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KAS engineer operations


Ron Devu

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I have a space station in orbit, and some of the modules are connected by pairs of Clampotron Jr.s. I would like to take an engineer up there, remove the clampotrons and join tanks and other large parts directly.

Is there a way to do this? Whenever I try to grab a fuel tank it tells me it's too heavy and advises me to "get more kerbals".

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8 hours ago, Ron Devu said:

I have a space station in orbit, and some of the modules are connected by pairs of Clampotron Jr.s. I would like to take an engineer up there, remove the clampotrons and join tanks and other large parts directly.

Is there a way to do this? Whenever I try to grab a fuel tank it tells me it's too heavy and advises me to "get more kerbals".

It’s been a while since I played with KAS but Isn’t there a limit to the mass each kerbal can move?

Did you try bringing more kerbals (they will just hang around and provide moral support, also make sure they all have a nearby ladder to grab).

If this doesn’t help try asking in the actual KAS thread.

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@Ron Devu Overall it helps to post questions about a specific mod in the thread for that mod, I just happened to see this by chance.

It's a KIS (not KAS) limit set in GameData/KIS/settings.cfg. Look for maxDistance and grabMaxMass. By default each Kerbal is limited to 3m range and 1-ton mass limit. Each additional Kerbal in range adds 1-ton to the limit. There is also a wiki that explains KIS.

Another option which I use for station construction are USI Konstruction ports that can weld parts together. You dock with the construction ports then "compress" the ports and they remove themselves leaving the parts connected. You could swap out your current docking ports for Konstruction ports without changing any KIS limits.

 

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Second on Konstruction!

I also recommend getting DockRotate so you can align everything perfectly.  The snap rotation system in Konstruction is not as precise.

After installing those, a small bit of save file editing should also let you convert your normal clamp-o-tron jrs to the Konstruction! ones (they use the same model and are exactly the same size) so you can weld what you already have.

Edited by Geonovast
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If you use the Konstruction mod, you could install this patch (sic) and weld what you want (F5/F9) then turn the patch off.

Patch add Konstruction welding to standard docking ports (Squad).

Spoiler

// split patch apart because of different sized of conports
@PART[dockingPort3]:NEEDS[Konstruction]:FINAL
{
	MODULE
	{
		name = ModuleDockingNode
		referenceAttachNode = top
		nodeType = ConSize0
		stagingEnabled = False
		captureMinRollDot = 0.999 
		snapRotation = true 
		snapOffset = 90 	
		acquireForce = 2
		acquireTorque = 2
		acquireTorqueRoll = 2
	}
	MODULE
	{
		name = ModuleWeldablePort
		portSnap = false
	}
}
@PART[dockingPort2]:NEEDS[Konstruction]:FINAL
{
	MODULE
	{
		name = ModuleDockingNode
		referenceAttachNode = top
		nodeType = ConSize1
		stagingEnabled = False
		captureMinRollDot = 0.999 
		snapRotation = true 
		snapOffset = 90 	
		acquireForce = 2
		acquireTorque = 2
		acquireTorqueRoll = 2
	}
	MODULE
	{
		name = ModuleWeldablePort
		portSnap = false
	}
}
@PART[dockingPortLarge]:NEEDS[Konstruction]:FINAL
{
	MODULE
	{
		name = ModuleDockingNode
		referenceAttachNode = top
		nodeType = ConSize2
		stagingEnabled = False
		captureMinRollDot = 0.999 
		snapRotation = true 
		snapOffset = 90 	
		acquireForce = 2
		acquireTorque = 2
		acquireTorqueRoll = 2
	}
	MODULE
	{
		name = ModuleWeldablePort
		portSnap = false
	}
}

// zer0Kerbal

 

@Ron Devu and @Tonka Crash

 

*****************************

7 hours ago, Geonovast said:

Second on Konstruction!

I also recommend getting DockRotate so you can align everything perfectly.  The snap rotation system in Konstruction is not as precise.

After installing those, a small bit of save file editing should also let you convert your normal clamp-o-tron jrs to the Konstruction! ones (they use the same model and are exactly the same size) so you can weld what you already have.

@Geonovast great suggestion! Suggest instead of KML/edit saves, just use MM to add the Konstruction welding modules to in situ jr's (et al).

Edited by zer0Kerbal
code change
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Welp I got multikerbals on the job and that is helping. However my engineers seems to be much better at producing explosions than building anything. Still working on that one.

 

I am having trouble with the RTS-1 unit. I have installed them, and I have installed JS-1 sockets on nearby ships, but every time try to grab the connector on the RTS-1 the game just beeps and nothing happens.

 

Note to mods: apparently there is a better place for this thread but I can't find it. I have looked twice. Please move the thread if that seems necessary.

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19 hours ago, Ron Devu said:

Note to mods: apparently there is a better place for this thread but I can't find it. I have looked twice. Please move the thread if that seems necessary.

It's not so much that there's a better place for this thread, it's that there's a better place for this discussion: The KAS thread, where the author and users will see it.

 

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