RoverDude

[1.8.x] Konstruction! Weldable ports, servos, cranes, and magnets! [0.1.3]

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@Smurfalot,

i think the issue is probably parent = 0, which i think means that the docking port is the ROOT part of the craft that you are attaching to the station.

you can't weld a root part because from memory the welding is more than graphical, it deletes the docking ports and directly attaches the parts on either side of the docking ports.

 

the way to fix it is the launch a new module where the docking port isn't ROOT or use KAS(Kerbal Attachment System) to detach the part and re-attach it.

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1 hour ago, Tabris said:

@Smurfalot,

<snip>

the way to fix it is the launch a new module where the docking port isn't ROOT or use KAS(Kerbal Attachment System) to detach the part and re-attach it.

Aww crap! 

Good catch noticing that! 

I would like to try to fix it in place instead of relaunching due to logistics. 

Do you know if I can pull the part off with KAS while it is still docked, or would I need to release the ship first? 

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16 minutes ago, Smurfalot said:

Aww crap! 

Good catch noticing that! 

I would like to try to fix it in place instead of relaunching due to logistics. 

Do you know if I can pull the part off with KAS while it is still docked, or would I need to release the ship first? 

Technically you can't pull the part off at all - as the root part you can only pull other parts off of it...  (So you detach the rest of the craft from the docking port, then attach the docking port to the craft.)

I suspect you probably could do it with things still docked - but make sure you have a quicksave ready before you try.  Personally, I'd undock first if I had the spare RCS.

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Posted (edited)
On 6/7/2020 at 7:29 PM, DStaal said:

Technically you can't pull the part off at all - as the root part you can only pull other parts off of it...  (So you detach the rest of the craft from the docking port, then attach the docking port to the craft.)

I suspect you probably could do it with things still docked - but make sure you have a quicksave ready before you try.  Personally, I'd undock first if I had the spare RCS.

Doing it still docked did not work, I was able to replace the parts and collapse them, but it left a permanent gap in the structure.

Going to just replace that wing of the station.

Edit: The plot thickens, I reloaded the save so that I would not have the gap and I put a new wing on the station across from the one that was malfunctioning. It is having the same problem, but to make things even weirder, when I tried to collapse the joint on the new one, the joint on the other side exploded, leaving a gap between the two sections like before.

I cannot undock it now, so I will have to cannibalize the parts if I want to get rid of that section and replace it with one that will collapse correctly?

 

Edited by Smurfalot

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Anyone know if there is a way to edit the save to "manually" collapse those parts before I EVA out and disassemble the whole Port section of my space station?

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1 minute ago, Smurfalot said:

Anyone know if there is a way to edit the save to "manually" collapse those parts before I EVA out and disassemble the whole Port section of my space station?

If you wanted to get really punchy, you could figure out the offset and manually adjust the position of the various station parts in your save file.

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Posted (edited)
50 minutes ago, RoverDude said:

If you wanted to get really punchy, you could figure out the offset and manually adjust the position of the various station parts in your save file.

Actually, this is exactly what I am trying to figure out now to close the gap where the clamps disappear on the port side or make the existing clamps function correctly on the starboard side that I sent up to replace the first side that messed up.

From what I gather, the Truss and the ISM are connected and have consecutive parents, as if the malfunctioning ports are no longer between the parts (visually there unless I collapse them). So I can either collapse them or remove them with KAS, but how do I close that gap?

Any tips on lining things up?

BTW is it intentional for those clamps to not be passable with CLS?

The port side that has the visual gap, but is otherwise connected and passable.

The stbd side is docked, but not collapsible or passable.

 

 

Edited by Smurfalot

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14 minutes ago, Smurfalot said:

Actually, this is exactly what I am trying to figure out now to close the gap where the clamps disappear on the port side or make the existing clamps function correctly on the starboard side that I sent up to replace the first side that messed up.

From what I gather, the Truss and the ISM are connected and have consecutive parents, as if the malfunctioning ports are no longer between the parts (visually there unless I collapse them). So I can either collapse them or remove them with KAS, but how do I close that gap?

Any tips on lining things up?

BTW is it intentional for those clamps to not be passable with CLS?

The port side that has the visual gap, but is otherwise connected and passable.

The stbd side is docked, but not collapsible or passable.

 

 

I don't use CLS so no comment either way :)  Tip wise - trial and error

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On 6/9/2020 at 2:49 PM, RoverDude said:

I don't use CLS so no comment either way :)  Tip wise - trial and error

I gave up on trying to fix the gap and just launched an exact copy of the station using the orbit cheat to replace the broken station (sans construction ports).

Never done that before.

The only odd thing is the station does not seem to have any kind of helm control now, even though it in the correct orbit/velocity/etc. Anyone have a clue on that?

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40 minutes ago, Smurfalot said:

I gave up on trying to fix the gap and just launched an exact copy of the station using the orbit cheat to replace the broken station (sans construction ports).

Never done that before.

The only odd thing is the station does not seem to have any kind of helm control now, even though it in the correct orbit/velocity/etc. Anyone have a clue on that?

If it's a new vessel, no idea on that.

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12 minutes ago, Mebrooks01 said:

Will this update to 1.9.x ever?

Amazingly it already works just fine in 1.9.x  Did you try?  Did you even read back maybe one page on this thread?

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I'm trying to use the PAL Magnetic Manipulator arm, and I can't seem to get the wrist to turn at all. Using the servo controller window, I can move any and all of the other joints on it, but nothing I do seems to get the wrist to move, either tilt or rotate. I've tried in goal mode and free mode, at various speeds, but nothing. Am I missing something, or is this possibly an issue because I'm on 1.10?

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The ports, at the very least, are working in 1.10 so far, but I havent' tested out any of the other parts

 

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