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[1.1.2] Kerbal Attachment System (KAS) 0.5.8


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On a lighter note, Will Kerman was caught on camera late at night after getting an experimental rover stuck while 4-wheeling in the Administrator's pond, and using the winch to get himself free.

screenshot2.png

Related to this, it is rather annoying to not be able to retract a winch all the way if it's not oriented in the same direction as the local gravity gradient. I hope a newer version will fix this. Dangling hooks have a habit of snagging on things under the rover.

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...to not be able to retract a winch all the way if it's not oriented in the same direction as the local gravity gradient...
Seconded. The "unable to latch" thing interrupts the fun.

Winches in real life have a part called a "fairlead" that guides the cable and hook into position automatically. That's a simple part, but I imagine doing something like this in software would be difficult. Maybe it could work in a similar way to the docking ports magnet thing?

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Seconded. The "unable to latch" thing interrupts the fun.

Winches in real life have a part called a "fairlead" that guides the cable and hook into position automatically. That's a simple part, but I imagine doing something like this in software would be difficult. Maybe it could work in a similar way to the docking ports magnet thing?

Thirded-ed . I did find a temporary fix. You need to increase the winch speed in the .cfg to some ridiculous number and set the angle tolerance . Here is the codes


motorMaxSpeed = 12
lockMinDist = 10
lockMinFwdDot = 0

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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.

No love for my problem? :(

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Inspired by the simple artificial gravity feature of the Mars Direct proposal, I used KAS to experiment with cable gravity.

This is the second test, using a KAS pipe to make a rigid connection between the two halves of the ship. (The first test used the cable winch to be more realistic. Unfortunately, KSP is not intended to simulate cable physics, so there was lots of unexpected torque and precession.)

Once the two halves were connected by the KAS pipe, I used RCS to spin up the system to about 4 RPM. The pipe is 50 m long, so I calculate the resulting force should be about 0.2 G. That's a pretty small result for such nauseating rotation; the next one will be much longer.

Edited by Zephram Kerman
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Now that Kerbals have specialties/jobs/classes, why not make it so engineers are required to move parts around?

Alternitavely, any specialist can move the part, but being moved causes some damage therefore giving the engineers something to do.

Why you might ask? Because engineers are near worthless if you're a good pilot, and scientists have diminishing value as the game progresses. I'd like to make those two specialties more important than the control monkey (sorry Jeb, nothing personal).

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Now that Kerbals have specialties/jobs/classes, why not make it so engineers are required to move parts around?

Alternitavely, any specialist can move the part, but being moved causes some damage therefore giving the engineers something to do.

Why you might ask? Because engineers are near worthless if you're a good pilot, and scientists have diminishing value as the game progresses. I'd like to make those two specialties more important than the control monkey (sorry Jeb, nothing personal).

I agree that I'd like engineers to have some advantage over other classes at the KAS stuff, but something less harsh than the other classes having no KAS access at all. For now I'd say wait and see which classes end up most used after the KSP 1.0 balance pass.

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I am currently looking to make large base structures place-able with KAS, but need help with writing up the module section to allow that. These are large structures and I don't want the kerbal to move, but would like them to be able to place the structure up to 2KM away from them so that the base can be set up. Any help would be appreciated.

It needs to be placed on the bottom most node, which is the part I'm having the most trouble with.

edit: Am I correct in assuming that the part in question needs to be surface attachable? if this is the case, i think I may have solved my problem.

Edited by Dakota2063
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Can't edit the containers in the VAB. This is what I get out of the debug menu when I try.

[Exception]: ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index

Strangely, no problem opening, adding or removing from the container out of the VAB. I've been using KAS for a while but only recently got it for my 0.90 version of the game.

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Hi.

Are there any photoelectric or solar panels which can be used with KAS?

I have a ship which needs a couple of solar panels attached,but it's in orbit around the Mun

Any ideas or suggestions?

thanks in advance

The stock OX-STAT and small folding solar panels should all be storable and attachable. If they aren't, you have some type of installation issue that's keeping the ModuleManager patches from being applied.

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KAS is surface attach only. AFAIK there is no way to do what you ask. Just place it where it should go, and pretend it is using the stackattach node.

Well bugger. That's not going to work. Oh well, thanks for letting me know. I'll have to figure out some other way to build my monorail. :-/

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I have a suggestion: Any way this mod could get an EVA placable Base-Connector tube, like the FlexoTube the Kolonization Systems mod (MKS) has? I feel that's a major feature this is missing. It would be purely decorative, besides maybe working with the Connected Living Spaces mod, but it could greatly simplify the process of making Mun bases look nice.

To clarify: If I land 2 landers (with Clamp-O-Trons on their sides) on the mun next to eachother, in order to connect them like a real base, normally I'd have to land a third part, to function like a tube, then somehow align it with both landers, and get them to connect. Whereas with a dynamic Tube (like flexotube) system, you simply EVA up to an open connector, access it's UI, select the tube button, then the Kerbal can simply walk the end of the tube up to the second connection (within a certain range), and link the two that way.

I feel that would be a great way to "Attach" sections of a Mun Base together. ;D

Edited by NikoKun
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I'm having an issue which might be a bad interaction between KAS and RealChutes. I've packed a (non-RealChutes) radial parachute into a KAS container. When I open the container and try to take it out it doesn't appear on the Kerbal's back. Instead, it appears some distance (100 m?) away. I can switch to it using "]" at which point its orbital speed shows up as 0 even though I was in Kerbin orbit when I grabbed it. In the map view its status shows up as "landed". Here's the end of the KSP.log:

[LOG 00:44:24.185] OnVesselSituationChanged

[LOG 00:44:24.192] stage manager starting...

[LOG 00:44:24.192] stage manager resuming...

[LOG 00:44:24.192] stage count is: 0

[LOG 00:44:24.192] [KAS] WaitAndGrab(Container) - Waiting rigidbody to initialize...

[EXC 00:44:24.347] ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

System.Collections.Generic.List`1[RealChute.Parachute].get_Item (Int32 index)

RealChute.ProceduralChute.OnStart (StartState state)

Part.ModulesOnStart ()

Part+.MoveNext ()

[LOG 00:44:24.417] OnVesselSituationChanged

[LOG 00:44:24.417] OnVesselSituationChanged

[LOG 00:44:24.417] OnVesselSituationChanged

[LOG 00:44:24.417] OnVesselSituationChanged

[ERR 00:44:24.504] ScienceAlert, StorageCache: Active vessel is not monitored vessel.

[LOG 00:44:24.504] [KAS] WaitAndGrab(Container) - Waiting rigidbody to initialize...

[LOG 00:44:24.521] [KAS] WaitAndGrab(Container) - Waiting rigidbody to initialize...

[LOG 00:44:24.541] [KAS] WaitAndGrab(Container) - Waiting rigidbody to initialize...

[LOG 00:44:24.560] [KAS] WaitAndGrab(Container) - Waiting rigidbody to initialize...

[LOG 00:44:24.646] [KAS] WaitAndGrab(Container) - Waiting rigidbody to initialize...

There are then something over 200 lines of the last line "Waiting rigidbody to initialize..." until the end of file. It looks like it thinks it is grabbing a RealChutes procedural chute, but the part in the container is a MK2-R.

Thoughts?

- - - Updated - - -

Further testing of the parachute problem:

On the launchpad, with a MK2-R chute attached to the outside of a vessel a Kerbal can grab it and it appears on their back as it should and can then be reattached to the vessel. On the same vessel is a KAS container has a parachute in it. Trying to get it results in the parachute appearing hovering in the air 100.0 m away.

The problem seems to only be with parachutes. I've been able to get struts and a radial engine out of the container.

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What I need to put in the parts .cfg to make it have KAS storage? :P

Simply this module (copied from the KAS container cfg itself):

MODULE{
name = KASModuleContainer
maxSize = 40
}

The maxSize is where you specify how much room you want for your container.

Question, do the KAS containers increase in weight when you put heavy items in it?

Yes.

All KAS containers, whether it is the radial ones that comes with KAS, or other KAS compatible containers from other mods, will have the weight of the item inside added to them (along with cost).

Edited by RainDreamer
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All KAS containers, whether it is the radial ones that comes with KAS, or other KAS compatible containers from other mods, will have the weight of the item inside added to them (along with cost).

Ah yes, I found how you do it in the code


[COLOR=blue]private[/COLOR] [COLOR=blue]void[/COLOR] RefreshTotalSize()
{
totalSize = 0;
[COLOR=blue]this[/COLOR].part.mass = orgMass;
[COLOR=blue]foreach[/COLOR] ([COLOR=#2b91af]PartContent[/COLOR] item [COLOR=blue]in[/COLOR] contents.Values)
{
totalSize += item.totalSize;
[COLOR=blue]this[/COLOR].part.mass += item.totalMass;
}
}

Good to know it is possible to directly alter the mass of a part

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I have a suggestion: Any way this mod could get an EVA placable Base-Connector tube, like the FlexoTube the Kolonization Systems mod (MKS) has? I feel that's a major feature this is missing. It would be purely decorative, besides maybe working with the Connected Living Spaces mod, but it could greatly simplify the process of making Mun bases look nice.

To clarify: If I land 2 landers (with Clamp-O-Trons on their sides) on the mun next to eachother, in order to connect them like a real base, normally I'd have to land a third part, to function like a tube, then somehow align it with both landers, and get them to connect. Whereas with a dynamic Tube (like flexotube) system, you simply EVA up to an open connector, access it's UI, select the tube button, then the Kerbal can simply walk the end of the tube up to the second connection (within a certain range), and link the two that way.

I feel that would be a great way to "Attach" sections of a Mun Base together. ;D

The flexotube uses the same modules as KAS's pipe, just with models that look big enough to walk or crawl through. KAS could probably package the models MKS is using without violence to the license until someone has time to do it in a different art style.

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Okay, I ran into an issue today, and I'm not sure if its a USI issue, a KAS issue or a Universal Storage issue, so I'm posting this in all 3 places. I sent a couple of landers to the Mun, one carried a KAS containered Pack Rat and a portable soil sample kit, and one other module, which I belive was a portable Karbonite scanner? the other lander carried my kerbals down, I managed to assemble the pack rat on the surface, but when I tried to remove the MKS/OKS soil sample kit from the KAS container, as well as my Karbonite scanner, it exploded instantly. The Containers were US KAS containers.

Link to Output logs and persistence files: https://www.dropbox.com/sh/mfmdyhmrizoa9vn/AABcqga9Xz77XiQxSXU-uxA7a?dl=0

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is there any problem known if i add this mod to a already running game? have put a station into orbit which took me two damn days because im a noob at docking and if i want to raise its orbit now, it wobbles to death so i wanted to give a few extra placed struts a shot?! thanks :D

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