Jump to content

Kerbal Attachment System (KAS) 0.4.7 - Pipes as fuel lines and even fewer explosions!


Majiir

Recommended Posts

@xrave, looks good. If you change yield return new WaitForSeconds(0.1f); to yield return new WaitForFixedUpdate(); you don't get that odd delay. Good find. I was also trying to reset the velocity vectors after the Detach() but couldn't get it to work. Though I think this is what I missed: this.part.rigidbody.velocity = kerbalEvaVessel.rootPart.rigidbody.velocity; There's two rigidbody's one 'rigidbody' and one 'Rigidbody' I couldn't figure out which one was the correct one.

Link to comment
Share on other sites

@xrave, looks good. If you change yield return new WaitForSeconds(0.1f); to yield return new WaitForFixedUpdate(); you don't get that odd delay. Good find. I was also trying to reset the velocity vectors after the Detach() but couldn't get it to work. Though I think this is what I missed: this.part.rigidbody.velocity = kerbalEvaVessel.rootPart.rigidbody.velocity; There's two rigidbody's one 'rigidbody' and one 'Rigidbody' I couldn't figure out which one was the correct one.

Oooh. I'll test that out next compile. in my version I changed Detach() so it tries to do a fixedpoint detach if it can't figure out what kind of attachment the part is employing, I don't know if that'd break anything though.

Link to comment
Share on other sites

I can confirm the above .dll is working on a Windows 0.24.2 x64 platform.

THE BELOW IS ANECDOTAL, AND UNRELATED

Now I need to find which mod was making jeb replicate on eva. It was funny; he would replicate, stiff as a board, and fall with no gravitation. Not KAS' fault mind you, but the .dll wasn't playing well with something else.

Link to comment
Share on other sites

Here is a 64bit recompile of KAS with Xraves fix. This version has the compatibility version checker updated and has a smaller delay so objects should not smack the ground. I have done some testing and with this smaller delay and the fix still seems to be working with no explosions but I would take that with a grain of salt.

https://www.dropbox.com/s/iwou9ysvqvcp9uc/KAS64Bit.zip

I don't explode anymore but I can't seem to get anything out of the containers. I edit the parts into the container in the VAB but I see no kerbal cash cost added to the overall ship cost. Launching shows the items in the containers but with take buttons but it will not take them out. Any ideas?

Edited by Specialist290
Nothing to see here.
Link to comment
Share on other sites

I don't explode anymore but I can't seem to get anything out of the containers. I edit the parts into the container in the VAB but I see no kerbal cash cost added to the overall ship cost. Launching shows the items in the containers but with take buttons but it will not take them out. Any ideas?

Container type A is working fine for me in sandbox. I haven't tried anything in Career mode but I don't see how that would effect it. I will do some testing in career mode and see if I can find any issues.

Link to comment
Share on other sites

JeffersonFlight, is your version really working? Grabbing stuff and all in x64? I downloaded it and will be testing it! If it works, you've made my day!

Yes it is working in 64bit ksp, but we can thank XRave for completing the velocity vector issue, me and him plus one other were all in the same area and he fixed it. I just improved on it a small amount by getting the grab delay down so its not as noticeable.

Link to comment
Share on other sites

Yes it is working in 64bit ksp, but we can thank XRave for completing the velocity vector issue, me and him plus one other were all in the same area and he fixed it. I just improved on it a small amount by getting the grab delay down so its not as noticeable.

Thx to both of you for the fix and +1

Link to comment
Share on other sites

Yes it is working in 64bit ksp, but we can thank XRave for completing the velocity vector issue, me and him plus one other were all in the same area and he fixed it. I just improved on it a small amount by getting the grab delay down so its not as noticeable.

Well, then thank you very much to everybody involved! Have some rep!

Link to comment
Share on other sites

Container type A is working fine for me in sandbox. I haven't tried anything in Career mode but I don't see how that would effect it. I will do some testing in career mode and see if I can find any issues.

Just tested on all modes. None of my containers will let you take the items out. In VAB it charges money for the container but it doesn't charge for the parts placed inside it. I'm guessing since it doesn't charge for the parts then it's just adding text instead of actual items in the containers. Kind of like adding text to a flag. Just to clarify, I'm running windows 7 64 bit.

Link to comment
Share on other sites

grats its working in 64x there is only 2 realy i found. 1 if u attach the pipe end to the ground u get a message about invalid docking and if u leave then come back to the ship that pip end disappears dont know if it was like that bfore. and 2 need to add where u can have a link pipe ready to link attached to u and have something on your back. when its like that if u drop the part on back it goes flyin goff along with u and blows up.

Link to comment
Share on other sites

Is there an ETA for the fix or is it a weird bug glitch thing?

Whenever Majiir has the time to come out with an official update for .24/.24.2. Until then you're free to experiment with some of the user-created patches on the last few pages.

Link to comment
Share on other sites

The fix seems to be working after some quick testing. Awesome! I'm hoping someone can recompile it once more with Qberticus's recommendations to use "WaitForFixedUpdate()" to eliminate the odd delay.

@xrave, looks good. If you change yield return new WaitForSeconds(0.1f); to yield return new WaitForFixedUpdate(); you don't get that odd delay. Good find. I was also trying to reset the velocity vectors after the Detach() but couldn't get it to work. Though I think this is what I missed: this.part.rigidbody.velocity = kerbalEvaVessel.rootPart.rigidbody.velocity; There's two rigidbody's one 'rigidbody' and one 'Rigidbody' I couldn't figure out which one was the correct one.
Link to comment
Share on other sites

HUGE EDIT:

for those that also didn't notice this:

THIS WORKS ON KSP 32-BIT.

This bug apparently only affects 64 bit KAS, and is a unity-based bug. unofficial fixes are available for x64.

Edited by crazybmanp
I am an idiot
Link to comment
Share on other sites

Here is a 64bit recompile of KAS with Xraves fix. This version has the compatibility version checker updated and has a smaller delay so objects should not smack the ground. I have done some testing and with this smaller delay and the fix still seems to be working with no explosions but I would take that with a grain of salt.

https://www.dropbox.com/s/iwou9ysvqvcp9uc/KAS64Bit.zip

I probably have missed it, but does this work with the x86 version?

Edited by Specialist290
Nothing to see here.
Link to comment
Share on other sites

I probably have missed it, but does this work with the x86 version?

No this is a fix just for 64bit. I think that Whaaw recompiled a version for 32bit that was working. link to post below, but if I need to recompile one for 32bit I wouldn't mind. Just let me know

http://forum.kerbalspaceprogram.com/threads/53134%21?p=1288901&viewfull=1#post1288901

Link to comment
Share on other sites

grats its working in 64x there is only 2 realy i found. 1 if u attach the pipe end to the ground u get a message about invalid docking and if u leave then come back to the ship that pip end disappears dont know if it was like that bfore. and 2 need to add where u can have a link pipe ready to link attached to u and have something on your back. when its like that if u drop the part on back it goes flyin goff along with u and blows up.
The reason the pipe attached to the ground would disappear would maybe be to the ship being unloaded and that part on the ground being picked up as debris or something. But Here is a tactic for having a pipe ready to link and attach a end to link to at the same time. http://imgur.com/a/MuDHO#0 Hope this helps. Edited by JeffersonFlight
Link to comment
Share on other sites

Quick demo in 64x. Works great so far! Universal Storage here I come!

Cool video :D I'm glad that we have this awesome content from Majiir and this awesome community. We can also thank Xrave and Whaa for this awesome fix, I only made a small improvement to it and updated version checker config. Edited by JeffersonFlight
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...