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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12


IgorZ

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49 minutes ago, IgorZ said:

To start with, KAS doesn't deal with attaching parts. It's KIS that does. And you say you haven't used KIS to attach the panel. So, what part of KIS or KAS have you used? Why do you believe any of these mods are related to the issue you observe?

I am not convinced it is.  I just figured people here may have seen this behavior before.  At first I was thinking it was an interaction between KIS, KAS and the Stock Inventory System. But, based on the little I see in the logs, it looks like it may be KSPIE.  Note that I never stated this to be a KAS (or KIS) issue.  I should also add that the logs show KIS disabled due to construction mode.  Here is the KSP.log from when I go EVA to pausing the game after attaching the solar panel.  But just not much there to go on.

Spoiler

[LOG 08:38:27.439] [Part:kerbalEVA (Sidbur Kerman) (id=F1433858819)#Module:22] equip KIS.electricScrewdriver
[LOG 08:38:27.439] Equip item: partName=BS-80 Electric Screwdriver, mode=Model
[LOG 08:38:27.459] [PR] Generating data for Sidbur Kerman
[LOG 08:38:27.504] [FLIGHT GLOBALS]: Switching To Vessel Sidbur Kerman ---------------------- 
[LOG 08:38:27.508] Detected switch from [Vessel:probeCoreHex.v2 (Sci Station Kerbin 1)] to [Vessel:kerbalEVA (Sidbur Kerman)]. Request camera stabilization.
[LOG 08:38:27.508] [PlanetariumCamera]: Focus: Sidbur Kerman
[LOG 08:38:27.529] [ApplicationLauncher] SetVisible: 
[LOG 08:38:27.530] ScaleModList: listSize 451 maxListSize 459
[LOG 08:38:27.530] [ApplicationLauncher] SetHidden: 
[LOG 08:38:27.530] ScaleModList: listSize 451 maxListSize 501
[LOG 08:38:27.531] Fix camera focus while keeping its position
[LOG 08:38:27.531] [BetterBurnTime] Vessel changed to Sidbur Kerman
[LOG 08:38:27.610] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.610] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.610] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.610] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:42.384] Stop KIS behavior due to construct mode
[LOG 08:38:42.384] KIS UI lock released
[LOG 08:38:53.099] Event Weld Started not assigned to state Ladder (Idle)
[LOG 08:38:53.114] [KSPI]: FNSolarPanelWasteHeatModule Force Activated  solarPanels4
[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint, ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint, ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint, ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it
 

I thougt it was KAS that did the attaching (prior to say KSP 1.11) and that KIS was just items and inventory.  Looking at the descriptions further, I see KAS is more the teathering system and the actually item attachment is KIS.

 

13 minutes ago, LTQ90 said:

hi, i ve got same issue. I not using kis or kas for the moment. i ve got mechjeb2. When Eva and trying to attach part from inventory. I ve got several issues, not always occuring :

If i stay attache to the vessel (sorry don t remember the good word but it s with F key) sometimes the vessel and i begins to shake badly and it happens once the part i try to attach becomes duplicate.

More often, when in pure EVA (i m not attach to the vessel) it comes that when i move i realize that me and the vessel move. i nearly lost my space station around Mun, cause the periapis was descending constantly (and rapidly) to zero. The only solution for me was to use hyperedit to make a new orbit. At this moment my kerbinaut was far away (other side of Mun) of the station. I don 't know what is causing this issue, but it s definitivly not KIS or KAS.

Yeah, that sounds related.  So where do we go for this discussion (if anywhere)?

Edited by pmoffitt
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1 hour ago, pmoffitt said:

I am not convinced it is.  I just figured people here may have seen this behavior before.  At first I was thinking it was an interaction between KIS, KAS and the Stock Inventory System. But, based on the little I see in the logs, it looks like it may be KSPIE.  Note that I never stated this to be a KAS (or KIS) issue.  I should also add that the logs show KIS disabled due to construction mode.  Here is the KSP.log from when I go EVA to pausing the game after attaching the solar panel.  But just not much there to go on.

  Reveal hidden contents

[LOG 08:38:27.439] [Part:kerbalEVA (Sidbur Kerman) (id=F1433858819)#Module:22] equip KIS.electricScrewdriver
[LOG 08:38:27.439] Equip item: partName=BS-80 Electric Screwdriver, mode=Model
[LOG 08:38:27.459] [PR] Generating data for Sidbur Kerman
[LOG 08:38:27.504] [FLIGHT GLOBALS]: Switching To Vessel Sidbur Kerman ---------------------- 
[LOG 08:38:27.508] Detected switch from [Vessel:probeCoreHex.v2 (Sci Station Kerbin 1)] to [Vessel:kerbalEVA (Sidbur Kerman)]. Request camera stabilization.
[LOG 08:38:27.508] [PlanetariumCamera]: Focus: Sidbur Kerman
[LOG 08:38:27.529] [ApplicationLauncher] SetVisible: 
[LOG 08:38:27.530] ScaleModList: listSize 451 maxListSize 459
[LOG 08:38:27.530] [ApplicationLauncher] SetHidden: 
[LOG 08:38:27.530] ScaleModList: listSize 451 maxListSize 501
[LOG 08:38:27.531] Fix camera focus while keeping its position
[LOG 08:38:27.531] [BetterBurnTime] Vessel changed to Sidbur Kerman
[LOG 08:38:27.610] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.610] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.610] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.610] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.624] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Outsourced R&D]: 0 Funds taken, yields 0 Science
[LOG 08:38:27.625] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science
[LOG 08:38:42.384] Stop KIS behavior due to construct mode
[LOG 08:38:42.384] KIS UI lock released
[LOG 08:38:53.099] Event Weld Started not assigned to state Ladder (Idle)
[LOG 08:38:53.114] [KSPI]: FNSolarPanelWasteHeatModule Force Activated  solarPanels4
[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint, ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.115] Can't remove Rigidbody because ConfigurableJoint, ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint, ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it

[ERR 08:38:53.116] Can't remove Rigidbody because ConfigurableJoint depends on it
 

I thougt it was KAS that did the attaching (prior to say KSP 1.11) and that KIS was just items and inventory.  Looking at the descriptions further, I see KAS is more the teathering system and the actually item attachment is KIS.

 

Yeah, that sounds related.  So where do we go for this discussion (if anywhere)?

Just don't know :) also i don't use KSPIE. So it difficult for me to "incriminate" one mod. 

sorry for the off topic, last post for me :

my modlist :

[x] Science! Continued (xScienceContinued 6.0.0.9)
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Alternate Resource Panel (AlternateResourcePanel 1:v2.10.0.0)
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Editor Extensions Redux (EditorExtensionsRedux 3.4.3.5)
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Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.5.1)
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4 hours ago, pmoffitt said:

So where do we go for this discussion (if anywhere)?

If you can reproduce this issue on an unmodded game, then a good place to post the problem explanation is this forum: https://forum.kerbalspaceprogram.com/index.php?/forum/69-technical-support-pc-unmodded-installs/

If the only way to reproduce the issue is having some mods in the game, then try reducing their number to the bare minimum and report to this forum: https://forum.kerbalspaceprogram.com/index.php?/forum/70-technical-support-pc-modded-installs/

Here and there I heard about weird behavior of the construction mode on the orbit, which doesn't surprise me much. The stock system creates a material part in a special "construction" state, and then constantly drops and re-creates it as you do your EVA work. It's a very easy way to get hit by some edge case. Especially, when there are mods in the game.

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6 hours ago, IgorZ said:

If you can reproduce this issue on an unmodded game, then a good place to post the problem explanation is this forum: https://forum.kerbalspaceprogram.com/index.php?/forum/69-technical-support-pc-unmodded-installs/

 

Unfortunatly, I can recreate it from a saved game.  That save has vessels that depend on mods.  I kind of doubt I can recreate the situation from scratch.  Let me see what I can do.  Don't think that is happening. 

However, I figured out what part the acceleration is coming from..  It's the Kerbal.  If you have the Kerbal let go of the ladder (space  bar) or if they fall off (which puts them into a rapid spin) you will find that you can't get them to change velocity much using the jet pack.  If I then switch to the tracking station and back to the Kerbal, the accleration is gone.  (This doesn't work if they board the vesse and the vessel will just keep acclerating.)  Once you get that accleration killed, the jet pack can be used to move the Kerbal back to the vessel and board.

Moral to the story, don't use the stock inventory system and use KIS to attach things.  I prefer KIS to do that anyway but I am in career mode and don't have nice KIS cargo containers yet.

I bet this really is just an issue with Stock KSP 1.12.2.  But not taking the time to create the issue in stock and document it enough to push it to the Devs.  Way to much like actual work.

Edited by pmoffitt
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4 hours ago, pmoffitt said:

Moral to the story, don't use the stock inventory system and use KIS to attach things

The key difference between the stock system and KIS is that KIS doesn't create  any parts until it's placed, either attached or free floating. And when it happens, the target part is explicitly aligned to the target vessel orbital velocities. I tried to track the stock logic with regard to it, but it's not that simple. Btw, KISv2 will follow the same approach: no material part is created until user finalized the choice on the placement. This approach has its drawbacks, but it eliminates the unexpected physical behavior.

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13 minutes ago, IgorZ said:

The key difference between the stock system and KIS is that KIS doesn't create  any parts until it's placed, either attached or free floating. And when it happens, the target part is explicitly aligned to the target vessel orbital velocities. I tried to track the stock logic with regard to it, but it's not that simple. Btw, KISv2 will follow the same approach: no material part is created until user finalized the choice on the placement. This approach has its drawbacks, but it eliminates the unexpected physical behavior.

You mean like calculating forces as if the Kerbal threw a part that is 10 times their mass at a high rate of speed to place it? Applying a continious force on the Kerbal in an equal and opposite direction.   At one point, that vessel was accelerating under 2.7 G (according to MechJeb).  Yep, unexpected behavior.  I can see how having a physical representation of the part prior to it's placement could cause a bunch of unnessecary calculations (can you say round off error) which once the part is actually placed should sum the resultant forces to zero.  Can we cause a change in orientation for things by moving a Kerbal and part around - yes.  But, the net change in momentum should be zero. 

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14 hours ago, pmoffitt said:

You mean like calculating forces as if the Kerbal threw a part that is 10 times their mass at a high rate of speed to place it?

When a part is moved or placed via KIS, there is no force applied to any vessel, including the kerbal. And as far as I'm concerned, no cases lake that were reported this far with regards to the KIS actions. I cannot say for the stock system behavior though.

Edited by IgorZ
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I need some help, so the issue is that when i install KAS (Kerbal Attachment System) in CKAN, it gets stuck in the loading screen, specifically in Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA (Yes, 2 times), can someone help me with this issue?
PD: I forgot to mention that I waited an hour and it was still stuck


Problem fixed.

Edited by LievenX
Everything is fixed, no need to worry
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On 11/28/2021 at 4:21 PM, LievenX said:

I need some help, so the issue is that when i install KAS (Kerbal Attachment System) in CKAN, it gets stuck in the loading screen, specifically in Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA (Yes, 2 times), can someone help me with this issue?
PD: I forgot to mention that I waited an hour and it was still stuck


Problem fixed.

Solution?

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On 11/24/2021 at 3:46 AM, IgorZ said:

The magnet can be used on the unmanned crafts. All the other parts require a kerbal EVA.

Even for attaching? That wasn't clear from the original post if so.
If that is the case, the distinction between Magnet and Hook is definitely important; however, if the Harpoon can't attach without a Kerbal present, I don't see it getting much use - if you're sending a kerbaled craft to an asteroid, you might as well go with a claw.

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8 hours ago, DragonsForce said:

Even for attaching? That wasn't clear from the original post if so.
If that is the case, the distinction between Magnet and Hook is definitely important; however, if the Harpoon can't attach without a Kerbal present, I don't see it getting much use - if you're sending a kerbaled craft to an asteroid, you might as well go with a claw.

I meant the detachment pat. Once harpoon or hook attached (both attach on impact), they can only be detached by an EVA kerbal. There will be option to remotely detach winch from the harpoon/hook, but this would mean loosing the part.

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On 12/5/2021 at 1:27 AM, IgorZ said:

I meant the detachment pat. Once harpoon or hook attached (both attach on impact), they can only be detached by an EVA kerbal. There will be option to remotely detach winch from the harpoon/hook, but this would mean loosing the part.

Alright, yeah, that is how I understood it. Thanks for clarifying!

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  • 2 weeks later...
On 11/19/2021 at 12:31 AM, IgorZ said:

Okay, it seems the "harpoon" topic gets the audience. So, let me share some insights. Here is the plan that I've made when working on the KAS v1 design (and this plan didn't become live):

  1. "HP-01 Harpoon" only attaches to asteroids and celestial bodies surface. You cannot hook a kerbal (it's a live being) or a part (it's metal and sturdy). Attaches at impact. EVA is required to detach the harpoon from the asteroid/surface.
  2. "HG-02 Grappling Hook" only attaches to the solid parts (no kerbals allowed). Attaches at impact. EVA is required to detach the hook from the part.
  3. "HE-03 Electro-Magnet" only attaches to the solid parts (no kerbals allowed). Attaches to the nearest part in range (limited) once the electricity supply is provided. No EVA required, it can detach from the winch action by just deactivating the electricity supply.

#1 and #2 don't require significant mod changes. I think I can make it pretty quick (given KISv2 is in beta). #3 is a different story - it will require the core changes.

You're free to throw your ideas and suggestions before the actual work has started.

i didn't beleve this would get so much attention but im happy for the fact it did

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On 11/23/2021 at 4:20 AM, DragonsForce said:

The Harpoon and Grappling Hook distinction is definitely a good idea; I'm hoping for a decently lightweight Harpoon (+ operating infrastructure) to build cool unmanned asteroid missions. Could do it with the claw Jr., but Harpoon is cooler.
I'm not entirely sure if the Magnet v Grappling Hook distinction is actually valuable enough to justify the effort of implementing an additional part (instead of just the magnet); but that's your call. Of course the magnet could also have other advantages like increased link strength and lower weight; and if I understand it correctly, the plan is also to have it attach more easily (how many times has the claw failed to grab for me...).
Inability to grapple Kerbals is reasonable, but I predict that someone will come up with a whacky fun contraption that requires grabbing Kerbals, and they will be very disappointed.

perhaps  there could be a kerbal retrieval rig or like a harness of some sort (for long distance EVAs instead of just attaching a winch to the back of them)

 

also @IgorZ will we beable to expect more development if ksp2 releases?

Edited by memerman02
needed to add
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11 hours ago, memerman02 said:

will we beable to expect more development if ksp2 releases?

Definitely. KSP2 uses Unity engine, so no extra skills will need to be learned. But let's see what will be in the stock game first.

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Hi there, am a long time user of KAS, thank you so much for the hard work in creating and maintaining this add-on. 

I have just installed it on the latest version of KSP as I want to use the connector tube thingies to link one landed item to another. When I take an engineer out to test it (there wasn't another part to link to at the time), the ESC key to cancel doesn't seem to work and there's no way out of it except to close the entire game. 

This might be being affected by another mod but I was just wondering if anyone else was experiencing this problem.

 

Many thanks

SOLVED - I simply installed KIS as well and now it all works fine....should have read the instructions....

 

Edited by Spoonifer
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1 hour ago, Spoonifer said:

Hi there, am a long time user of KAS, thank you so much for the hard work in creating and maintaining this add-on. 

I have just installed it on the latest version of KSP as I want to use the connector tube thingies to link one landed item to another. When I take an engineer out to test it (there wasn't another part to link to at the time), the ESC key to cancel doesn't seem to work and there's no way out of it except to close the entire game. 

This might be being affected by another mod but I was just wondering if anyone else was experiencing this problem.

 

Many thanks

SOLVED - I simply installed KIS as well and now it all works fine....should have read the instructions....

 

lol

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  • 2 weeks later...
On 11/28/2021 at 9:21 AM, LievenX said:

I need some help, so the issue is that when i install KAS (Kerbal Attachment System) in CKAN, it gets stuck in the loading screen, specifically in Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA (Yes, 2 times), can someone help me with this issue?
PD: I forgot to mention that I waited an hour and it was still stuck

@IgorZ I'm having the same problem on KSP 1.10.1 (I saw the title, apologies if this is a version-specific problem) with KAS installed via CKAN.  I have a ton of other mods installed, but RO is not one of them.  The end of the KSP.log has this exception which I think is holding up the loading process:

Spoiler

[LOG 17:37:57.903] PartLoader: Compiling Part 'Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA'
[EXC 17:37:57.922] MissingFieldException: Field 'GameEvents.OnEVAConstructionModePartAttached' not found.
    KAS.KASLinkTargetKerbal.OnAwake () (at <cee0c0e3a438426081fba73b037b7ef8>:0)
    PartModule.Awake () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    Part.AddModule (ConfigNode node, System.Boolean forceAwake) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    PartLoader+<CompileParts>d__56.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

I checked and reinstalled MM, but the problem persists.

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4 hours ago, Entropian said:

@IgorZ I'm having the same problem on KSP 1.10.1 (I saw the title, apologies if this is a version-specific problem) with KAS installed via CKAN.  I have a ton of other mods installed, but RO is not one of them.  The end of the KSP.log has this exception which I think is holding up the loading process:

  Hide contents

[LOG 17:37:57.903] PartLoader: Compiling Part 'Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA'
[EXC 17:37:57.922] MissingFieldException: Field 'GameEvents.OnEVAConstructionModePartAttached' not found.
    KAS.KASLinkTargetKerbal.OnAwake () (at <cee0c0e3a438426081fba73b037b7ef8>:0)
    PartModule.Awake () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    Part.AddModule (ConfigNode node, System.Boolean forceAwake) (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    PartLoader+<CompileParts>d__56.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

I checked and reinstalled MM, but the problem persists.

I'm not sure which KAS version you are using, but given the error, I guess it's the latest one (v1.10). KAS v1.10 is not compatible with KSP 1.10.

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  • 3 weeks later...

Would there be a way in which winch and a valve in the same vessel could autonomously dock? These parts a very useful for cranes and it’s a shame only kerbals can attach them together and that only can you detach autonomously…

Edited by adriangm44
I just miss the magnet a lot
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6 hours ago, adriangm44 said:

Would there be a way in which winch and a valve in the same vessel could autonomously dock?

Not sure if I get the point. If they sit on the same vessel, why would they need to "dock"? What properties does it suppose to  give? Btw, the winch and anchor cannot dock until they are "locked". It's different to the TJ parts that are always "docked".

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