Tabris Posted June 7, 2020 Share Posted June 7, 2020 @Smurfalot, i think the issue is probably parent = 0, which i think means that the docking port is the ROOT part of the craft that you are attaching to the station. you can't weld a root part because from memory the welding is more than graphical, it deletes the docking ports and directly attaches the parts on either side of the docking ports. the way to fix it is the launch a new module where the docking port isn't ROOT or use KAS(Kerbal Attachment System) to detach the part and re-attach it. Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted June 8, 2020 Share Posted June 8, 2020 1 hour ago, Tabris said: @Smurfalot, <snip> the way to fix it is the launch a new module where the docking port isn't ROOT or use KAS(Kerbal Attachment System) to detach the part and re-attach it. Aww crap! Good catch noticing that! I would like to try to fix it in place instead of relaunching due to logistics. Do you know if I can pull the part off with KAS while it is still docked, or would I need to release the ship first? Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 8, 2020 Share Posted June 8, 2020 16 minutes ago, Smurfalot said: Aww crap! Good catch noticing that! I would like to try to fix it in place instead of relaunching due to logistics. Do you know if I can pull the part off with KAS while it is still docked, or would I need to release the ship first? Technically you can't pull the part off at all - as the root part you can only pull other parts off of it... (So you detach the rest of the craft from the docking port, then attach the docking port to the craft.) I suspect you probably could do it with things still docked - but make sure you have a quicksave ready before you try. Personally, I'd undock first if I had the spare RCS. Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted June 8, 2020 Share Posted June 8, 2020 (edited) On 6/7/2020 at 7:29 PM, DStaal said: Technically you can't pull the part off at all - as the root part you can only pull other parts off of it... (So you detach the rest of the craft from the docking port, then attach the docking port to the craft.) I suspect you probably could do it with things still docked - but make sure you have a quicksave ready before you try. Personally, I'd undock first if I had the spare RCS. Doing it still docked did not work, I was able to replace the parts and collapse them, but it left a permanent gap in the structure. Going to just replace that wing of the station. Edit: The plot thickens, I reloaded the save so that I would not have the gap and I put a new wing on the station across from the one that was malfunctioning. It is having the same problem, but to make things even weirder, when I tried to collapse the joint on the new one, the joint on the other side exploded, leaving a gap between the two sections like before. I cannot undock it now, so I will have to cannibalize the parts if I want to get rid of that section and replace it with one that will collapse correctly? Edited June 9, 2020 by Smurfalot Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted June 9, 2020 Share Posted June 9, 2020 Anyone know if there is a way to edit the save to "manually" collapse those parts before I EVA out and disassemble the whole Port section of my space station? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 9, 2020 Author Share Posted June 9, 2020 1 minute ago, Smurfalot said: Anyone know if there is a way to edit the save to "manually" collapse those parts before I EVA out and disassemble the whole Port section of my space station? If you wanted to get really punchy, you could figure out the offset and manually adjust the position of the various station parts in your save file. Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted June 9, 2020 Share Posted June 9, 2020 (edited) 50 minutes ago, RoverDude said: If you wanted to get really punchy, you could figure out the offset and manually adjust the position of the various station parts in your save file. Actually, this is exactly what I am trying to figure out now to close the gap where the clamps disappear on the port side or make the existing clamps function correctly on the starboard side that I sent up to replace the first side that messed up. From what I gather, the Truss and the ISM are connected and have consecutive parents, as if the malfunctioning ports are no longer between the parts (visually there unless I collapse them). So I can either collapse them or remove them with KAS, but how do I close that gap? Any tips on lining things up? BTW is it intentional for those clamps to not be passable with CLS? The port side that has the visual gap, but is otherwise connected and passable. The stbd side is docked, but not collapsible or passable. Edited June 9, 2020 by Smurfalot Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 9, 2020 Author Share Posted June 9, 2020 14 minutes ago, Smurfalot said: Actually, this is exactly what I am trying to figure out now to close the gap where the clamps disappear on the port side or make the existing clamps function correctly on the starboard side that I sent up to replace the first side that messed up. From what I gather, the Truss and the ISM are connected and have consecutive parents, as if the malfunctioning ports are no longer between the parts (visually there unless I collapse them). So I can either collapse them or remove them with KAS, but how do I close that gap? Any tips on lining things up? BTW is it intentional for those clamps to not be passable with CLS? The port side that has the visual gap, but is otherwise connected and passable. The stbd side is docked, but not collapsible or passable. I don't use CLS so no comment either way Tip wise - trial and error Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted June 12, 2020 Share Posted June 12, 2020 On 6/9/2020 at 2:49 PM, RoverDude said: I don't use CLS so no comment either way Tip wise - trial and error I gave up on trying to fix the gap and just launched an exact copy of the station using the orbit cheat to replace the broken station (sans construction ports). Never done that before. The only odd thing is the station does not seem to have any kind of helm control now, even though it in the correct orbit/velocity/etc. Anyone have a clue on that? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted June 12, 2020 Author Share Posted June 12, 2020 40 minutes ago, Smurfalot said: I gave up on trying to fix the gap and just launched an exact copy of the station using the orbit cheat to replace the broken station (sans construction ports). Never done that before. The only odd thing is the station does not seem to have any kind of helm control now, even though it in the correct orbit/velocity/etc. Anyone have a clue on that? If it's a new vessel, no idea on that. Quote Link to comment Share on other sites More sharing options...
Mebrooks01 Posted June 27, 2020 Share Posted June 27, 2020 Will this update to 1.9.x ever? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted June 27, 2020 Share Posted June 27, 2020 12 minutes ago, Mebrooks01 said: Will this update to 1.9.x ever? Amazingly it already works just fine in 1.9.x Did you try? Did you even read back maybe one page on this thread? Quote Link to comment Share on other sites More sharing options...
Tradyk Posted July 18, 2020 Share Posted July 18, 2020 I'm trying to use the PAL Magnetic Manipulator arm, and I can't seem to get the wrist to turn at all. Using the servo controller window, I can move any and all of the other joints on it, but nothing I do seems to get the wrist to move, either tilt or rotate. I've tried in goal mode and free mode, at various speeds, but nothing. Am I missing something, or is this possibly an issue because I'm on 1.10? Quote Link to comment Share on other sites More sharing options...
oniontrain Posted July 28, 2020 Share Posted July 28, 2020 The ports, at the very least, are working in 1.10 so far, but I havent' tested out any of the other parts Quote Link to comment Share on other sites More sharing options...
Laedek Posted August 17, 2020 Share Posted August 17, 2020 I have troubling finding these parts on my tech tree. I see some of the PAL items but not the construction ports. What tech are they under? Either I am blind or one of my mods is messing up my tech tree for them. Thanks Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted August 18, 2020 Share Posted August 18, 2020 (edited) I have some troubles welding 2 Konstruction ports. I docked and when i tried to weld them i get an error. In another instance the welding process destroyed several nearby structural parts and thus the station with it. Ksp 1.10. Pic: https://imgur.com/a/xyvinUk Log: https://easyupload.io/cstkey Edited August 18, 2020 by Nicky21 Quote Link to comment Share on other sites More sharing options...
ThomasJoseph Posted August 30, 2020 Share Posted August 30, 2020 PAL Wheels animation is too fast. the rig pops up and the land on the ground exploding. Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted September 21, 2020 Share Posted September 21, 2020 (edited) On 11/4/2019 at 1:59 PM, zer0Kerbal said: /YMMV/ /Test Before Use in Live Save Game/ I haven't used this in a spell - it is designed to ADD appropriate nodeType to stock dockingPorts. Use is enable patch when you want to weld, disable patch when you don't. Hide contents // StockDockingPorts.cfg v1.0 // Konstruction // created: 15 Jan 17 // updated: 04 Nov 19 @PART[dockingPort3]:NEEDS[Konstruction]:AFTER[Konstruction] { @MODULE[ModuleDockingNode] { @nodeType ^= :$:, ConSize0: } MODULE { name = ModuleWeldablePort portSnap = false } } @PART[dockingPort2]:NEEDS[Konstruction]:AFTER[Konstruction] { @MODULE[ModuleDockingNode] { @nodeType ^= :$:, ConSize1: } MODULE { name = ModuleWeldablePort portSnap = false } } @PART[dockingPortLarge]:NEEDS[Konstruction]:AFTER[Konstruction] { @MODULE[ModuleDockingNode] { @nodeType ^= :$:, ConSize2: } MODULE { name = ModuleWeldablePort portSnap = false } } // zer0Kerbal// CC BY-NC-SA-4.0 // zer0Kerbal Just a note that this is 1.10 compatible, and has saved me a HUGE amount of re-jiggering now that I've retrofitted Konstruction. Many thanks. I did use Dock Rotate to align things before welding, so I can't comment on how the built in rotate function works, but they all welded perfectly. Edited September 21, 2020 by Kerbals_of_Steel Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted September 24, 2020 Share Posted September 24, 2020 Trying to build a interplanetary ship in orbit in career mode and I can't compress the two construction ports on the craft I'm trying build. it says I can't compress because something is a root part. is there any way to change that in flight? or am I just going to have to scrap this entire ship because of one thing being off? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 24, 2020 Author Share Posted September 24, 2020 Could try a dock/undock on an alternate port and see if that aids in rerooting, and I thought there was a trick one could do with KAS buried in the thread somewhere Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted September 24, 2020 Share Posted September 24, 2020 well, suddenly I can neither compress nor undock the ports... Quote Link to comment Share on other sites More sharing options...
Commodore_32 Posted September 27, 2020 Share Posted September 27, 2020 Hello! I saw those construction docking ports quite useful, but it needs to be connected to another port to work properly, so I was wondering if is there a part like construction ports, but can attach to anything that doesn't have any port at all, kinda like a Klaw, but it serves the same as ports do. Does that exist? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted September 27, 2020 Share Posted September 27, 2020 1 hour ago, Commodore_32 said: Hello! I saw those construction docking ports quite useful, but it needs to be connected to another port to work properly, so I was wondering if is there a part like construction ports, but can attach to anything that doesn't have any port at all, kinda like a Klaw, but it serves the same as ports do. Does that exist? Not that I've seen. I would imagine that could get wonky given clipping issues and stuff if you have things connected that are not perfectly lined up. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 27, 2020 Author Share Posted September 27, 2020 51 minutes ago, goldenpsp said: Not that I've seen. I would imagine that could get wonky given clipping issues and stuff if you have things connected that are not perfectly lined up. Yeah that would likely be a whole code redo Quote Link to comment Share on other sites More sharing options...
Souptime Posted November 7, 2020 Share Posted November 7, 2020 (edited) uhh whenever i have this (In 1.10) i can boot up the game but i cant press any buttons on the main menu screen Log file: https://drive.google.com/file/d/1zGWJv53VoDUt63SSQzUt-LTl-DnmbEno/view?usp=sharing Will provide video modlist if needed, but i have a bit over 100 mods EDIT: okay for some reason it works now from the github but the akita wheels are all wonky when i try to steer or drive, the rover just stay there and when i steer they go up and down instead of right or left, will test more parts soon EDIT 2: the cradles legs wont extend and just flash and stay in their regular positions, the weldable ports are REALLY bright and it looks like everything else is fine, not sure about the magnets thought. the glitches might be on my part cause in the first bit i said i have over 100 mods Edited November 7, 2020 by Souptime Quote Link to comment Share on other sites More sharing options...
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