltips near the cursor. That is where you will find the attachment type. 

Oops, I thought this was the KIS thread.

But thanks for your help, it works now!

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On 16. 3. 2018 at 8:50 AM, IgorZ said:

KAS always merge the vessels into one. If it's not happening than there are only two reasons:

  1. You have a wrong KSP/KAS version. KSP 1.4 needs KAS 0.6.4 and the proper ModuleManager.
  2. It's a mods conflict. try testing on a pristine game (no other mods except KAS).
  3. If nothing helps, then please share the log.

I checked first two options. I should have the right version of KSP/KAS and module manager. They are installed via ckan so it should be fine. So here is the log https://ufile.io/yq9wu I bet it doesnt work because of my stupidy and the solution will be very simple but thanks for your help anyway.

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12 hours ago, AtilaElari said:

I'm running into a problem: KAS Connection Port won't allow fuel transfer. Here, two tanks are connected directly but fuel can't be moved. Any ideas why?

This is why. For now the only way to make it working is disabling the "obey fuel crossfeed" game setting. Once KAS 1.0 is out of the beta, this problem will be solved.

On 3/23/2018 at 11:48 AM, Droback said:

I checked first two options. I should have the right version of KSP/KAS and module manager. They are installed via ckan so it should be fine. So here is the log https://ufile.io/yq9wu I bet it doesnt work because of my stupidy and the solution will be very simple but thanks for your help anyway.

I see a lot of weird messages in the log from the ports. Many of them are due to removing of some mods (I guess, you've removed them to do the clean test). Try making a clean experiment on the launch pad. Don't load an existing save file, build it from scratch with only KAS mod installed. Once you have a working setup (I and can guarantee that KAS alone works fine), you could bring other modes into the game one by one to see which one makes the troubles.

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Just a notice to the author, no reply necessary as it's resolved on my end.

KSP crashes for me when the game loads while using the KAS/KIS files from GitHub, but using the files from CurseForge lets KSP load normally.  I was led to the GitHub location by CKAN, so take whatever steps you think are appropriate to allow us to just get along normally so you don't get bugged by this kind of thing so much.  At a casual glance, the folders are named differently when they're extracted into the KSP GameData folder ... but I'm not sure whether that's the whole problem.  Here are the links to the locations I used, just for good measure:

https://github.com/ihsoft/KIS/releases

https://github.com/ihsoft/KAS/releases

https://kerbal.curseforge.com/projects/kerbal-inventory-system-kis/files/2539020

https://kerbal.curseforge.com/projects/kerbal-attachment-system-kas/files/2539044

Keep up the good work.  Kerbal is a much better place with mods like this.

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21 hours ago, DCar said:

Just a notice to the author, no reply necessary as it's resolved on my end.

KSP crashes for me when the game loads while using the KAS/KIS files from GitHub, but using the files from CurseForge lets KSP load normally.  I was led to the GitHub location by CKAN, so take whatever steps you think are appropriate to allow us to just get along normally so you don't get bugged by this kind of thing so much.  At a casual glance, the folders are named differently when they're extracted into the KSP GameData folder ... but I'm not sure whether that's the whole problem.  Here are the links to the locations I used, just for good measure:

https://github.com/ihsoft/KIS/releases

https://github.com/ihsoft/KAS/releases

https://kerbal.curseforge.com/projects/kerbal-inventory-system-kis/files/2539020

https://kerbal.curseforge.com/projects/kerbal-attachment-system-kas/files/2539044

Keep up the good work.  Kerbal is a much better place with mods like this.

CKAN gives GitHub as "Home" of the mod, but not as a release source. When CKAN needs the release files, it knows that they must be taken from CurseForge. The releases on GitHub are only the sources snapshots, they cannot and must not be installed into the game. And to stop people doing this mistake, every GitHub release has the following string in the description:

Quote

Do not use this release to install the mod! It's only a sources snapshot. Go to the forum thread for the complete installation instructions.

I wonder, why did you try to install the release from GitHub, given you have CKAN installed?

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I have a problem with mounting a harpoon (or grappling hook) on a winch form EVA. For some reason, it tries to mount itself in an opposite direction, as shown here: https://pasteboard.co/HdVfBQx.png . It's not only a graphical bug, since it doesn't even launch when using the eject function of winch. If that matters, the winch was also attached from EVA. Everything works correctly when harpoon is mounted on the winch in VAB. What is wrong?

I'm using KAS 0.6.3.0 and KSP 1.3.1. Logs: http://anonfile.com/d1e8Wfd7b3/KSP.log .

Update: The problem persists both on both kind of winches, and other attachments like magnet. And it does not matter if the winch itself is attached with KAS.

Edited by Xilexio
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15 hours ago, Xilexio said:

I have a problem with mounting a harpoon (or grappling hook) on a winch form EVA. For some reason, it tries to mount itself in an opposite direction, as shown here: https://pasteboard.co/HdVfBQx.png . It's not only a graphical bug, since it doesn't even launch when using the eject function of winch. If that matters, the winch was also attached from EVA. Everything works correctly when harpoon is mounted on the winch in VAB. What is wrong?

I'm using KAS 0.6.3.0 and KSP 1.3.1. Logs: http://anonfile.com/d1e8Wfd7b3/KSP.log .

Update: The problem persists both on both kind of winches, and other attachments like magnet. And it does not matter if the winch itself is attached with KAS.

I have the same problem in the latest build of KAS and KSP 1.4.1. 

I spent about 20 minutes trying to attach a magnet on an EVA, pressing "R" it says it only has one attachment point -- which is apparently the flat side of the magnet, not the attachment point side.

Like you, I've found that the magnet can be attached properly in the VAB, unfortunately my build meant I couldn't attach it in the VAB and was hoping to use the EVA to attach it properly. 

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On 3/27/2018 at 7:15 PM, Xilexio said:

I'm using KAS 0.6.3.0 and KSP 1.3.1. Logs: http://anonfile.com/d1e8Wfd7b3/KSP.log .

Sorry, I cannot give support for 1.3.

10 hours ago, Liofa said:

I have the same problem in the latest build of KAS and KSP 1.4.1. 

Can you reproduce it for me in a pristine game at the launchpad? A video will be highly appreciated. A few people report this issue but it doesn't reproduce on my game setup.

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10 hours ago, IgorZ said:

Sorry, I cannot give support for 1.3.

Can you reproduce it for me in a pristine game at the launchpad? A video will be highly appreciated. A few people report this issue but it doesn't reproduce on my game setup.

I don't have the capability to record a video, however I have taken some screenshots of a new sandbox game I made and a quick test on the lanchpad.

https://imgur.com/gallery/NOxTM

I've tried it upside down and right way up, as my original situtation had a winch pointing upwards as I was working underneath the craft. I do have some other mods installed, but nothing that should affect things like this. 

You'll notice the last screenshot says the part only has one attach node. 

Edited by Liofa
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