WuphonsReach Posted January 21, 2017 Share Posted January 21, 2017 So to answer my first question -- no, the forklift part does not need to be deployed to help with lifting, it just has to be within 6m of what is being manipulated. It also lifts a nice 22t, which is helpful. However, on my next Malemute "helper" rover, I think I'll use a pair of the PAL Magnets instead. Less moving parts and they're easier to position on the top of the Malemute. Quote Link to comment Share on other sites More sharing options...
dboi88 Posted January 22, 2017 Share Posted January 22, 2017 2 minutes ago, voicey99 said: If that's the case, then how did I dock two ports, one of which is a root (and then had to use the KIS rerooting trick to compress)? I've no idea but if you can reproduce and upload a save i'd love to take a look at and work it out. 3 minutes ago, Jebs_SY said: What is the KIS rerooting trick? Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted January 22, 2017 Share Posted January 22, 2017 I wonder how it is determined, which part will be the new overall root when docking 2 vessels... is this predictable? Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 22, 2017 Share Posted January 22, 2017 10 minutes ago, dboi88 said: I've no idea but if you can reproduce and upload a save i'd love to take a look at and work it out. Possibly useless story alert, but I have once before managed to get a station to have two construction ports docked while one was a root part (which caused an error message to appear when I tried to compress the two ports: the game warned me that I couldn't destroy a root part). The thing is, I had always assumed that I had caused that port to become a root part AFTER docking because of the way that I tend to make stations (I'll often fly up a station expansion or two docked to a tug of some sort, so there are lots of instances of docking to my station core, undocking a piece of my expansion, re-docking to the core, undocking the tug, etc.). I had assumed that at one point, the game decided the probe core on my tug was the root part, and when I undocked that from my station/expansion, it caused one of the construction ports to become the root AFTER it was already docked. I don't know for sure if that's what happened, but that was the only time I've ever had a construction port docked while a root part. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 22, 2017 Share Posted January 22, 2017 @Merkov That's exactly what happened-one of the ports on the previous base module was the root part of the entire launch vehicle, so when I docked another module onto the root end of the first module (after docking the first module onto the base via the non-root port end), it docked but refused to compress until I moved the root to another part. In any case, @dboi88 here is a save with two vessels docked with both ports being root parts and another save with only one of the ports (the one facing west) being a root part. Both vessels were launched separately and then docked on the Runway. Quote Link to comment Share on other sites More sharing options...
Merkov Posted January 22, 2017 Share Posted January 22, 2017 3 minutes ago, voicey99 said: @Merkov That's exactly what happened-one of the ports on the previous base module was the root part of the entire launch vehicle, so when I docked another module onto the root end of the first module (after docking the first module onto the base via the non-root port end), it docked but refused to compress until I moved the root to another part. In any case, @dboi88 here is a save with two vessels docked with both ports being root parts and another save with only one of the ports (the one facing west) being a root part. Both vessels were launched separately and then docked on the Runway. See, in my case, I think my construction port became a root part AFTER it was already docked. I docked it to my station, then undocked my tug which was at the other end. I'm pretty sure the root part of the tug/expansion vessel was on the tug and the root part of the station core was somewhere deep inside the station, so the only thing I could think of was that undocking the tug might have changed the root part of the expansion even though it was already docked to the station core...? I'm really not sure. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted January 22, 2017 Share Posted January 22, 2017 (edited) Also got a bit of a bug here: The PAL Counterweight can be filled and unfilled with rock anywhere (even in orbit-is this intended?) and acts as a fuel tank for rock, meaning you can get infinite rock anywhere i.e. infinite fuel for the Mass Driver and Extraction Modules when using this mod with USI ART. Maybe make it so it can only be filled when on the ground? (pls don't remove its fuel tank functionality! It makes sense to be able to fill it on the ground and I have a 2M, 1.5kt asteroid mining base relying on them since I haven't invented the proper rock tank yet) Edited January 22, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
Mandella Posted January 22, 2017 Share Posted January 22, 2017 22 hours ago, dboi88 said: Look here you can see the settings for weight and distance. The parts just have to be in that range of what your picking up. https://github.com/BobPalmer/MKS/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Konstruction/KIS.cfg Wait what? You mean the Konstruction gear adds a bonus to an individual kerbal's lift capacity? *Rubs eyes.* Well that changes things. And I was getting so good at working that crane too... Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 22, 2017 Share Posted January 22, 2017 The concept is that if you're doing assembly or something with the construction equipment around, you can use the equipment to do the heavy lifting. Note of course that if you want to actually *transport* something (instead of just move it within a small area), it's usually easier to use the parts directly, as they can hold things while moving, while doing that with KIS requires an exploit or two. Quote Link to comment Share on other sites More sharing options...
Lord_inter Posted February 2, 2017 Share Posted February 2, 2017 On 22/01/2017 at 7:38 PM, DStaal said: The concept is that if you're doing assembly or something with the construction equipment around, you can use the equipment to do the heavy lifting. Note of course that if you want to actually *transport* something (instead of just move it within a small area), it's usually easier to use the parts directly, as they can hold things while moving, while doing that with KIS requires an exploit or two. Can kerbals carry things on there backs using this method? Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 2, 2017 Share Posted February 2, 2017 1 hour ago, Lord_intet said: Can kerbals carry things on there backs using this method? No. That takes support in the being carried itself. Quote Link to comment Share on other sites More sharing options...
Skalou Posted February 6, 2017 Share Posted February 6, 2017 hi @RoverDude, i've added a compatibility patch for the lovely akita seat to my mod: Please let me know if you change something in this part that need an update Quote Link to comment Share on other sites More sharing options...
Thetaobera Posted February 7, 2017 Share Posted February 7, 2017 Apologize for this basic question, but I cannot see the Akita parts in the SPH. I see the konstruction parts fine under their specific tab. Have I put it somewhere dumb? Also there is no rover tab in the SPH. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 7, 2017 Author Share Posted February 7, 2017 Tabs should not care whether you are VAB or SPH... Are you running any mods that mess with categories and such? Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 7, 2017 Share Posted February 7, 2017 1 hour ago, Thetaobera said: Apologize for this basic question, but I cannot see the Akita parts in the SPH. I see the konstruction parts fine under their specific tab. Have I put it somewhere dumb? Also there is no rover tab in the SPH. Just to mention so that it's clear where to look: They should be under the new 'Rovers' tab provided by CCK. Quote Link to comment Share on other sites More sharing options...
Thetaobera Posted February 7, 2017 Share Posted February 7, 2017 47 minutes ago, DStaal said: Just to mention so that it's clear where to look: They should be under the new 'Rovers' tab provided by CCK. Looked in the CCK icon folder and there was no rover. Just downloaded a newer version. All fixed. Thanks for pointing me in the direction of CCK Quote Link to comment Share on other sites More sharing options...
supersaiyan3 Posted February 9, 2017 Share Posted February 9, 2017 (edited) I'm having the same issue that a few other people are having with a construction port not attracting. I made a station with four construction jr. ports all radially symmetric. I sent up four identical probes to attach to the station. The first three attached perfectly, and I welded the first two already. But when I try to attach my last probe to the station, it simply will not attract at any distance or angle. I undocked the 3rd probe and moved the last probe to the 3rd port and it worked fine, so the problem is clearly with the 4th port on the station specifically. I've tried to re-root the station by undocking the 3rd probe and changing the type so that it's a higher priority than the station and then redocking, but it had no effect on the 4th port. I've even opened up the sfs file and confirmed that the root part is still the probe core on the station anyways. I think I've tried everything I can within the game, like turning snap on/off and adjusting all of the various force and range settings. I've also removed KJR and then tried docking again, but still no effect. I could really use some help. If anybody was able to solve their issue with docking ports, I would appreciate advice. If you need any more information about this bug, I'll provide all the info I can. I'm going to attach a picture, the part info from the sfs file and my mod list if that helps. Spoiler Spoiler KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.4.1 Filter Extensions - 2.8.1.2USI Tools - 0.8.14 AtmosphereAutopilot - 1.5.9 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 Color Coded Canisters - 1.5.1 Community Category Kit - 1.2.2 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 Connected Living Space - 1.2.4.2 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.3.3 RasterPropMonitor - 0.28 Kerbal Engineer Redux - 1.1.2.8 Kerbal Joint Reinforcement - 3.3.1 kOS - 1.0.3 KSP-AVC Plugin - 1.1.6.2 KWRocketryRedux - 3.1.1.1 Lithobrake Exploration Technologies - 0.4 Infernal Robots - 2.0.2 Modular Rocket Systems - 1.13.1 ModularFlightIntegrator - 1.2.3 PlanetShine - 0.2.5.2 Precise Node - 1.2.4 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.16 TAC Fuel Balancer - 2.12 Trajectories - 1.6.6 Kerbal Alarm Clock - 3.8.4 TweakScale - 2.3.4USI Core - 0.3.8 Freight Transport Tech - 0.6.7 Konstruction - 0.1.11USI-LS - 0.5.22 Malemute Rover - 0.2.7 MKS - 0.50.16USI Alcubierre Drive - 0.5.4 KSP Interstellar Extended - 1.12.5 Spoiler PART { name = ConstructionPort0 cid = 4290313400 uid = 2355038430 mid = 2471108121 launchID = 204 parent = 23 position = 4.0277163293467311E-07,4.6724343299865723,4.7563403313688468E-06 rotation = 0,-1.00000012,-1.84094141E-17,0 mirror = 1,1,1 symMethod = Radial istg = -1 resPri = 0 dstg = 0 sqor = -1 sepI = 2 sidx = -1 attm = 0 srfN = srfAttach, -1 attN = top, -1 attN = bottom, 23 mass = 0.0199999996 shielded = False temp = 155.72440573914864 tempExt = 156.25774063165363 tempExtUnexp = 4 expt = 0.5 state = 0 attached = True autostrutMode = Off rigidAttachment = False flag = Squad/Flags/09 rTrf = ConstructionPort0 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Ready dockUId = 1601248918 dockNodeIdx = 0 EVENTS { } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleWeldablePort isEnabled = True portForce = 2 portTorque = 2 portRoll = 0 portRange = 2.5 portAngle = 90 portSnap = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleDockingHatch isEnabled = True hatchOpen = False docNodeAttachmentNodeName = top docNodeTransformName = dockingNode stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = KOSNameTag isEnabled = True nameTag = stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } Edited February 9, 2017 by supersaiyan3 Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted February 9, 2017 Share Posted February 9, 2017 I can only say that I've tested a little bit with angle snap. And often I need to toggle angle snap fast to get attraction of the ports. The second observation is, after undocking, reset aquire and redocking 2-3 times while tesing I got regulary in a situation, that I could do what I want, I never was able to get attraction again. Solution for me was to quickload. However, I have to say that I play a highly modded install. Quote Link to comment Share on other sites More sharing options...
supersaiyan3 Posted February 9, 2017 Share Posted February 9, 2017 So I kind of went crazy and just randomly changed values in the part listing in the save file, and somehow fixed it. I'm not sure exactly what did it, but this is the combination of changes that worked. Set all the "stagingEnabled" to False. Set "hatchOpen" to True. Set "portSnap" to False. Set "portRoll" to 1. Quote Link to comment Share on other sites More sharing options...
Tybot Posted February 16, 2017 Share Posted February 16, 2017 I can only get them to snap if the two docking ports are rotated to be aligned relative to each other (ie, both ports' "up" is pointing in the same direction). I currently have a station that has parts rotated at wrong angles. User error is a possibility but I've tried maybe 20-30 times while changing settings around but try as I might I can't seem to get anything to align 90 degrees to the right with snap on. Quote Link to comment Share on other sites More sharing options...
Vince_K Posted February 21, 2017 Share Posted February 21, 2017 this mod conflicts with infernal robotic? Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 21, 2017 Share Posted February 21, 2017 My little 2-magnet rover to help with KIS construction (it gives an extra 20t to the mass limit for a KIS grab/attach). Park it within 12m of the EVA'd kerbal and I can easily move things around. I'm not actually using the magnets to lift things, so RTGs to run the wheels and lights is all it needed for power. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted February 21, 2017 Author Share Posted February 21, 2017 16 hours ago, Vince_K said: this mod conflicts with infernal robotic? Nope, it supplements it if anything Quote Link to comment Share on other sites More sharing options...
Temeriki Posted February 22, 2017 Share Posted February 22, 2017 Hey @RoverDude, ever think about adding the range and weight limit increases for KIS assembly into the part descriptions? If its a matter if you not wanting them its your mod its your mod, if its a matter of time any way someone could help? Quote Link to comment Share on other sites More sharing options...
Tybot Posted February 22, 2017 Share Posted February 22, 2017 Do we know if construction ports are working as intended? I consider myself to be a fairly smart person and yet I for all I try can't get these things to snap to any non-0 angle, if at all. It makes me frightened and confused and my poor masterpiece (read: marginally above average) science station is suffering. If this winds up being a mod conflict of unknown origin I may cry. As I start yet another save and neuter my modlist. I'd actually be most happy if it was due to my own mere incompetence. Quote Link to comment Share on other sites More sharing options...
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