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[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1


IgorZ

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  On 5/28/2018 at 8:56 AM, IgorZ said:

 

  • [Fix] RTS-1 connector not being picked up by kerbal.
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Hah! Thanx for this - I was about to post an issue on this as I tested over the weekend and found I couldn't use this part. It kept beeping at me, so I thought I must of missed a step in the manual.

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  On 5/31/2018 at 10:03 AM, Xd the great said:

I am a newbie to this mod, so i wanna ask a question after watching tutorial videos. How do you tether eva kerbals to your ship?

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As of today there is no separate part that allows it. You may attach a winch nearby to the ladder, grab the connector from it and select "Instant stretch" on the winch. However, this solution has a lot of side effects.

I keep this idea in my mind, but the priority of this feature is not too high.

  On 5/31/2018 at 10:14 AM, RealKerbal3x said:

@IgorZ Do you plan to add EVA struts and whatnot, like in old KAS? Those were really good for securing space stations.

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No, there is no such a plan. The main idea of KAS 1.0 is to make everything physical. In the old approach the pipes for the struts were pulled out from nowhere, which is a pure cheat. It's a physics based game, if you attach a pipe in space, you have to spend resources to bring the pipe there. If you need a structural connection (i.e. a strong joint) you can use TJ1 & TJ2 parts, but they are limited on the distance. If your only intent is to transfer the resources, then RTS1 is your choice - it gives you 10m of distance (as the former EVA struts), but doesn't awake the kraken on load.

Edited by IgorZ
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  On 6/1/2018 at 6:33 AM, IgorZ said:

As of today there is no separate part that allows it. You may attach a winch nearby to the ladder, grab the connector from it and select "Instant stretch" on the winch. However, this solution has a lot of side effects.

I keep this idea in my mind, but the priority of this feature is not too high.

No, there is no such a plan. The main idea of KAS 1.0 is to make everything physical. In the old approach the pipes for the struts were pulled out from nowhere, which is a pure cheat. It's a physics based game, if you attach a pipe in space, you have to spend resources to bring the pipe there. If you need a structural connection (i.e. a strong joint) you can use TJ1 & TJ2 parts, but they are limited on the distance. If your only intent is to transfer the resources, then RTS1 is your choice - it gives you 10m of distance (as the former EVA struts), but doesn't awake the kraken on load.

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OK, well ensuring that the physics are realistic is the most important part. :)

Edited by RealKerbal3x
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Hello there,

The TJ-1 and TJ-2 connectors allow the vessels to become docked, they do not have the crossfeed warning on them like the towbar and the cable, and are described as pipes; still I am not able to transfer resources between two ships connected by them in dock mode unless I turn off resources obey crossfeed. Am I missing something obvious? Were they never intended to allow resource transfers? I think I am pretty sure there is no other part in between the tanks that is blocking the transfer.

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@IgorZ  I started using your beta, and found an issue.  The yellow pipe won't recognize LF/OX when in un-docked mode via the gui.  They are showing 0/0 instead of the values on hand and tank volume.  I am using Modular Fuel Tanks.  Using docked I can transfer anything using the KSP windows.

I have a mix of USI and non USI tanks attached to my base as well that use a different parts switcher, and they seem to be picked up fine.

Love the new parts!  

uc?export=view&id=1TSeYonqk_shIQFgTfjnE0

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  On 6/24/2018 at 7:29 AM, Critter79606 said:

@IgorZ  I started using your beta, and found an issue.  The yellow pipe won't recognize LF/OX when in un-docked mode via the gui.  They are showing 0/0 instead of the values on hand and tank volume.  I am using Modular Fuel Tanks.  Using docked I can transfer anything using the KSP windows.

I have a mix of USI and non USI tanks attached to my base as well that use a different parts switcher, and they seem to be picked up fine.

Love the new parts!  

uc?export=view&id=1TSeYonqk_shIQFgTfjnE0

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It seems there is some active behavior on these part that stops KAS from detecting them properly (however, I;m using the stock methods for that). Do you mind making a really simple setup on the launch pad to reproduce the case?

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Native English speaking people wanted! I'm making fun descriptions for the KAS 1.0 parts. I'd be appreciated if someone could read thru them and suggest/correct, so that they don't sound awkward. Feel free to suggest your own descriptions, if you have some :)

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Descriptions sound fine to me. I've been using a combo of KIS and KAS and was able to build a team of vehicles to load water-going vessels onto essentially trailers, and successfully launched my first boat with it yesterday. Very well done, looking forward to this release!

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There are a couple awkward phrases and other fixes needed for those descriptions. Here is my suggested set of revisions. I've also added an extra splash of humor to to one of the winch descriptions. Which winch? Well, you'll see!

 

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  On 6/26/2018 at 4:26 AM, IgorZ said:

It seems there is some active behavior on these part that stops KAS from detecting them properly (however, I;m using the stock methods for that). Do you mind making a really simple setup on the launch pad to reproduce the case?

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I made a simple setup and it it detected both the USI tanks and the Modular Fuel ones.  I'm going to move that part around my base and see if I can figure out what part is breaking it.

uc?export=view&id=1AM9VPPhCGdXatWxV3P2Pb

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  On 6/26/2018 at 7:44 PM, Supercheese said:

There are a couple awkward phrases and other fixes needed for those descriptions. Here is my suggested set of revisions. I've also added an extra splash of humor to to one of the winch descriptions. Which winch? Well, you'll see!

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Thanks! I like the new version. Into release will go it...

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  On 6/27/2018 at 1:20 AM, Critter79606 said:

I made a simple setup and it it detected both the USI tanks and the Modular Fuel ones.  I'm going to move that part around my base and see if I can figure out what part is breaking it.

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Thanks for working on it. USI is a very popular mod, it would be sad to have conflicts with it. If you manage top reproduce the situation, please send me a save file.

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