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mrstoned

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Everything posted by mrstoned

  1. Perhaps a compromise, a surface attached adaptor with a single stacknode? Similar to the Radial Surface Attachment from stock?
  2. I've used a minor hack-together for my crafts at the KSC (boats and seaplanes). You attach a ground pylon at shore with a winch or connector, which you then connect to the vessel. I've modified the winch to hold 200m cable tho. I set "maxLinkLength = 50" to 200. You can also use a groundpylon, with an uncontrolled IR hinge or rotatron to make kind of a pontoon-style floating mooring dock. Then it will keep it's distance from shore as well. I find empty rockomax tanks or the Karibou rover from MKS make for excellent floating devices.
  3. Just as another input, i usually use the stock girders as they fit snug with non-resized IR-parts (the extendatrons etc). I often use the round-to-square to elevate the start of the crane when mounted to a rover flatbed. This way you can use all ir in crane, plus attachement as winch without bumpung into the flatbed. I do miss an attachment node on the girders tho, either middle or top/bottom. I'll make a mockup rover in a little bit.
  4. I have used Flextubes in place of the MKS flex-o-tubes dependancy on the recently changed KAS pipes.
  5. While i semi-agree with you that referencing to another mod in a different thread should be avoided, i was only providing an answer regarding to domes as they (currently) are missing from MKS. Personally i use parts and bits of many different mods as very few of them have all the parts i find interesting. For example, another mod have self-leveling landing legs, while i need to adjust the legs on the cradle in MKS by eye. Another mod have very good trusses for stationbuilding and matches good with the tundra modules from MKS. I use GC for pre-made kickstarter bases and EL for building extensions and the compressable welding docking ports from Konstruktion to put it all together. I know RoverDude has put alot of work into this, and i admire this and all other modders who spend their free time maintaining their work as well.
  6. I wonder if i may be so bold as to request in a future update a new part (or two actually). The cargo ramp from both Buffalo and Bison Gondola Cargo ramp. That would allow for loading wheeled utilities and other smaller rovers on site that are taller then the alotted space in the cargo containers. --Managed to pull out the ramp from SXT Continued. I used from both the Buffalo and the Heisenburg pack. I've used the chassi to extend the fladbeds to allow for loading of wide or larger wheeled or tracked rovers. As per images: I made something similar in the wayback with LLL; And if i havent already said so, these mods are awesome. EDIT: I'm working on extracting just the ramp-part from SXT. If there is interest, i could put up a download link if anyone else is interested. EDIT2: Got the ramp separated (i think without kraken visiting). Side ramp for small stuff, large ramp in the rear with platform to store stuff and space for some additional modules too. Ohh, and a small demonstration on how to launch stuff into water from land. It has a decoupler on a long chassi. Works with a dockingport as well
  7. It has some nice structures similar to the Martians Hab
  8. Yes. They are used in EL only as far as i know. MKS use Material and SpelcialKits. In the past there used to be recepts that would make EL use the material and specialkits from MKS for all construction.
  9. The Flex-o-tube from MKS is the old kas-pipe in disguise. I remember somewhere in a mks-thread that is was discussed with the beginning of the new kas development a good while ago.
  10. This is the code-snipplet i used in 1.3.1 as i had problems with the IR grasper foot as well as weak magnets. I made a textfile in; GameData/ZOwnMods/my-mm-mods.cfg I believe these are the value you should be looking for in KAS1.1 with HW-80, \GameData\KAS\Parts\Winch2\part.cfg The "breakingForce" and "breakingTorque" (for the winch) as well as "linkBreakForce" (for the connector) And now: SAFTEY NOTICE: I'm not all very familiar with the newest KAS. The first snipplets is from my modded IR/pre-KAS0.6 in 1.3.1 and modifies the breaking values as the joints of my IR-crane simply broke almost at any loads. But as with all modulemanager configs, it will tell you if something is wrong. I use the current KAS in 1.6.1 withou any (obvius for my usage) problems. It just tells abit about version mismatch, but still works. EDIT: Link to posts which led me to breaking joints solution in IR-thread. Just for reference from above code origins.
  11. I have used both in the past, and they both have their merits. With GC2 you can build DIY-kits offworld, as it was a huge missing feature compared to EPL's runway/launchpads for offworld building. For visuals, i personally dont put too much into it as i focus mainly on functions. I use both myself. GC for "simulated 3d-printed complete/whole buildings in a box" and EPL for crafts, rockets, rovers. "Simulated by having scrapyards and workshops/scrapheap challenge-style" Building and adding to existing buildings/stations. It's' easy to build a shake-n-bake starter colony in a DIYbox delivered alongside a small workshop/constuctionmodule and some resources. Using MKS/USI logistics you can haul large resources between planets from forward outposts and miningsites.
  12. With KIS, I had trouble grabbing some of the larger hab-modules from MKS due to the reach-limit of kerbals (or rather the diameter of the modules). I had cranes and flatbeds on site so i simulated using them as well. I also had a small akita rover with commandseats on a platform for collaborations from more kerbals to increase total liftable mass. I used this snipplet to slightly increase reach and liftstrength of the kerbals. Caution: This was in the 1.3.1 KSP tho. If KIS configs have changed, the code in spoiler wont work. Hope this might help someone else that have the same reaching troubles.
  13. To attach mew parts you need KIS. Also, which screwdriver are you using ?
  14. I think the design is excellent. Very much spaceballs
  15. Perhaps another compromise? You include the components in KAS, but they only display in partlist if KIS is also present? For myself i usually make exits and corridors with the hard struts/connectors from mks. Or i have a rover docked for easy transportation. Standardlized roverdockingports helps the rovers to move around different bases.
  16. It looks like the one from Surface Equipment Science mod. Not at pc atm but remember it from my old game. The modname might not be 100% but its the one you attach several small pieces with electric wire to a central hub for long time science gaines.
  17. Im talking about this mod It have a sorts of central hub which fits "wedge" style parts. It's basiclly a slightly downscaled texture with a mountingframe behind it to allow it be slotted into the hub. I think the winch, rts and a connector with battery(?) wedge parts would fit into the design. /mrstoned
  18. I recently tested out the Universal Storage2 mod, and a winch and rts wedge parts would make a good match along with the connector part. Perhaps with integrated battery to fill the wegde with connector. Just an idea for future parts-catalog. /mrstoned Oh, and btw, in the past (before using mks's logistics feature) i used the pipes to connect resource consumers like generators; The last pic is a drillrig with converters and tanks, connected via pipes. The generators and parts was used from LLL in the waaaayback ago. /mrstoned
  19. Most likeley something crucial has changed and kis and or module manager stopped working. As far i know mks doesnt use equippable stuff by itself. I would suggest downgrading to 1.4.5 or your previous version for a few days.
  20. I like this idea. Also a question; can two RTS be connected at once to increase the transfer rate? *Note; I've not actually used the new stuff much yet. Havent gotten that far along in my new career.
  21. I currently use MKS full installs with full GC2 install and can confirm this as working for 1.4.5. My first shipment is usually the DIYkit containing the factory coupled with a powerplant. The second one is usually manned with containers, habitats, recyclers and logistics module for planetary storage. The drillsites is either unmanned for a single resource gather, or a manned mini outpost with converters if i have two or more resources with good concentration in the same spot. This minimizes need for many storage at the factory. I have shuttlerovers for intrabase movement and spaceshuttles for between outposts travel.
  22. I like the idea with both 4 ports in the bottom, being able to attach and control winches plus a top stack node to build upwards. Perhans for adding large solarpanel array on a iron girder. I usually scatter some of mks light-in-a-box as they light up really good and look nice too. Edit, i'll make some images tonight of my usual designs. Edit2: Image of concrete base with ports, lights and RTS. https://imgur.com/FSvPdSz I also have some scattered around where i build the DIY kits from GC2, to drag them away from the factory. I use a tiny rover with claw, attached to a winch on the back secured to a concretebase. I also used the bases as anchors for the cable-braces when i need to stand something long/heavy up from laying on the side. Pulling with a crane from the other side. Edit3; Anchor the payload to stand up; https://imgur.com/XMVILfw Access the port and connector: https://imgur.com/pGsf84E Anchor the rover and stand back while winchin the tower to it's feets... https://imgur.com/hAIS2EO
  23. Maybe a compromise coulde be done? A much larger winch with more rope? Larger RTS for longer hoses. For example a 1/4" ~13mm rope 500m long would require a reel with dia around 70cm and width of around 40cm. a 2" hose ~50mm and 500m would require almost 2m dia and near 1m width of the drum. a 4" ~100mm will get you around 450m length on 2m dia but 2m wide. EDIT: or editable in VAB/SPH to scale size and weight? (perhaps tweakscalable? but never been to fond of TS myself). /Rikard
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