magnemoe Posted May 27, 2013 Share Posted May 27, 2013 does it dock ships??? I thought it was only for strengtening docked ships on the fly??They only strengthen the connection like normal struts, you must first dock them. Not tried it with KAS. Link to comment Share on other sites More sharing options...
Mihara Posted May 27, 2013 Share Posted May 27, 2013 Actually, I've never quite figured out how to use KAS to strengthen connections between docked ships, even though it should in theory be possible. Does anyone have an effective design example on that? Link to comment Share on other sites More sharing options...
Albert II Posted May 27, 2013 Share Posted May 27, 2013 (edited) 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.The kethane sounds work perfectly. Just drop them here "\Kerbal Space Program\PluginData\mmi_kethane\sounds". The rest of the mod needs to reside in the new folder "gamedata".Not hijacking the KAS thread but there is no reason for you guys not to have the beepies.Speaking of KAS... I GOTSTA HAVE IT!!! Edited May 27, 2013 by Albert II Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 27, 2013 Share Posted May 27, 2013 Actually, I've never quite figured out how to use KAS to strengthen connections between docked ships, even though it should in theory be possible. Does anyone have an effective design example on that?before 0.20 hit I had winch with grapple ontop of DR hinge, all that on a short truss next to my stations main fueling port. could fire it off and reel in till there's just a tiny bit of cable tension....honestly it didn't get used often though, and for most stuff like that id use docking struts Link to comment Share on other sites More sharing options...
KospY Posted May 27, 2013 Author Share Posted May 27, 2013 (edited) Yeah you can tell which way round it is if you look closely, but the question still remains. If the winch MUST have a connector attached, and the connector is the only thing that can be attached, it just seems like an unnecessary extra step.I completly agree. For information, the first prototype of KAS worked with only one part.Unfortunatly, I was stuck by some technical problem with the physics of the connector/hook.It worked on the ground, but in space, I didn't find a way to handle physics correctly. (the connector/hook always fell in the direction of the planet)The workaround for this has been to use another part, so the physic on it is applied correctly by the game engine.Another problem was the context menu. As far I know, we can't set a different context menu for models in parts. Anyway, I planned to work again on this. Since 0.18 some news functions has been added and I will maybe be able to create a physics objects properly. However, that will need a complete rewrite of the winch module, and save game will not be compatible again.I have an idea, can you make a point A to point B KAS implementation, without winches or hooks, etc. just pure connector to connector, like struts, but with docking feature and done with EVA, This will be useful for the land bases so I can have them connected easier! e.g. HOME modules.That planned. But not before I found a way to merge winch and connector in the same part. (see my comment above)I think there will be two types of connection : rigid (strut, pipes, etc...) and not rigid (like current cable).Rigid one will also need a rewrite of the cable visual, by using a stretched model intead of a textured 2d line for exemple.Is there any status update on this? Getting to where I may have to abandon and start up a new program.The current dev version is working on 0.20. Mod files structure has been completly redone and textures and sounds are now loaded properly from the new game database. The good new about this is sounds is now better handled. For exemple, volume now decrease/increase related to the distance. I'm now working to fix bugs remaining from the new features/change I done on the dev version. I didn't like to give ETA, but I think this will be done this week. Edited May 27, 2013 by KospY Link to comment Share on other sites More sharing options...
lyndonguitar Posted May 27, 2013 Share Posted May 27, 2013 Awesome! thanks for responding. I appreciate all the hardwork.patiently waiting for an update Link to comment Share on other sites More sharing options...
Mihara Posted May 27, 2013 Share Posted May 27, 2013 I didn't like to give ETA, but I think this will be done this week.The entire time since 0.20 came out, I've been thinking in circles.I want to do X.That means I need to be able to do Y.But that's alright, I'll just use KAS to do it this particular way, it'll work....oh wait.They seriously should just hire you and adopt the entire mod into stock codebase. Link to comment Share on other sites More sharing options...
KospY Posted May 27, 2013 Author Share Posted May 27, 2013 (edited) This mod is great and I love it, but just to bring it to the creators attention, the current version causes an error that causes the camera to sort of float away from the ship.This results in some very weird and interesting behaviors, as your ship tries to maneuver around, but the center of gravity/rotation/etc is where the camera's point is. So if you try to spin the ship, you spin while also orbiting around this point.This also translates very weirdly in your orbit as just by rotating the ship my orbit drastically changed, it shot from like 599K to 750K.Also, in case it was not said earlier, the winches don't appear in .20But once again, a great mod that I highly enjoy!The camera is aligned to the center of mass, so if the camera float away from the ship, it's because the center of mass moved. It happen when you connect two ships in docked mode, it merge ships (like docking node), so the center of mass move somewhere between them. The only thing to prevent that is to use the undocked mode. In this mode ships will only be attached without be docked. However, be carefull, do not leave the ships in space in this mode. As ships continue to be handled in the game as two independent vessel, background orbit driver will move ships away. So come back later will mess up things.This not apply on the ground, and both mode are safe to use as ships are landed and didn't move. (until something is not hanging mid-air) Edited May 27, 2013 by KospY Link to comment Share on other sites More sharing options...
lyndonguitar Posted May 27, 2013 Share Posted May 27, 2013 I actually like the issue(or feature) stated above. It reminded me of the Mars Direct planGo to 2:54 Link to comment Share on other sites More sharing options...
KospY Posted May 27, 2013 Author Share Posted May 27, 2013 They seriously should just hire you and adopt the entire mod into stock codebase.Mods plugins cannot really be added to the stock game easly. This is a lot of work and that will require a complete rewrite of the code, as I use some workaround to make things working with the current KSP engine. Moreover, my code is far from something "Professional" right now. (KAS is always in an alpha state)I also doubt that Squad want to include this kind of feature soon. I think there is more interesting feature to add to the game first. (campaign, ressource mining, etc...)But, Thank you Link to comment Share on other sites More sharing options...
Scotius Posted May 27, 2013 Share Posted May 27, 2013 But your mod will be very useful with resources. I have a sinking feeling whatever prosessing parts we will have to use, they will be power hogs. So i plan to build dedicated power unit ( a lander/rover with a lot of RTGs and solar panels), park it next to refinery or miner and connect everything with a cable Link to comment Share on other sites More sharing options...
pinolallo Posted May 27, 2013 Share Posted May 27, 2013 I didn't like to give ETA, but I think this will be done this week.In any case: TY Kospy. Link to comment Share on other sites More sharing options...
Albert II Posted May 27, 2013 Share Posted May 27, 2013 But your mod will be very useful with resources. I have a sinking feeling whatever prosessing parts we will have to use, they will be power hogs. So i plan to build dedicated power unit ( a lander/rover with a lot of RTGs and solar panels), park it next to refinery or miner and connect everything with a cableThis is my design paradigm for my entire mining operation. 4 light mobile rovers each a certain role - power,refiner,miner,tanker and mothership based around mk4 cargo bays and kethane engines and vtol/nuke for vacuum atmos and space travel. KAS is the lynchpin that makes it work. Link to comment Share on other sites More sharing options...
Mishkin_007 Posted May 27, 2013 Share Posted May 27, 2013 The current dev version is working on 0.20. Mod files structure has been completly redone and textures and sounds are now loaded properly from the new game database. The good new about this is sounds is now better handled. For exemple, volume now decrease/increase related to the distance. I'm now working to fix bugs remaining from the new features/change I done on the dev version. I didn't like to give ETA, but I think this will be done this week.That's awesome kospy, thank you for the status update. Will be looking forward to it all Link to comment Share on other sites More sharing options...
Nitromad Posted May 27, 2013 Share Posted May 27, 2013 Can't wait for this updated one of if not the most needed mods for my ships and bases Link to comment Share on other sites More sharing options...
CaptJack92a Posted May 27, 2013 Share Posted May 27, 2013 Me as well! I have a large ship build and can't wait to be able to help stabilize it as it wobbles a lot. It constructed in space so obviously it doesn't yet have quite as many constraints as I am comfortable with. Link to comment Share on other sites More sharing options...
Bone White Posted May 27, 2013 Share Posted May 27, 2013 Really excited about using this mod in 0.2, I only just discovered it and it looks so game-changing it's unbelievable. Keep up the good work, and thankyou for your dedication! Link to comment Share on other sites More sharing options...
KhaosCorp Posted May 27, 2013 Share Posted May 27, 2013 (edited) there's a few mods that are game changing...KAS is not one of em...KAS is game MAKER mod!Id say about 90% of my space program depends on KAS....since 0.20 hit ive basically just been remapping planets...few other minor things I don't use KAS forhehehe hope the sunglasses can be made to work with the update...wanna rebuild my DSBBSD! (that's DeepSpace Blues Brothers Supply Drop...contains 30 shades, 1/2 a pack of smokes, and a mission from god!) Edited May 27, 2013 by KhaosCorp Link to comment Share on other sites More sharing options...
stefwilliams Posted May 27, 2013 Share Posted May 27, 2013 I completly agree. For information, the first prototype of KAS worked with only one part.Unfortunatly, I was stuck by some technical problem with the physics of the connector/hook.Ah, ok. Thought there must be some technical reason - it's a pity but it can't be helped - the plugin is still awesome, and all I need to do is use the subassembly mod to have a pre-made winch and connector Link to comment Share on other sites More sharing options...
KospY Posted May 27, 2013 Author Share Posted May 27, 2013 Update done.0.3- KSP 0.20 Compatibility- Sounds & textures are now loaded properly from the new game database system- Anchor is back (temporary model however). In addition to its weight, it also provide drag and friction when touching the ground- Attach mode will now show a preview of the part destination instead of a sphere. Rotation can also be modified by pressing "b" and "n" keys- Grabbed part mass is now added to eva mass for realism (can be disabled in the part.cfg)- Hooks are now correctly aligned in the hook bay when stored- Added a type parameter for the partBay module- Part bay grab/store context menu reworked- Separated EvaGrab module into two dedicated modules (KASModuleGrab & KASModuleAttach)- Added sound path parameters to each module- New action groups for enabling/disabling key control- New action groups for enabling/disabling the GUI- New action groups and context menu to Invert key control- Camera no more reset after deploying a hookEnjoy Link to comment Share on other sites More sharing options...
Mishkin_007 Posted May 27, 2013 Share Posted May 27, 2013 you are a god. Link to comment Share on other sites More sharing options...
deadshot462 Posted May 27, 2013 Share Posted May 27, 2013 Nice! Will download again for 0.20 Link to comment Share on other sites More sharing options...
KAO Posted May 27, 2013 Share Posted May 27, 2013 I'm a newb to this whole KAS mod; is it possible to add a parameter in the .cfg files of parts such as batteries or ladders to make them transportable by kerbals? Link to comment Share on other sites More sharing options...
sushinut Posted May 27, 2013 Share Posted May 27, 2013 I also want to thank KospY for this mod and the hard work on the impending update. I, like others here have also stated, started to build my bases around KAS. After landing some H.O.M.E. modules on Mun, I wanted to move the modules around a bit. I landed a KAS-fitted module mover, which worked perfectly.I was in the process of building a larger mover when 0.20 dropped. I put my whole program on hold until KospY gets a chance to update. Link to comment Share on other sites More sharing options...
KospY Posted May 27, 2013 Author Share Posted May 27, 2013 (edited) I'm a newb to this whole KAS mod; is it possible to add a parameter in the .cfg files of parts such as batteries or ladders to make them transportable by kerbals?Yes. you can also attach them back to any ships with the attach module.In fact, KAS can be used for some kind of replacement/reparation system. It can also be used to build ships from eva if you are motivated However, as I do not want to overwrite stock part.cfg, you need to edit them yourself for adding the KAS modules.For exemple, add this lines in the corresponding part.cfg :MODULE{ name = KASModuleGrab //This module will add the possibility to grab the part from Eva. grabKey = g // Key used for grabbing a part maxDistance = 2 // Max distance for grabbing a part breakForce = 3 // The force that needs to be applied on the grab joint to break. (Not used, as eva don't react correctly to a physic joint) evaPartPos = (0.0, 0.06, -0.3) // Position of the grabbed part on eva evaPartRot = (280.0, 0.0, 0.0) // Rotation of the grabbed part on eva addPartMass = true // Add or not the grabbed part mass to eva grabSndPath = KAS/Sounds/grab // Grab sound}MODULE{ name = KASModuleAttach // This module will add the possibility to attach part grabbed from Eva. attachKey = h // Key used to toggle attach pointer rotateLeftKey = b // Key used to rotate left the attach pointer rotateRightKey = n // Key used to rotate right the attach pointer surfaceDist = 0.05 // Surface distance above the target part maxDistance = 2 // Max distance for attaching a part allowPart = True // Disable/enable attaching a part to another part allowEva = False // Disable/enable attaching a part to eva allowStatic = False // Disable/enable attaching a part to a static object like ground or building. sendMsgOnly = False // Delegate the attachment system to another module on attach. (ex : hook module) If set to false, the attachment will be handled by this module. pointerUseModel = True // Use or not the current part model as pointer instead of a sphere. partRot = (0.0, 0.0, 0.0) // Rotation of the attached part attachSndPath = KAS/Sounds/attach // Attach sound path detachSndPath = KAS/Sounds/detach // Detach sound path}You will maybe need to adjust rotation of the grabbed part on kerbal. To find the good values, you can add the config module to change parameters in game (right click on the part) :MODULE{ name = KASModuleConfigMenu // Configuration menu of all KAS module. Usefull for tweaking part.cfg parameters ingame. Remove all "//" before lines to enable it.}Here an exemple of a kerbal attaching a solar panel in KAS 0.3. (Featuring the new part preview) Edited May 27, 2013 by KospY Link to comment Share on other sites More sharing options...
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