dprostock Posted October 24, 2019 Share Posted October 24, 2019 14 hours ago, IgorZ said: People, does anyone have issues with KAS v1.4 on KSP 1.8? I need a proven case with the repo steps + video. Please, ensure there are no other mods in your system (the way how KSP 1.8 has changed makes it possible of any mod to affect anything). I did my own tests, and didn't notice any problems. However, there were reports that KAS is broken. So, a bug hunt is open! If nothing found, I'll simply recompile KAS for C# .Net 4.5 and Unity 2019. I have tried a mixture of KIS, KAS, EVS plus what I have installed, and no problems have been presented. KSP 1.8 DLC MHE BGE Thank you! Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted October 25, 2019 Share Posted October 25, 2019 @IgorZ I've done a few tests. Nothing much, but I haven't found any of KAS's basic functions to be broken. Quote Link to comment Share on other sites More sharing options...
Marjammer Posted October 28, 2019 Share Posted October 28, 2019 I'll try in the morning since I haven't done squat with the game since 1.8 was released and have already fresh reinstalled. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 28, 2019 Author Share Posted October 28, 2019 1.5 (October 27th, 2019): [Change] KSP 1.8 compatibility. WARNING: the mod won't work with version lower than KSP 1.8! [Enhancement] Add Chinese localization. [Fix #279] Can't surface attach the hw-80 winch. Quote Link to comment Share on other sites More sharing options...
DylanPruden Posted October 28, 2019 Share Posted October 28, 2019 What happened to the anchors? Quote Link to comment Share on other sites More sharing options...
Hailedbean Posted October 28, 2019 Share Posted October 28, 2019 1 hour ago, DylanPruden said: What happened to the anchors? pretty sure they've been known to summon the kraken for awhile now Quote Link to comment Share on other sites More sharing options...
paul23 Posted October 28, 2019 Share Posted October 28, 2019 Shouldn't the new KAS be incompatible with 1.7- ? Not "+"? Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 28, 2019 Author Share Posted October 28, 2019 25 minutes ago, paul23 said: Shouldn't the new KAS be incompatible with 1.7- ? Not "+"? It should highlight that any 1.7.* version is incompatible. Anyway, removed it to avoid confusion. Quote Link to comment Share on other sites More sharing options...
paul23 Posted October 28, 2019 Share Posted October 28, 2019 (edited) Oh so this doesn't work at all at ksp 1.7.x (not even older versions?) CKAN reports 1.4 as compatible with 1.7.3? Edited October 28, 2019 by paul23 Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 29, 2019 Share Posted October 29, 2019 Can I attach the ground pylons to the surface and attach things to it or is that still a no no? Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 29, 2019 Author Share Posted October 29, 2019 53 minutes ago, paul23 said: Oh so this doesn't work at all at ksp 1.7.x (not even older versions?) Anything that is compiled for KSP 1.8 is won't work with the prior versions. So, KAS 1.4 is your best bet. 6 minutes ago, The-Doctor said: Can I attach the ground pylons to the surface and attach things to it or is that still a no no? Technically, you can. But it's just a question of time when it turn into something weird. Today's KSP doesn't like vessels, attached to the ground. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 29, 2019 Share Posted October 29, 2019 Guess I'll have to see, I'm off to make something big Quote Link to comment Share on other sites More sharing options...
alaykitty Posted October 29, 2019 Share Posted October 29, 2019 Just wondering if anyone has encountered this, and if so has a workaround? I'm still on 1.7, so if this has been noticed/changed please just ignore me (I searched the thread with no luck). When I try to KAS in pistons (and some other elements that are movable with Breaking Ground) the sliding piece ends up 90 degrees from the rest of the piston. It still moves as expected, but sideways Quote Link to comment Share on other sites More sharing options...
Kazvan Posted October 29, 2019 Share Posted October 29, 2019 7 hours ago, alaykitty said: Just wondering if anyone has encountered this, and if so has a workaround? I'm still on 1.7, so if this has been noticed/changed please just ignore me (I searched the thread with no luck). When I try to KAS in pistons (and some other elements that are movable with Breaking Ground) the sliding piece ends up 90 degrees from the rest of the piston. It still moves as expected, but sideways I have the same issue both in 1.7 and 1.8 Also searched the forum for this behavior, but couldn't find any match. Additionally, on ships launched from the Launch Pad and fitted with the Hydraulic Cylinder, the target extension is not working. I change the value and nothing happens. BUT, if I switch to a different vessel and then come back, the Cylinder is extended to the target value. Also, in 1.8 binding the cylinder to an action once in orbit, allows the cylinder to fully extend. Resetting the value also works. Quote Link to comment Share on other sites More sharing options...
serjames Posted November 13, 2019 Share Posted November 13, 2019 (edited) I have another funny one. I am using a hydraulic Telescopic Piston 3PT and trying to re-attach a Jr Docking port to the end of it, to assist with lugging around objects on Mun. This was quite effective previously. But now I cannot re-attach the docking port as it says there is no Surface attach Note. Previously you could attach "H" or even better Press "R" and then "H" to get the docking port centred and correctly locked to the end of the piston. No idea what has changed (apart from the 1.7.3. to 1.8 obviously) Cheers for any pointers SJ EDITED TO ADD: finally got a surface attach option, but when the piston is activated or retracted the docking port does not follow the piston as it used to. It just stays suspended in mid air.... frustrating :-) Edited November 13, 2019 by serjames Quote Link to comment Share on other sites More sharing options...
paul23 Posted November 18, 2019 Share Posted November 18, 2019 Is there a way to return a fuel connector? My connector is some way "bugged" and shot off to infinity: how to "return" it? clicking the fuel station only gives the option to change link mode. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted November 20, 2019 Author Share Posted November 20, 2019 On 11/18/2019 at 6:34 AM, paul23 said: Is there a way to return a fuel connector? My connector is some way "bugged" and shot off to infinity: Enable advanced tweakables in the game settings. It will reveal a menu option on the RTS part: "Lock connector". If the connector is simply far away and the part is not broken, it will help. But if you say it's "shot off to infinity", the part is likely broken. The connector is not supposed to get farther than 20m from the winch. Quote Link to comment Share on other sites More sharing options...
paul23 Posted November 20, 2019 Share Posted November 20, 2019 (edited) 1 hour ago, IgorZ said: Enable advanced tweakables in the game settings. It will reveal a menu option on the RTS part: "Lock connector". If the connector is simply far away and the part is not broken, it will help. But if you say it's "shot off to infinity", the part is likely broken. The connector is not supposed to get farther than 20m from the winch. hmm I just connected it to my kerbal, went eva and flew a few hundred meters... No warning or anything. I had to go back in save files though: upon time warping forward a few hours the connection was even "further", and if I went out of warp suddenly the whole base spun out of control and explosions galore. Edited November 20, 2019 by paul23 Quote Link to comment Share on other sites More sharing options...
IgorZ Posted November 20, 2019 Author Share Posted November 20, 2019 1 hour ago, paul23 said: hmm I just connected it to my kerbal, went eva and flew a few hundred meters... No warning or anything. Interesting. What should have happen is a loud "breaking sound" and disconnecting from the hose. Could you please try reproducing this situation, but this time capture the logs (please, do it how explained here, I need a very specific log file)? Quote Link to comment Share on other sites More sharing options...
spectre007x Posted November 26, 2019 Share Posted November 26, 2019 Hello,for some reason when i deploy parts like to build a mining base they disappear. I have a rover that carrys the parts connected to a dropship. I drop the rover build the base than recover the dropship but for some reason the parta i built up dissapeared. In testing it on kerbin im trying to build mining bases working with ground construction mod to try and make moduke colonies and space dry docks. Thanks for any replies if its hard to understand i will make a video to better explain this weekend. Quote Link to comment Share on other sites More sharing options...
aagun123 Posted December 2, 2019 Share Posted December 2, 2019 I just want Electro-Magnet back.... Quote Link to comment Share on other sites More sharing options...
OskieWoskie Posted December 8, 2019 Share Posted December 8, 2019 Hi, I am wondering if there is going to be any new parts added in like the old anchors? Quote Link to comment Share on other sites More sharing options...
IgorZ Posted December 9, 2019 Author Share Posted December 9, 2019 On 12/2/2019 at 5:36 AM, aagun123 said: I just want Electro-Magnet back.... 20 hours ago, OskieWoskie said: Hi, I am wondering if there is going to be any new parts added in like the old anchors? I wish I could say it will be added any time soon. Alas, it won't. All my efforts are currently dedicated to KIS v2. Quote Link to comment Share on other sites More sharing options...
bcqJC Posted December 9, 2019 Share Posted December 9, 2019 On 12/2/2019 at 5:36 AM, aagun123 said: I just want Electro-Magnet back.... My workaround is to use "The Klaw" and hook it up to the HW-80 Winch using a JS-1 Joint Socket. Actually, it's not just "The Klaw" but a microship comprising of "The Klaw", a OKTO2 probe core (because it is the smallest), a RCS tank and a pair of RV-105 RCS Thrusters to steer the microship while tethered to the winch. Of course, this only works in a low gravity environment. You can use rockets instead of RCS if you want a harpoon-like behaviour. Just remember to keep the microship light and compact. I use Tweakscale to do that. You need a microship instead of just the Klaw because once you release the cable, the Klaw is on its own. So you need to give it a brain to control it and means to propel and steer it. You can only refuel it if it is docked to the winch. Quote Link to comment Share on other sites More sharing options...
aagun123 Posted December 10, 2019 Share Posted December 10, 2019 4 hours ago, bcqJC said: My workaround is to use "The Klaw" and hook it up to the HW-80 Winch using a JS-1 Joint Socket. Actually, it's not just "The Klaw" but a microship comprising of "The Klaw"... so, i gave up, and went back to 173 and 131 ... Quote Link to comment Share on other sites More sharing options...
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