lyndonguitar Posted May 26, 2013 Share Posted May 26, 2013 Like a rigid pipe instead of cable? It could work, i guess. But ir would look a bit odd.Well if it helps connecting my mun bases together without using docking ports or magic quantum docking mods, I would love it! It could work as power lines, tube pipes, etc Link to comment Share on other sites More sharing options...
Mihara Posted May 26, 2013 Share Posted May 26, 2013 The smooth way to enable it would be to make a "cable bundle" object, side-attachable, and having two nodes to connect cable connectors.Kerbals would pick up one connector and plug it into a module, then pick up the other one and plug it into another module, and the "cable bundle" object would disappear. Link to comment Share on other sites More sharing options...
MOARdV Posted May 26, 2013 Share Posted May 26, 2013 The smooth way to enable it would be to make a "cable bundle" object, side-attachable, and having two nodes to connect cable connectors.Kerbals would pick up one connector and plug it into a module, then pick up the other one and plug it into another module, and the "cable bundle" object would disappear.Or have the "cable bundle" be the first ship's node, and a Kerbal carries a connector over to the other ship, like you do currently with the winch. But the bundle would have no retraction force, unless disconnected and used to retract the cable. Link to comment Share on other sites More sharing options...
Mishkin_007 Posted May 26, 2013 Share Posted May 26, 2013 Is there any status update on this? Getting to where I may have to abandon and start up a new program. Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 26, 2013 Share Posted May 26, 2013 Is there any status update on this? Getting to where I may have to abandon and start up a new program.read post #182 on page 19its being worked on, I think the dev knows how important this mod is to so many, it has only been a few days since 0.20 hitplay some bf3, have some tea, smoke a fatty, goosefraba buddy, its comin =P Link to comment Share on other sites More sharing options...
Mishkin_007 Posted May 26, 2013 Share Posted May 26, 2013 read post #182 on page 19its being worked on, I think the dev knows how important this mod is to so many, it has only been a few days since 0.20 hitplay some bf3, have some tea, smoke a fatty, goosefraba buddy, its comin =PI know, being hasty and I apologize. Just a huge fan of this mod, everything I do revolves around it. I will take some of your suggestions lol Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 26, 2013 Share Posted May 26, 2013 I think squad should just make KAS system stock, and give KospY a big fat check...a check so fat you could orbit a small satellite around it! Link to comment Share on other sites More sharing options...
CaptJack92a Posted May 26, 2013 Share Posted May 26, 2013 This would be a great include in an update. I know this is probably a bit of a stretch, but was the conversation above about rigid body dynamics for the tubes? Or did I miss interpret that? Either way, that would make things cool. There's already rigid body with flags. I really enjoyed the tube animations in the game moon base alpha. I should make another topic about this though... Link to comment Share on other sites More sharing options...
Tiron Posted May 26, 2013 Share Posted May 26, 2013 Well if it helps connecting my mun bases together without using docking ports or magic quantum docking mods, I would love it! It could work as power lines, tube pipes, etcI use http://kerbalspaceprogram.com/docking-strut-2/ for this, since it's a lot more realistic than quantum struts (Has to be a base for the strut to connect to, for example, and looks like a regular strut).Not sure if it still works since my entire KSP is on hold awaiting fixes to KAS. (and maybe Kethane? Is kethane broken too?) Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 26, 2013 Share Posted May 26, 2013 yes, kethane is broke, theres a supposed fix, but its still so buggy I wouldn't bother with it(maps don't save right, drills only work 1/2 the time, and the converters will only fill tanks they are physicaly connected to via node or external fuel line...and that's the 'fix') Link to comment Share on other sites More sharing options...
pinolallo Posted May 26, 2013 Share Posted May 26, 2013 The kethane fix work as aspected. Link to comment Share on other sites More sharing options...
Fyrem Posted May 26, 2013 Share Posted May 26, 2013 Kethane, is working fine. (not to make this a kethane thread, so...)For those people that do not see the purpose of the "connecter" as an extra, but yet required part. - it has not be.also, some people may be missing the beauty of the "Radial De-tachable" part. you can take this to your existing ships, the ones that do not currently have KAS, and ATTACH them by a kerbal in EVA.and presto! your ship now has a fuel port! Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 26, 2013 Share Posted May 26, 2013 The kethane fix work as aspected.have you tried using the fix, or is that based off other posts? hehe, or do ya mean that the fix was expected to be junk? 90% of my kethane test since the fix was posted have been a bust...some parts have partial functionality....but to me it didn't seem usableBTW, thanks for getting yer tanks updated, I've become rather dependent on them tyty =P Link to comment Share on other sites More sharing options...
Payload Posted May 26, 2013 Share Posted May 26, 2013 (edited) have you tried using the fix, or is that based off other posts? hehe, or do ya mean that the fix was expected to be junk? 90% of my kethane test since the fix was posted have been a bust...some parts have partial functionality....but to me it didn't seem usableBTW, thanks for getting yer tanks updated, I've become rather dependent on them tyty =PKethane is, in fact, fixed for 2.0. Here is the link to the forum post!http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-4-3-Download-link-now-up-to-date-after-forum-catastrophe?p=385320&viewfull=1#post385320Been using it for two days. No problems. Everything works. Just put the entire kethane folder inside GameData. Of course you must remove your old kethane stuff completely. You should be able to copy your old PluginData Info for your current game into the new PluginData Folder in it's new location. So back that folder up! Else your deposits and maps will be reset.Not necessarily a bad thing if you don't mind re-scanning. It wont move the actual deposit sites. It will just re-fill them and blank out the maps.I encourage you to look at the file structure after you have started the game once. So you get a good understanding of where you should put your old PluginData. Personally, it's easy to just put in your old maps and don't bother with the deposits refilling. That is what I did. Edited May 26, 2013 by Payload Link to comment Share on other sites More sharing options...
MennoLente Posted May 26, 2013 Share Posted May 26, 2013 Kethane is, in fact, fixed for 2.0. Here is the link to the forum post!http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-4-3-Download-link-now-up-to-date-after-forum-catastrophe?p=385320&viewfull=1#post385320(...)That is indeed a forum post, yet it is not a fix. So you got it actually scanning? But enough of Kethane, how's KAS coming along? Can I go to bed now, and check first thing tomorrow, or should I hang 'round a bit and wait to celebrate the update? Or the day after tomorrow? Or another day in the next week? Link to comment Share on other sites More sharing options...
The Stinger Posted May 26, 2013 Share Posted May 26, 2013 I doubt it will be done today, as Kospy lives in France and he might be actually sleeping atm. As I understand it, the thing which broke(due to the new part databse system) in the plugin is a large portion of the plugin.So it'll take some time to get adapted to the new system. I'm not a coder though.In any case it'll take some time. Link to comment Share on other sites More sharing options...
redeagle Posted May 26, 2013 Share Posted May 26, 2013 Judging by his posts, he seems to have trouble with the sound effects:http://forum.kerbalspaceprogram.com/showthread.php/30829-Using-sound-effects-in-the-new-system-MOSTLY-SOLVED Link to comment Share on other sites More sharing options...
asae Posted May 26, 2013 Share Posted May 26, 2013 The reason this is, is so that you don't have to have alot of very similar looking parts, but instead just one core wench and various connecters you can choose from. Link to comment Share on other sites More sharing options...
Payload Posted May 26, 2013 Share Posted May 26, 2013 (edited) That is indeed a forum post, yet it is not a fix. So you got it actually scanning? But enough of Kethane, how's KAS coming along? Can I go to bed now, and check first thing tomorrow, or should I hang 'round a bit and wait to celebrate the update? Or the day after tomorrow? Or another day in the next week?DUDE YES I HAVE BEEN SCANNING. Trust me it works perfectly. Do what I said to do in my previous post. Are you not seeing the link in elkar's post? Not the link he quoted. The link he cleverly hid in the word "This" in his reply post.I hate that he quoted spike because it is confusing.https://dl.dropboxusercontent.com/u/21650546/Kethane.rarThis is the direct link. This works perfectly for .20. I know, because I have been using it for two days. The only part not working right now is the sound. I usually turn the detection sound off anyway. Edited May 26, 2013 by Payload Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 26, 2013 Share Posted May 26, 2013 have ya tried more than scanning....because im using the that fix, been testing since about 2hrs after it got posted, and its got issues Link to comment Share on other sites More sharing options...
Payload Posted May 26, 2013 Share Posted May 26, 2013 have ya tried more than scanning....because im using the that fix, been testing since about 2hrs after it got posted, and its got issuesHas to be the way you have it installed man.I just fixed the sound on mine even.You cannot install the one that elkar posted like you would the old one. It needs to be installed like a .20 mod. Backup your maps and remove everything that has to do with kethane. Once you get it working, and if you are interested in the sound fix, I'll make a post in the Kethane thread instead of trashing this one. Sounds to me like you may have problems elsewhere with other mods also. Link to comment Share on other sites More sharing options...
lyndonguitar Posted May 27, 2013 Share Posted May 27, 2013 I use http://kerbalspaceprogram.com/docking-strut-2/ for this, since it's a lot more realistic than quantum struts (Has to be a base for the strut to connect to, for example, and looks like a regular strut).Not sure if it still works since my entire KSP is on hold awaiting fixes to KAS. (and maybe Kethane? Is kethane broken too?)does it dock ships??? I thought it was only for strengtening docked ships on the fly?? Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 27, 2013 Share Posted May 27, 2013 nope, its installed like all my other 0.20 mods, all of them working flawlessly....and ya didn't answer the question,,,,ya done more than scanning?@lyndonguitar, if ya use the right parts KAS can connect two ships as if they were joined by docking portscan also be used for non-docked connections, or towing (ive used it a lot to deploy buildings on kerbin with airships) Link to comment Share on other sites More sharing options...
lyndonguitar Posted May 27, 2013 Share Posted May 27, 2013 [quote name=KhaosCorp;394662@lyndonguitar' date=' if ya use the right parts KAS can connect two ships as if they were joined by docking portscan also be used for non-docked connections, or towing (ive used it a lot to deploy buildings on kerbin with airships)I know, but I was suggesting a whole different feature Link to comment Share on other sites More sharing options...
John FX Posted May 27, 2013 Share Posted May 27, 2013 nope, its installed like all my other 0.20 mods, all of them working flawlessly....and ya didn't answer the question,,,,ya done more than scanning?@lyndonguitar, if ya use the right parts KAS can connect two ships as if they were joined by docking portscan also be used for non-docked connections, or towing (ive used it a lot to deploy buildings on kerbin with airships)The kethane mod fully works except for the scanning noise. I hope that settles any confusion. Any issues you have with the kethane mod not working are to do with your personal setup/mods even if your other mods work 100%. Maybe you have not applied the fix correctly for kethane or left fragments of the old kethane mod. Link to comment Share on other sites More sharing options...
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