Geonovast Posted January 30, 2019 Share Posted January 30, 2019 31 minutes ago, Jammer-TD said: so if I launch four vehicles and attach them to the spacestation and click weld on 1 of them(1 port out of the set of four pairs ).. they all weld at the same time(always has worked this way). and it worked fine no explosions. I have posted pics FYI Jaime Mind sharing? This goes against my understanding of multi-docking, which I'm probably wrong on as I don't do it. Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted January 30, 2019 Share Posted January 30, 2019 4 hours ago, Geonovast said: Mind sharing? This goes against my understanding of multi-docking, which I'm probably wrong on as I don't do it. well it is "multi" as in they all weld at once when initiated. which by the way isn't about docking. they if connected, act as a fine docking port totally reusable. connect 2 of them and you can make it a permanent connection never to separate again. and as I stated if you have many pairs connected on the same craft and don't want them to weld you must undock the ones you don't want to weld. the purpose of using these ports was to eventually weld them together. this works for me to assemble many items then hit weld and poof, they are now a structural addition hope this helps Jammer I'm looking for the pics ,as I have many "kerbal good times" photos Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted February 2, 2019 Share Posted February 2, 2019 so for those wanting to view this in action this is a clip of my space station vid(3:10-3:15) for the welding of a port Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted February 5, 2019 Share Posted February 5, 2019 On 1/30/2019 at 1:43 PM, Geonovast said: Mind sharing? This goes against my understanding of multi-docking, which I'm probably wrong on as I don't do it. Utilizing the Konstruction Welding ports demo Enjoy Jammer-TD Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted February 12, 2019 Share Posted February 12, 2019 How do i determine wich parts becomes the root once i weld my 2 ships together? Quote Link to comment Share on other sites More sharing options...
Flightologist Posted February 12, 2019 Share Posted February 12, 2019 Does this work with 1.5.1? Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted February 12, 2019 Share Posted February 12, 2019 3 hours ago, Flightologist said: Does this work with 1.5.1? oh I'm sorry I forgot to put the details in, this was done using 1.6.1, I have used this in every version of KSP I can think of. this demo was created last week. all of the mods were up to date, and I would believe if you attach you aren't the root, and the root is the original "root" in the craft that it was attached too. as far as I have found Hope this helps Jammer-TD Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted February 23, 2019 Share Posted February 23, 2019 It seems that There is a small bug that I found in the Konstruction cection it involcves something about "This part is the root part" I was trying to dock a seciton of my station together and when I went to "Compress parts" This stated that this is the root part and the pieces did not compress to lock into place.. I'm just curious as to why this is happening Any ideas Space_Coyote Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted February 23, 2019 Share Posted February 23, 2019 yes, if the coupler is left as the root part, it will not weld. you should select a new root, prior to launch. this is similar to KIS in that if a part has attachments it cannot be removed till all sub parts are removed. FYI Jammer-TD Quote Link to comment Share on other sites More sharing options...
Friznit Posted February 23, 2019 Share Posted February 23, 2019 You can workaround this if you're in orbit already. Have an engineer disconnect the main body of the ship/station from the root part using a KAS screwdriver - that is, use the screwdriver on the ship part, not the docking port root part. The konstruction port will float free and the root part will automatically be reassigned. Immediately grab the konstruction port and reconnect it to the same spot. You should then be able to dock and compress as normal. Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted February 23, 2019 Share Posted February 23, 2019 40 minutes ago, Friznit said: You can workaround this if you're in orbit already. Have an engineer disconnect the main body of the ship/station from the root part using a KAS screwdriver - that is, use the screwdriver on the ship part, not the docking port root part. The konstruction port will float free and the root part will automatically be reassigned. Immediately grab the konstruction port and reconnect it to the same spot. You should then be able to dock and compress as normal. ahh good to know. thanks for that info Jammer-TD Quote Link to comment Share on other sites More sharing options...
Keldon Posted March 5, 2019 Share Posted March 5, 2019 The following are not operating for the PAL Magnetic Manipulator. They do however function correctly for the PAL Manipulator Claw. The WristLateral is functioning for both parts. MODULE { name = ModuleServo menuName = Wrist Tilt transformConfig = WristVertical,-90,0,0,90,0,0,.01,0,0 } MODULE { name = ModuleServo menuName = Wrist Rotate transformConfig = WristRotator,0,0,-180,0,0,180,0,0,.01 } KSP Version: 1.6.1.2401 Konstruction Version: 1.1.0.0 Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted March 5, 2019 Share Posted March 5, 2019 So I have a quick question. Sometimes I have two construction ports, and they just *won't connect*. Snap angle and flag have the same setting, everything is lined up nicely, the ports are pressed hard into each other, and... nothing. I click 'Reset Aquire' madly... nothing. I try turning Port Force all the way up, and... nothing. (Or in fact on one occasion, the ports push *away* from each other, as if an axis is flipped...) Is that normal? Am I being an idiot? Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted March 5, 2019 Share Posted March 5, 2019 (edited) 15 minutes ago, ChrisF0001 said: So I have a quick question. Sometimes I have two construction ports, and they just *won't connect*. Snap angle and flag have the same setting, everything is lined up nicely, the ports are pressed hard into each other, and... nothing. I click 'Reset Aquire' madly... nothing. I try turning Port Force all the way up, and... nothing. (Or in fact on one occasion, the ports push *away* from each other, as if an axis is flipped...) Is that normal? so just to be sure, you have selected one part as "control from here" and the other as target? and this happens.. if so could you post a log? do the stock ports work correctly? Edited March 5, 2019 by Jammer-TD added help instructions Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted March 5, 2019 Share Posted March 5, 2019 (edited) 55 minutes ago, Jammer-TD said: so just to be sure, you have selected one part as "control from here" and the other as target? and this happens.. if so could you post a log? do the stock ports work correctly? One is the control point, the other the target, yes. The log is currently full of: [EXC 20:45:28.601] NullReferenceException: Object reference not set to an instance of an object ModuleDockingNode.<SetupFSM>m__13 (.KFSMState st) KerbalFSM.updateFSM (KFSMUpdateMode mode) KerbalFSM.UpdateFSM () ModuleDockingNode.Update () [EXC 20:45:28.623] NullReferenceException: Object reference not set to an instance of an object ModuleDockingNode.<SetupFSM>m__3 () KerbalFSM.FixedUpdateFSM () ModuleDockingNode.FixedUpdate () ...page after page of it. ...Er, what is the procedure for posting an entire log file again?... EDIT - Oh, yes, stock ports appear to work correctly. I'll just try some other construction ports and see what happens... Further Edit: Other construction ports work as expected. I *suspect* the issue is that one half of the pair had just been constructed with GC - completely exiting and reloading the game may be able to clear it, possibly. I've had some success with that before! Further Further Edit: ...I guess that was indeed the issue. Leave the ports touching each other with the snap set as desired, exit the game entirely, start KSP again, reload the scene, and a moment later they connected. At least there's a workaround! Edited March 5, 2019 by ChrisF0001 Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 6, 2019 Share Posted March 6, 2019 10 hours ago, ChrisF0001 said: Er, what is the procedure for posting an entire log file again?... Read the "How to Get Support" post embedded in Jammer-TD's post. Quote Link to comment Share on other sites More sharing options...
RealTimeShepherd Posted March 6, 2019 Share Posted March 6, 2019 Hi I'm running KSP 1.6.1 and I've got Konstruction 1.1.0.0 My problem is that the seat for the Akita rover appears not to have any crew capacity, so I can't 'launch' it with a Kerbal in. Even if I drive another Kerbal to it and try and climb in, I can't do that. I've got the USI mods, the Near Future ones, MechJeb and MoarDv's Avionics loaded Has anyone else seen this issue? Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted March 6, 2019 Share Posted March 6, 2019 20 minutes ago, RealTimeShepherd said: Hi I'm running KSP 1.6.1 and I've got Konstruction 1.1.0.0 My problem is that the seat for the Akita rover appears not to have any crew capacity, so I can't 'launch' it with a Kerbal in. Even if I drive another Kerbal to it and try and climb in, I can't do that. I've got the USI mods, the Near Future ones, MechJeb and MoarDv's Avionics loaded Has anyone else seen this issue? I believe it's always been that way, just like it used to be with the stock External Command Seat. In the past those couldn't be launched with crew either. I have been known to put the AES Pod on the front of an Akita-based rover if I *really* needed a Kerbal there at launch - or indeed attach the pod + Kerbal to the back of the rover with a tiny decoupler if I really wanted to test the seat itself... Quote Link to comment Share on other sites More sharing options...
Trung Posted March 12, 2019 Share Posted March 12, 2019 Hello i have a problem. My PAL wheel deloy too fast that my rover jump into sky. How to fix this Quote Link to comment Share on other sites More sharing options...
Trung Posted March 13, 2019 Share Posted March 13, 2019 11 hours ago, Trung said: Hello i have a problem. My PAL wheel deloy too fast that my rover jump into sky. How to fix this @RoverDude plz Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 13, 2019 Share Posted March 13, 2019 (edited) 22 hours ago, Trung said: Hello i have a problem. My PAL wheel deloy too fast that my rover jump into sky. How to fix this 10 hours ago, Trung said: @RoverDude plz I know it seems like a long time, but please be patient. Roverdude not only has a real life completely separate from his volunteer mod development of KSP but also works for Squad and probably has his hands full with KSP 1.7 development. There are others who may be able to help but you can make it easier for them if you could post a much better description of the circumstances that cause this jump. Does it happen all the time, even when you put your craft on the runway at KSC? What does your vessel look like? What versions of KSP and this mod are you using? Screen shots, or even better a video, showing the problem would be a great start (see below for instructions on how to post pictures). I'm far from being an expert, but since there haven't been very many users complaining about this, it might be something unique to your use of the wheels or where you're deploying them. Please read this post for future reference. Edited March 13, 2019 by Brigadier Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 13, 2019 Share Posted March 13, 2019 Also: There's several sets of wheels in this mod, and a couple of ways to deploy them. I remember I had trouble with using the standard animation deploy on Minmus, as it was fairly fast - so I switched to using the controller activated deploy, where you can control the speed. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted March 14, 2019 Share Posted March 14, 2019 (edited) 11 hours ago, Brigadier said: since there haven't been very many users complaining about this, it might be something unique to your use of the wheels or where you're deploying them I can corroborate — I've noticed that bug too. It's with the tall wheel leg things shown in the first image in the thread's OP. It's shown in a video here, with a response here. I think the intended use for those wheel legs is to let you carry things underneath with the PAL forklift or magnet, but fortunately, that's not really necessary. The PAL crane/forklift/grabber parts all provide assistance for KIS: just having one nearby raises the weight limit for what a kerbal can move with KIS, the same as having multiple kerbals standing nearby to help. So instead of moving parts around with physics, you can move them with KIS, which avoids physics quirks and the confusing PAL Servo Controller UI. Edited March 14, 2019 by Wyzard Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 14, 2019 Share Posted March 14, 2019 I did not know this! Life on Mun base just got a whole lot simpler. Quote Link to comment Share on other sites More sharing options...
LeLeon Posted March 29, 2019 Share Posted March 29, 2019 (edited) On 3/6/2019 at 7:46 PM, RealTimeShepherd said: Hi I'm running KSP 1.6.1 and I've got Konstruction 1.1.0.0 My problem is that the seat for the Akita rover appears not to have any crew capacity, so I can't 'launch' it with a Kerbal in. Even if I drive another Kerbal to it and try and climb in, I can't do that. I've got the USI mods, the Near Future ones, MechJeb and MoarDv's Avionics loaded Has anyone else seen this issue? Same for me. I can jump around, climb and jump on seat, no board possible. I have 104 mods. Perhaps i do check, what mod causes this or i don't do that and take another rover. Haven't noticed this issue in the last longer game i played around KSP 1.2-1.3 with 90% of the same mods i use now. Seems for me the external seat is broken too. Soooo... Edited March 29, 2019 by LeLeon Quote Link to comment Share on other sites More sharing options...
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