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mrstoned

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Everything posted by mrstoned

  1. You can set the length you want by editing the cfg file GameData/KAS/Parts/Winch1/part.cfg Change: maxLinkLength = 50 to the lnegth you want. I did the same with both winch and rts (for resourcetransfers) on a underwater drillingrig that lowers from surfacebase. should also work with underwater rovers.
  2. I think you need the EL Surveystation. Its the repurposed hitchhoker can.
  3. This would also help with heavy retrieval of rovers and subs where you habe several winches attacjed to a long liftingbeam with a claw or dockingport on it. Or just a tweaked winch with 1km wire to simulate the teather.
  4. Mue boenu or what's translated to spanish Excellent textures. /Mrstoned
  5. I think winch have wrong lenght. Max is 10m? If i remember max used to be 50 or 80m for winch. https://github.com/ihsoft/KAS/issues/220 /Rikard
  6. Question; Does TJ1, TJ2 and TB60 only can be connected by EVA Kerbal? No remote connection as before?
  7. One old design from 1.3.1, https://imgur.com/eEaxvia It's a long-reach version for loading light payloads on other rovers, explorers, moving empty shells, tubes etc using IR for the crane. This one; https://imgur.com/PapwUwM https://imgur.com/WrtiTE9 Is a smaller one without bells n whistles, but have ~2k dV and TWR ~8 on Mun with large KIS-kontainers and dockingability plus a grabber for moving resourcelodes. If i know i need a rover for something special, i tweak and customize them with equipment and tanks/storage for emergency use. I like to keep HAB/Home time atleast around 10-12 days with full crew, so i can rescue my hardworking funny dudes
  8. I usually fly the first few modules there, and then recycle/rebuilt/re-arrange them using ELP for building the GC's DIY kits. And either KAS/KIS assembling the modules, or use Konstruktion ports to weld stuff together. It all depends on the size and weight of stuff. One of the first things i ship in, is a small Karibu utility rover, it usually have Cockpit, Passange or Crew module, LF/O fuel, a flatbed in the back with a small/medium size crane, some KIS-storage and winches, connectors, tools. And most important, it's remote controllable even if my crew goes tourist-mode. This one is for dragging, unflipping, docking small stuff together and basic survival. After this, i usually have on-site production of stuff, and can start to build the more permanent base, storage etc. I either repurpose the starterbase into the permanent base, or recycle it for scrap parts. Simplest way i ship in modules if from top: Salamander pod, MKS Module, the white landing-frame with kis-storage. Radially attached fueltanks and engine. The FL800 is usually more then enough. Then using flexo-tubes to dock the white landingframe together. Example; https://imgur.com/XFl0h5F and https://imgur.com/vK4gg2N Hope this helps somewhat.
  9. I use the EL-Survey-station and the Stake from Extraplanetary LP to build stuff in-situ. I usually build the DIY-kits i save in VAB. When i recycle stuff, i use MKS "disassemble part" so i get back mat kits. /Rikard
  10. Different question... I saw in a video someplace here that the IR-control interface was used to manuver the robotis parts from USI (forklift, crane etc). Was that a DLL-mod-thingie, or a config/MM-thingie? I never really got used to the USI robotics control and mostly favors the IR-control and building my own forklifts, booms etc. /Rikard
  11. While EL is depreciated in MKS, you can still make the DIY-kit in SPH/VAB and save it as a "ship". I usually name them something like DIY-Driller or DIY-"function" and then you can build that "ship" in EL, i use the stakes as i found the runway/launchpad2 to be a bit krakenexplosivehappy /MrStoned
  12. I'm using EL to build the DIY-kits offworld. I landed a small EL Surveystation and planted 4 stakes where i want the kits to build out. I have a small "forklift" rover with winch and magnets with which i can move the boxes if needed as well as any base-modules that needs to be put in correct positions after completing the DIYbox. I also use the Konstruktion-docking ports to weld segments that should be together. Flexotubes for the rest. /MrStoned
  13. Myself, running with USI mods, i use EL to construct the DIY-kit's from included GC in USI, which i then "build" with the assemblyplants in Tundra or duna-series on groundbase. I simulate it with the ability to 3d-print stuff on the orbiting spacestation or on the ground, land the parts and assemble on ground. I have not tied a diy-kit in space (yet). /Rikard
  14. Very good. Tundra pioneer+logistics with reactor. Kontainers with drills and powercoupler all within 150m. Makes for a neat unmanned miningsite. Pushing raw materials to manufacturing site. This untangles the info i got from the wiki abit. Some sections are old and conflicting. Thanks all. /MrStoned
  15. Excellent. And just to follow up, unmanned vessels will not pull from planetary storage, but will share local resources within range (150m?) when a Logistics unit is present? (Even if logistics unit is unmanned?) /MrStoned
  16. Thoughts on logistics. Example: Land a Kontainer set for example Karbonite, with two drills mining karb, two heatsinks, it's own power (reactor), a probe core and antenna. Kontainer set with local and planetary logistics. Will this store the karbonite in the planatary storage, or only local on the vessel itself? Example two; If the above is not an option; Kontainer with drills, heatsinks, power (own or pwr coupler), probe core, antenna. Set local and planetary logistics. If i land a Duna Logistics unmanned will it push stuff that is within range (previous kontainer-driller for example) (150m) vessels to the planetary storage, or only the resources that is attached to the Duna logistic (need to connect it with a pipe or docked or flexotubes)? My goal is to land kontainer with drills, to mine what resources are grouped together, "beam" them to the base or manufactoring site someplace else or in orbit. That would eliminate the need for locally harvested resources and keep base partcounts down. Thoughts, ideas? /MrStoned
  17. I had this happen to me, i had accedentily deleted the Gamedata/Squad directory. Try to repair this directory or copy from a backup. /Rikard
  18. I hade similar problems with the grasper and magnet breaking off from my crane. Edit \GameData\MagicSmokeIndustries\Parts\Rework_Expansion\Probe\Robotic\IR_Rotatron_Bearing_Hub\part.cfg and other part files. breakingForce = 200 breakingTorque = 200 set to 999 or somthing similar. I used my own mm-patch-file to increse the joinstrength. I made a directory under GameData\ and put the file in there. /Rikard
  19. Hi Note; I run ksp 1.2.2 and use these links: IR (The plugins core pack) https://github.com/MagicSmokeIndustries/InfernalRobotics/releases Also get the Legacy parts pack from the same page, or get the rework models here: It's named Rework_Repack_1.1.2 And ModuleManager 2.7.5 here: I dont use CKAN as i try to bookmark the forumthreads for easy follow of bugs and discussions etc. The controlpanel from USI is not the same as for IR. They look similar tho. Hope this helps /Rikard
  20. Did you get version 2.0.10 and MM 2.7.5? And Legacy parts and/or the parts from IR Reworks? And is it the servo control for IR? If you have some from USI RoverDude uses his own controls. /Rikard
  21. If you use the MM-patch config posted a few pages back, the joints will be strengthend to almost indestructable. EDIT: Post-link /Rikard The KAS 1.0 beta has the rigid and flexible links that can be operated unmanned by mouse-clicking. It uses a special connector port that's included. JJ-1 port i think it's named. The two links docks the vessels. The tow-bar does not dock vessels. /Rikard I like to use the 1x1 structural plate on the end of any moving IR parts, and sometimes in the middle to be able to attach lights soo i see what i'm doing. Build: IR-part>1x1 structural>OTHER (winch, dockport etc)
  22. No, cant find anything in logs, and i have no solution atm. It doesnt always do this as well, and i havent observed it outside the runway, but then again, i havent played much lately. Mostly doind designs for when i get a new pc. I'm on on a 7y old laptop atm. KSP runs so-so on it. /ikard
  23. I mainly use IR for cranes, asembling stuff in offworld bases and moving around stuff built in space. Either with a long-reach arm or magnetic attachment on a spacetug. A small swing-arm with a winch from KAS can lower stuff down crater-sides for when you just have to get to that specific mining site etc. I used to have a rescue-tow on Mun, a vtol refueller with winches to be able to hoist anything from it's belly or rescue stranded kerbals. I often play with MKS/USI/EL and have a runway or launchpad2 stationed off planet. EDIT: Along with Konstruktion with weldable dockingports, it takes building bases and spacestations to a whole new ballpark. EDIT2: Prototype mountain-rescuer With the Mechanical Grasper on a small crane-arm and a winch with a harpoon-hook allows you to repell down/up pretty good distances. The heady duty winch goes 80m. The grasper holds your craft in place while you reposition the winch. Use the MM-patch-config to strengthen the part-joints. /Rikard
  24. @V8jester I got some fiddle around with the numbers and i found an error in your file for the Mechanical Grasper. You hade KASModuleMagnet instead of KASModuleHarpoon. I also made the part itself stronger, and tweaked the magnet/harpoon-strength separatly. //IR - KAS Streagth Upgrade - V8Jester //Infernal Robotics @PART[IR_MagneticGrabber] { @breakingForce = 999 @breakingTorque = 999 @MODULE[KASModuleMagnet] { @breakForce = 400 } } @PART[IR_MechanicalGrasper] { @breakingForce = 999 @breakingTorque = 999 @MODULE[KASModuleHarpoon] { @partBreakForce = 200 @staticBreakForce = 600 } } // KAS @PART[KAS_Hook_Magnet] { @MODULE[KASModuleMagnet] { @partBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_Harpoon] { @MODULE[KASModuleHarpoon] { @partBreakForce = 999 @staticBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_GrapplingHook] { @MODULE[KASModuleHarpoon] { @partBreakForce = 999 @staticBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_Anchor] { @MODULE[KASModulePort] { @breakForce = 999 } } TY for pointing in the right direction. Oh, btw, KAS1beta is out with a new version too. 0.7.3 New rope-connector /Rikard
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