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[1.1.2] Kerbal Attachment System (KAS) 0.5.8


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Is the difference between pipes and struts and winches actually documented anywhere? I did check the wiki, and the changelog, but I couldn't find it.

I know pipes enable resource transfer, and I know winches used to, at least in docking mode, but do they still do that? (If so, is there an option to turn that off now we have pipes? I guess if you're docked it's one ship, so no, unless you have some other mod that checks the fuel graph...)

Generally a little more explanation of when it's best to use each type would be really nice, if anyone knows please.

I think that you guessed right. With struts you can only strengthen up conection of different parts and make craft less wooble when you turn on engines.

Pipes are usefull when you need ability to transfer resources, but does not provide same strength force as struts.

Whinches can be used for easier docking, you don't have to be precise to be able to dock with another craft and transfer resources between parts. You need to have docked connection for that.

If you don't have docked connection than whinches are still very usable to move heavier parts around, those that you can't carry with EVA.

I think that latest is most obvious whinch purpose.

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How do I make parts KAS Compatible? (Kerbals can pick them up, and store them) I would like to build cool equipment using KAS but I cannot because some parts that are not compatible.

Is there a way I can (On Mac?)

Thanks, DMSP

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How do I make parts KAS Compatible? (Kerbals can pick them up, and store them) I would like to build cool equipment using KAS but I cannot because some parts that are not compatible.

Is there a way I can (On Mac?)

Thanks, DMSP

You can add a KASModuleGrab to them through an MM patch. Look in the cfg of KAS parts to find examples.

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Updated KAS up to .4.10 (from version which was compatible with previous version of the game), and all my old crafts started desintegrating on load. Any ideas on workaround? My crafts relied on it, so it will be a lot of save-editing to remove KAS completely.

Version is obviously 0.90 (not sure that KAS is reverse-compatible). Actually any old craft that was created before updating and contains KAS modified parts (I had no crafts without them) is affected. Log contains probably only one KAS-related message, '[Warning]: File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../GameData/KAS/addModule.cfg' does not exist'. But mentioned file neither exists in archive. Somethimes parts are flying away at lightspeed (actually at NaN speed), crafts disassemble or start rotating insanely. I've been noticing same weird behaviour since the time when I've started playing KSP with KAS (0.21), but it used to happen only when I start assembling enormous crafts.

Edited by UristMcKerbin
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is there any way to change the default controls? They conflict with my use of the numpad for rover wheels.

Also, what is the usage of an anchor? I can't seem to think of a situation when I would prefer it to a grapple.

Edited by CorBlimey
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So I've been trying to make the NABULA's Handrails pack KAS grabble on eva and storable, But so far it appears like an error in MM load, and I dont know much about programming. Can someone help?

This is what I have so far, but it fails to work.

@PART[EVA handrail type 1]:HAS[!MODULE[KASModuleGrab]]:FOR[KAS]

{

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.48, -0.15)

evaPartDir = (0,-0.3,-1)

storable = true

storedSize = 5

attachOnPart = True

attachOnEva = False

attachOnStatic = False

attachSendMsgOnly = False

}

}

@PART[handle type1]:HAS[!MODULE[KASModuleGrab]]:FOR[KAS]

{

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.48, -0.15)

evaPartDir = (0,-0.3,-1)

storable = true

storedSize = 5

attachOnPart = True

attachOnEva = False

attachOnStatic = False

attachSendMsgOnly = False

}

}

@PART[EVA handrail type 2]:HAS[!MODULE[KASModuleGrab]]:FOR[KAS]

{

MODULE

{

name = KASModuleGrab

evaPartPos = (0.0, 0.48, -0.15)

evaPartDir = (0,-0.3,-1)

storable = true

storedSize = 5

attachOnPart = True

attachOnEva = False

attachOnStatic = False

attachSendMsgOnly = False

}

}

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Why is it the winches fire(eject) by themselves in flight? Also the winches have been triggering on action group #8, despite only having parachutes set on #8. A few bugs to fix in the next version please.

Edited by lextacy
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At present, struts cannot be used between two vessels, meaning that vessels need to be docked before struts can be used. But when the ships become undocked, all struts just disappear.

Is there something I can change in the cfg so that the struts would stay in place after the pipe or winch undocked?

Edited by POllik
Doubled post
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At present, struts cannot be used between two vessels, meaning that vessels need to be docked before struts can be used. But when the ships become undocked, all struts just disappear.

Is there something I can change in the cfg so that the struts would stay in place after the pipe or winch undocked?

Heres the fix, really this should be stock in KAS or otherwise struts are only usefull in space stations


MODULE
{
name = KASModuleStrut
nodeTransform = strutNode
type = "StrutSize1"
maxLenght = 8
maxAngle = 100
breakForce = 1
[B][I]allowDock = True [/I][/B]
hasCollider = false
tubeScale = 0.05
jointScale = 0.05
tubeSrcType = Rounded
tubeTgtType = Rounded
textureTiling = 4
evaStrutPos = (0.05, 0.059, -0.21)
evaStrutRot = (190.0, 0.0, 0.0)
tubeTexPath = KAS/Textures/strut
}

The italicized/bold bit is the line of code responsible for nerfing your struts :) I had found this to be a problem becasue you could not do anything with the struts unless you build a space station. However I wanted to capture old satellites and hold them down in my shuttle bay and land them so they can be displayed at a museum. Life is now better.

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I've read all the posts since the update and haven't seen this issue, but after unlinking a pipe between two craft in orbit, attempting to grab the pipe endpoint causes a nasty kraken to appear, flinging my kerbal and both ships around violently. I thought maybe he was grabbing the pipe endpoint while too close to the other craft so after reloading and unlinking the pipe, I switched to one of the craft to roll it over and have the end point facing the other way. However both craft rotated together as if they were still connected. After some testing I've concluded that if I reload a save file where the craft were connected, unlinking them will release the kraken. However if I link and unlink without reloading a save file, then everything is okay. It's probably something to do with the craft I'm linking to was first created back in 0.24. If anyone has an idea what might be causing this (perhaps the way the craft tree is built?) please let me know. I tested linking and unlinking craft created in 0.90 with reloading from a save and there was no kraken.

Log file

Edit: I found a work around. I noticed after doing some additional testing that when I unlinked from the craft, I could page through all three vessels in orbit (kerbal on EVA and two ships). However when I tried to maneuver one of the ships it acted like they were both still linked. So I saved the game and reloaded it. That fixed the issue, and the craft were once again two different ships with independent movement and I could then pull the pipe end point off.

Edited by Gaiiden
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Has anyone had an issue where its no longer possible to transfer fuel through a Kas pipe? I've been doing it fine for some time since the .9 update, but today when I tried, it was no joy. Ideas?

Edit: Nevermind, something in my save file got borked, it works in a clean save

Edited by vardicd
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I'm new to KAS and was trying it out using two rovers off the runway. I can't seem to connect a pipe end winch to a radial connector port. The instructions on the KAS wiki say I should grab the winch connector but that just rips the whole thing off the rover. I tried 'Link' but that only allows me to link to another pipe end winch not a radial connector?? All the commands on a radial connector (plug (docked), plug (undocked), unplug) don't work because I just get a you-don't-have-anything-to-plug message. Am I missing a manual, FAQ or tutorial somewhere that tells me how to do this?

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I'm new to KAS and was trying it out using two rovers off the runway. I can't seem to connect a pipe end winch to a radial connector port. The instructions on the KAS wiki say I should grab the winch connector but that just rips the whole thing off the rover. I tried 'Link' but that only allows me to link to another pipe end winch not a radial connector?? All the commands on a radial connector (plug (docked), plug (undocked), unplug) don't work because I just get a you-don't-have-anything-to-plug message. Am I missing a manual, FAQ or tutorial somewhere that tells me how to do this?

reminds me of another flaw in KAS.....try mounting a magnet on a connector from the winch. The only way you can do it is if you drop the magnet on the floor. But then that means you have to wind up the winch to retract it where it wont lock b.c. of the failed mechanics in all the winches.

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So ... I'm messing about with KAS and I'm having a bit of trouble getting things to attach to other things the way I want. I was hoping someone might be able to help me. :)

I want to be able to attach a thing to another thing using the node it uses in the SPH/VAB. I've gotten it to attach to the Kerbal using that node, but when I try to attach it to anything else, it uses the center of mass or something.

An image to illustrate. :)

16360035232_bae7896c31_b.jpg

Here's the part cfg if it helps:


PART
{
name = MMK7-TS
module = Part
author = UbioZurWeldingLtd
rescaleFactor = 1
PhysicsSignificance = -1
node_stack_toptrussPiece1x24 = 5E-05,2.55299,-0.23106,0,1,0,1
node_stack_bottomtrussPiece1x0 = 5E-05,-2.56557,-0.23106,0,1,0,1
node_attach = 0,-0.55927,0,0,-1,0,1
CrewCapacity = 0
TechRequired = start
entryCost = 165000
cost = 1655
category = Structural
subcategory = 0
title = MMK7-TS
manufacturer = UbioZur Welding Ltd
description = Warranty void during re-entry.
attachRules = 1,1,1,1,0,0,0
mass = 0.355
dragModelType = default
maximum_drag = 0.15
minimum_drag = 0.175
angularDrag = 1
crashTolerance = 75.94039
breakingForce = 192.459
breakingTorque = 192.459
maxTemp = 2900
fuelCrossFeed = True
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,-2.00629,-0.23106
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,-2.00629,-0.83106
scale = 1,1,1
rotation = 0,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.49995,-2.00629,-0.53106
scale = 1,1,1
rotation = 270,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.50005,-2.00629,-0.53106
scale = 1,1,1
rotation = 90,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.29995,-2.00629,-0.53106
scale = 1,1,1
rotation = 360,180,90.00001
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.30005,-2.00629,-0.53106
scale = 1,1,1
rotation = 360,3E-05,90.00001
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,-1.00629,-0.23106
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,-1.00629,-0.83106
scale = 1,1,1
rotation = 0,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.49995,-1.00629,-0.53106
scale = 1,1,1
rotation = 270,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.50005,-1.00629,-0.53106
scale = 1,1,1
rotation = 90,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.29995,-1.00629,-0.53106
scale = 1,1,1
rotation = 360,180,90.00001
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.30005,-1.00629,-0.53106
scale = 1,1,1
rotation = 360,3E-05,90.00001
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,-0.00629,-0.23106
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,-0.00629,-0.83106
scale = 1,1,1
rotation = 0,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.49995,-0.00629,-0.53106
scale = 1,1,1
rotation = 270,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.50005,-0.00629,-0.53106
scale = 1,1,1
rotation = 90,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.29995,-0.00629,-0.53106
scale = 1,1,1
rotation = 360,180,90.00001
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.30005,-0.00629,-0.53106
scale = 1,1,1
rotation = 360,3E-05,90.00001
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,0.99371,-0.23106
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,0.99371,-0.83106
scale = 1,1,1
rotation = 0,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.49995,0.99371,-0.53106
scale = 1,1,1
rotation = 270,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.50005,0.99371,-0.53106
scale = 1,1,1
rotation = 90,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.29995,0.99371,-0.53106
scale = 1,1,1
rotation = 360,180,90.00001
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.30005,0.99371,-0.53106
scale = 1,1,1
rotation = 360,3E-05,90.00001
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,1.99371,-0.23106
scale = 1,1,1
rotation = 0,0,0
}
MODEL
{
model = Squad/Parts/Structural/trussGirderL/model
position = 5E-05,1.99371,-0.83106
scale = 1,1,1
rotation = 0,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.49995,1.99371,-0.53106
scale = 1,1,1
rotation = 270,180,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.50005,1.99371,-0.53106
scale = 1,1,1
rotation = 90,0,0
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = -0.29995,1.99371,-0.53106
scale = 1,1,1
rotation = 360,180,90.00001
}
MODEL
{
model = Squad/Parts/Structural/structuralPanel1x1/model
position = 0.30005,1.99371,-0.53106
scale = 1,1,1
rotation = 360,3E-05,90.00001
}
MODEL
{
model = Squad/Parts/Structural/structuralIBeam200/model
position = 5E-05,0.02859,1.69182
scale = 1,1,1
rotation = 90,0,0
}
MODEL
{
model = Squad/Parts/Structural/adapterSmallMiniTall/model
position = 5E-05,0.02859,3.6026
scale = 1,1,1
rotation = 270,0,0
}
MODEL
{
model = Squad/Parts/Utility/largeAdapterShort/model
position = 5E-05,0.02859,4.16682
scale = 1,1,1
rotation = 90,0,0
}
MODEL
{
model = Squad/Parts/Aero/standardNoseCone/model
position = -0.0015,0.0286,3.12509
scale = 1.25,1.25,1.25
rotation = 270,0,0
}

MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.10, -0.15)
evaPartDir = (0,0,-1)
attachNodeName = bottomtrussPiece1x0
storable = true
storedSize = 1
attachMaxDist = 30
attachOnPart = True
attachOnEva = True
attachOnStatic = True
customGroundPos = true
dropPartPos = (0.0, -0.2, -0.7)
dropPartRot = (-10.0, 0.0, 0.0)
}

}

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