steve_v Posted December 27, 2016 Share Posted December 27, 2016 (edited) @RoverDude Any updates on the PAL forklift? I see it's been mentioned twice here & there's an issue on github... I transported one to Duna, then discovered that the left fork doesn't collide with anything, so I can't actually pick stuff up with it. I assume this is its intended purpose, no? Lesser issue: Any chance of changing the 'stow' sequence so that the forks don't hit the ground - i.e fold the forks before the mast pivots? Edited December 27, 2016 by steve_v Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 27, 2016 Author Share Posted December 27, 2016 @steve_v - not at this time, my todo list is a bit long. Quote Link to comment Share on other sites More sharing options...
Jivaii Posted January 3, 2017 Share Posted January 3, 2017 Any chance of seeing a 3.75 m konstruction port? I'm thinking of delving into the files and trying to make an MM patch to turn a SpaceY 3.75m docking port into a konstruction one, but not sure if that would work. Quote Link to comment Share on other sites More sharing options...
Error404 Posted January 8, 2017 Share Posted January 8, 2017 (edited) When I use the latest Github file and boot the game up, it pauses at 000_USITOOLS/Spaces/USIGeneric_IVA/USIGenericInternal and never loads past that point. Nevermind it was just slow. Edited January 8, 2017 by Error404 Quote Link to comment Share on other sites More sharing options...
marchingknight11 Posted January 10, 2017 Share Posted January 10, 2017 I'm having trouble with the rover. In fact, all the USI rovers seem to have a problem where the wheels don't work. I attach them and the right click menu shows that the motor is running but the rover doesn't move at all. Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted January 10, 2017 Share Posted January 10, 2017 3 minutes ago, marchingknight11 said: I'm having trouble with the rover. In fact, all the USI rovers seem to have a problem where the wheels don't work. I attach them and the right click menu shows that the motor is running but the rover doesn't move at all. You don't have them rotated correctly. There are some posts on this thread about it. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted January 10, 2017 Share Posted January 10, 2017 Recently started construction of a new station in orbit, and all of a sudden my construction ports won't attach. (I can dock with between two docking ports just fine, but a docking port and construction port or two construction ports just don't seem to see each other, snap is off). Thoughts? I'm out of funds to rebuild it. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 10, 2017 Share Posted January 10, 2017 1 minute ago, fwdixon said: Recently started construction of a new station in orbit, and all of a sudden my construction ports won't attach. (I can dock with between two docking ports just fine, but a docking port and construction port or two construction ports just don't seem to see each other, snap is off). Thoughts? I'm out of funds to rebuild it. Hmm, most likely caused by one of those two docking ports being the root part. They will not dock when one of them becomes the root part. I can only suggest playing with KAS pipes until one of the KAS connectors becomes the root part. Or you could do what i do in my career saves, if something breaks because of a bug then the cheat menu comes out. I'll replace the craft that's causing the issue with one faked into orbit with money added through the cheat menu. 17 hours ago, marchingknight11 said: I'm having trouble with the rover. In fact, all the USI rovers seem to have a problem where the wheels don't work. I attach them and the right click menu shows that the motor is running but the rover doesn't move at all. There are images in the KSPedia entry showing the correct orientation for each of the wheels. It's easy to get them the wrong way. Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 10, 2017 Share Posted January 10, 2017 8 minutes ago, fwdixon said: Recently started construction of a new station in orbit, and all of a sudden my construction ports won't attach. (I can dock with between two docking ports just fine, but a docking port and construction port or two construction ports just don't seem to see each other, snap is off). Thoughts? I'm out of funds to rebuild it. Construction ports are not compatible with regular docking ports. Is snap disabled on BOTH of your construction ports? Also, when you say they don't seem to "see" each other, are you still getting the magnetic attraction effect? Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted January 10, 2017 Share Posted January 10, 2017 Just now, Merkov said: Construction ports are not compatible with regular docking ports. Is snap disabled on BOTH of your construction ports? Also, when you say they don't seem to "see" each other, are you still getting the magnetic attraction effect? no attraction whatsoever. Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 10, 2017 Share Posted January 10, 2017 Just now, fwdixon said: no attraction whatsoever. That's odd. There are sliders for the magnetic attraction force, did they get turned down accidentally? There is a really handy image (I think It's on the MKS wiki) that shows which forces the various construction port sliders control. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 10, 2017 Share Posted January 10, 2017 (edited) 3 minutes ago, fwdixon said: no attraction whatsoever. That's the exact behavior i get with the root part issue. I'm now quite confident that this is your issue. 1 minute ago, Merkov said: That's odd. There are sliders for the magnetic attraction force, did they get turned down accidentally? There is a really handy image (I think It's on the MKS wiki) that shows which forces the various construction port sliders control. I made that it's in the KSPedia entry too. edit: available here if anyone else needs it https://github.com/BobPalmer/MKS/wiki/Functions:-Konstruction Edited January 10, 2017 by dboi88 added link to diagram discussed Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted January 12, 2017 Share Posted January 12, 2017 Does the claw dock to items, or just grab them really tightly? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 12, 2017 Share Posted January 12, 2017 6 minutes ago, nascarlaser1 said: Does the claw dock to items, or just grab them really tightly? It just grabs things. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted January 12, 2017 Share Posted January 12, 2017 1 minute ago, dboi88 said: It just grabs things. oh . Is there a config that lets it dock to help lift things easier? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 12, 2017 Share Posted January 12, 2017 2 minutes ago, nascarlaser1 said: oh . Is there a config that lets it dock to help lift things easier? No that wouldn't be possible without Infernal Robotics or something similar that can manipulate nodes. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted January 12, 2017 Share Posted January 12, 2017 19 minutes ago, dboi88 said: No that wouldn't be possible without Infernal Robotics or something similar that can manipulate nodes. doesn't the magnet dock? Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 12, 2017 Share Posted January 12, 2017 Just now, nascarlaser1 said: doesn't the magnet dock? Hmm I don't think, so but as the magnet doesn't move it wouldn't suffer the same restrictions as the claw/crane/forklift anyway. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted January 12, 2017 Share Posted January 12, 2017 Just now, dboi88 said: Hmm I don't think, so but as the magnet doesn't move it wouldn't suffer the same restrictions as the claw/crane/forklift anyway. oh.. I thought when you attached the magnet to a crane it counted as moving. srry. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 12, 2017 Author Share Posted January 12, 2017 The crane is a single part with a magnet node on it. One way to lift is to use a combination of claws, wheels, and stabilizers. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted January 12, 2017 Share Posted January 12, 2017 2 minutes ago, RoverDude said: The crane is a single part with a magnet node on it. One way to lift is to use a combination of claws, wheels, and stabilizers. oh ok. I'm asking because the mod spacedock (can't remember creator) said you could use claws from construction to build stuff. Quote Link to comment Share on other sites More sharing options...
Daelkyr Posted January 13, 2017 Share Posted January 13, 2017 Is there a good part to use for orbital construction? I'm looking for a Canadarm type solution. All the actual Canadarm mods seem to be non-workable right now and I was hoping this amazing mod might provide an answer. Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 13, 2017 Share Posted January 13, 2017 2 hours ago, Daelkyr said: Is there a good part to use for orbital construction? I'm looking for a Canadarm type solution. All the actual Canadarm mods seem to be non-workable right now and I was hoping this amazing mod might provide an answer. Not that I know of. When I launch a new part, it has a construction port on the front end (to mate with the one on the station), and the back end is a small "tug", attached via a decoupler to the payload. That probe has two to four of the 2.5m reaction wheels, plus the RCS tank and thrusters and about 500 m/s of dV. I could do a reusable tug, but I haven't bothered yet. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 13, 2017 Share Posted January 13, 2017 2 hours ago, Daelkyr said: Is there a good part to use for orbital construction? I'm looking for a Canadarm type solution. All the actual Canadarm mods seem to be non-workable right now and I was hoping this amazing mod might provide an answer. Cranes and magnets are wild enough on a planet, i'd love to watch someone try and construct a station with one I do the same as @WuphonsReach and send new modules with their own tug. Then use the Konstruction docking ports to collapse the ports and finally tidy up with an engineer, remove RCS ports ect. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted January 13, 2017 Share Posted January 13, 2017 Hey guys, do your PAL cranes jitter as much as mine? Even this little fella is definitely afraid of something : His name is MRE, short for Minimal Reproducible example. I could post a craft file, but that seems rather moot for a craft of 7 parts. Does anybody have a fix for this? Quote Link to comment Share on other sites More sharing options...
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