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V8jester

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Everything posted by V8jester

  1. Right, that's what I meant by "float time" the cargo needs time to transition from one port to the other. if you dock both of them together and then undock either one it makes IR loose its biscuits. Watch my video, you get the arm close enough for the magnet to engage but not close enough to dock. undock cargo from station and float the cargo to the arm. same with arm to station. just float the cargo and allow 2-3 seconds.
  2. Actually IR and docking ports work fine when you allow 2-3 seconds of float time in between undocking / docking.
  3. IR rework parts fit well when scaled with Tweakscale. I have a video on my thread to show you.
  4. Read first then ask questions. Lots of people overlapping repeated questions.
  5. The physics less part thing got me too. I used quantum struts on an RKE Kandarm tube an it too experienced some strange symptoms. I think there is something to the struts you can apply in flight and physics less parts.
  6. Well thanks guys for at least answering. I'll keep looking into this. And if any of you are curious. There will be a video at some point. It will be the Osprey I already built docking with a tanker plane. I have a working boom and the scoop that is towed behind the tanker. All I need to build is a low part count tanker and stabilize it's flight path. The video and info will be posted in my thread linked bellow when it's ready - stay tuned.
  7. Alright guys, Please forgive me if this has been answered before. I admittedly have not been fallowing this thread so I don't fully comprehend everything Pilot assistant can and cannot do yet. But, my question is. Can you use this (or another mod possibly) to auto dock two atmospheric planes? Same idea as Mechjeb auto dock but in atmosphere. I am working on a mid air refuel project and to test everything I will need to repeat a successful docking multiple times. Thank you for the help. And again I do apologize if this has been answered, I read a couple pages back and didn't see anything right off.
  8. Hey, Is there a way to have an assembled structure attached to the end of the winch and still be able to extend and retract it? I am trying to build an aerial refueling cable / scoop. I have the scoop made out of an inverted procedural interstage fairing. And a custom docking port I'm working on that's super small and really overpowered as far as the magnet and torque go. So hook up and delivery is almost there but when I attach all that to the end of the cable I get a "cable is blocked" message. Any ideas? Edit: I found a way. Tweak the cport1 cfg file to allow stacking (attachRules = 1,1,1,1,1) And use that in between the winch and a structure.
  9. This is a very common problem. The new KIS system is a little more realistic than the old KAS system. You need an engineer first off. Secondly you need to have either an electric screwdriver or a wrench from the IVA list of parts equipped by that engineer. So you put the screwdriver or wrench in your kerbals inventory seat 1 in a single occupant pod, or just place it in a container and retrieve it later. Only with a tool in hand with an engineer can you attach anything. There is more info within the game by using the KIS manual under the IVA parts list in the VAB SPH.
  10. I agree. While IVA's are great. Don't let the people with a sense of entitlement hinder your efforts. You have been releasing quality stuff. And we all know you'll get around to IVA's eventually. And don't feel like its ever a let down simply because you didn't finish the one thing that will tie up the majority of your time. And If you are willing to walk a novice through the steps of how to put together IVA's, Id be happy to lend a hand with my limited expertise.
  11. Freddy, really love'n the osprey cockpit Totally made my year man. Just wanted to let you know I appreciate you taking the time to work on a request.
  12. Nice! Not to downplay the truly epicness of what you've already done, but. That looks a lot smoother than before. Keep it up man.
  13. This is my ignorance talking, but a similarity between the simple models and your last post is the winches are stacked. Does this persist when you ad a spacer between them? I wonder if it's a proximity thing like docking ports.
  14. Have you tried setting in a given action group "activate the cam you want" as well as deactivate all the others? so action group 1 is (activate cam 1 - deactivates cams 2-4)
  15. Its all about the speed you change docking ports, also a misconception of IR and docking ports is flow of power I guess is the best way to put it. If you treat all the IR parts on an arm like one way repeaters from Minecraft everything is happy but when you inchworm an arm or by way of docking port revers this flow. you could be controlling a Rotatron or a pivitron upside down. Which is why Zodiousinfuser in IR rework put the identifying marks of top and bottom on all his parts. For instance, purposely install an IR part upside down and then try to use it. It will not work. And when you inchworm an Arm from one docking port to the next you are flipping the direction of power. And Usually bad things happen unless you reload the sceane (not always just usually) I also noticed active struts in your exception detector screen. I had some funny things happen with quantum struts as well as the robostruts zodious is currently working on. So I'm not sure what happened to you there.
  16. Hey I had an idea and wanted to throw it out in the shark pond to see if someone smarter than me can figure this out. The idea is build a docking port that will magnetize toward a sister port but not actually dock. Instead use KAS to grab the port. This way you can grab cargo already attached to another docking port without letting the kraken out of the box. Disconnect the cargo from its previous port and then manually engage the KAS magnetic docking port, into a regular docking port. Gaining control of your cargo and no scene reloading. Here is a video I put together using RKE Kanadarm parts showing you can use "docking ports" at the end of an IR arm without any issues. But you need to make sure you have about 2-3 seconds of float time between disengage to reengage
  17. Hey I just had a great idea, I'll ask this on the KAS thread as well. How about the idea of a hybrid LEE PDGF (docking port) The idea is use a KAS magnet to first grab the port (only works for LEE and PDGF. Retain the magnetic attraction but without the actual docking) This way you can grab from two directions at the same time without reloading the scene. Once you pull your cargo away from its previous docking port then manually engage the magnet to now be a docking port. This gives time to transfer from one docking port to the next in a more realistic fashion than floating them together. I've messed around with turning the LEE into a KAS magnet it can be done but then it no longer accepts the PDGF. So its one or the other at the moment. Unless someone smarter than me comes along and figures it out. - Just throwing it out there.
  18. No kidding, and then we wonder why mods are abandoned. If its not done in a month..... Just wait longer.
  19. Hey Spudbean I have a present for you And for you guys that needed help with arm setup. The craft file can be downloaded from my thread http://forum.kerbalspaceprogram.com/threads/114508-Advanced-aircraft-Screenshots-and-building-techniques
  20. Yes. So what you want is click the rotor in the parts list when it is now the part you can place, the node facing the rear of the hanger in the sph is the "anchor node" Connect that node to the craft. another way to find the "anchor node" is to try to surface attach the rotor and you will immediately see which node it is
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