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[0.21.1] KAS v0.4.3 - Struts, pipes, part storage, containers, merged winches & more


KospY

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I saw someone else report exploding parts... and a response that indicated it could be the Switching View bug. I'll check that out. I had two instances where I dropped an unplugged magnet on the ground and then at some point afterwards, it blew up while not in view (so I didn't exactly see what happened... only the remnants of what was left... and the noticeably missing magnet in both instances). I'll see if it continues and see if it's actually the switching views bug (suspect that's it... thanks Mihara).

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Also, on behalf of all Kerbals of the Democratic Republic of Kerbollockstan and Its Outlying Territories, I hereby present the Kerbollock Bronze Star to KospY for significant contributions and meritorious service to the Kerbollockstan Space Agency.

TBbUvMC.png

[salute/handshake/traditional Kerbollockstinian head bump]

Edited by sushinut
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Nobody ever gives ME a traditional Kerbollockstinian head bump....

On behalf of my people, please accept my sincerest apologies. The traditional Kerbollockstinian head bump is a mostly ceremonial gesture conveyed as a sign of mutual respect and enduring admiration. I will immediately contact our Chancellor of Diplomatic Affairs and request his office send your ambassador a gift basket, along with several copies of our pamphlet entitled "Customary Kerbollockstinian Greetings and Gesticulations."

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i have always loved this mod but i have an issue with the most recent version. i can release the hook but i cant retract it. i have check my power level and i never run out. so it isn't a lack of power. also when i use the context menu there isn't always a grab button, just unplug and grab. and when i use that it release the hook/magnet and it explodes even on the ground. is it a bug? i have a mac if it helps.

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ive had the cable get stuck every once in a great while, even prior to 0.20. Like when a real winch get cable-bound haha! reloading the craft helps, but sometimes not an option if your winch is stuck. Only other thing I found that works is bump the end on the ground (from an airship or some such) or have a kerbal pull it, do something to get tension back on the cable, then retract, it usualy starts goin....

If that don't work it might be a bug, hope it helps

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I really enjoy this mod, and even more lately with the possibility of adding/moving parts during EVA. I just had a thought, however Would this work if applied to struts, so I could make it necessary for Jebediah to actually go out and physically place struts to anchor things in orbit? I currently use DockingStruts, and I've tried the QuantumStruts as well, but I like the idea of actually having to manually place them while in space.

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You can stop using acronyms now, why call it "KAS" when you can just call the file Kerbal Attachment System, it would make it easy to identify in GameData.

well that's what I tried to do but the game gives me "cant find KAS/sound""

just an idea to make mod sorting easier

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I seem to be having trouble... when i plug in a connector to another ship it makes them both go spinning really crazy! I had the winch on release EVAed over to the other ship. and told it to plug in docking style so i could transfer fuel. and then everything went bat crap crazy! What am i doing wrong?

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I seem to be having trouble... when i plug in a connector to another ship it makes them both go spinning really crazy! I had the winch on release EVAed over to the other ship. and told it to plug in docking style so i could transfer fuel. and then everything went bat crap crazy! What am i doing wrong?

Seems like the most common thing that causes this ASAS systems on both ships being active ad they dock, make sure your asas is off by time the ships are docked

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I really enjoy this mod, and even more lately with the possibility of adding/moving parts during EVA. I just had a thought, however Would this work if applied to struts, so I could make it necessary for Jebediah to actually go out and physically place struts to anchor things in orbit? I currently use DockingStruts, and I've tried the QuantumStruts as well, but I like the idea of actually having to manually place them while in space.

The quantum struts mod includes a quantum core part that allows you to place quantum struts manually in EVA. This could tide you over until the KAS part moving system gets more mature. Which is really awesome, btw, good job on that kospy!

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Liking this mod, however there are usability issues:

If you want to be able to transfer resources to anything, you need a removable connector. OK, no biggie.

If you detach your connector, go to another ship and connect it, then attach the line, you refuel.

It is at this point that the possibility for screwing yourself up opens.

If you leave the connector attached, then fly the other ship away - you are buggered as you have no more connectors.

Also, if you remember to detach the connector from the target ship, but get back in the cockpit before you reattach it to its storage place, again you are buggered as the connector disappears forever.

Suggested options:

1) Allow the hook bay to spawn connectors.

2) Have an option for a connector permanently attached to the cable (Nicer as the 2 stage process currently annoying)

3) Allow grappling hooks to be used for transfer (Or is it an engine limitation? Need to be in IVA to attach connector?)

Or am I missing something?

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KospY said in a former post that there is issues with makin the winch/plug into one part.

Also not sure where these issues you have are coming from. Keep in mind that if you have the plug connected into a port as dock (so that you can transfer fuel and such) is just the same as 2 ships docked with traditional docking ports as far as KSP is concerned.

Make you theres no bits of any older version of KAS anywhere in any of the KSP folders, this has caused some issues for some people.

I cant say for certain about the detachable ports, I don't really use em, I just stick at least one of the non-detachables on everything I build

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You can always put several detachable connectors on your winch ship, so if you forget to remove one, you have spares.

You can also deliver more to your winch ship if you wind up running out.

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Most of these suggestions, while valid, miss the point.

I am not going to put a port on every ship I make, that would lock me in to KAS forever - once a save is started, you cannot remove KAS without breaking your save or destroying all your ships.

If you have all the needed stuff on one ship (My Kethane rig), if/when I want to remove Kethane / KAS from my savegame, I just have to destroy one ship.

Meh, I think I will just use the Lazor mod for resource xfer instead - with KAS, you need to make ships manned as refuelling requires EVA (All my rigs / tugs are drones) which means if I add a cockpit for KAS, each time I launch, I have to select the drone core and do "control from here". Not easy when the core is buried inside.

I urge the author to reconsider. If you could have a drone rover attached by winch, with a grapple hook of its own on front - release drone, drive it to ship to be refuelled, fire grapple, then refuel without having to EVA, that would be much more convenient.

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If you leave the connector attached, then fly the other ship away - you are buggered as you have no more connectors.

This is merely pilot error. No KSP pilot ever makes mistakes! :P

Also, if you remember to detach the connector from the target ship, but get back in the cockpit before you reattach it to its storage place, again you are buggered as the connector disappears forever.

This is a genuine problem. I think there are two feasible solutions:

1) Give Kerbals an "inventory". It could be just one slot, but the ability to expand it could be very useful to add more flexiblity (and moddability; "Yo dawg, I heard you like mods...") to the mod. This also makes me curious if the 0.20 update added an inventory for Kerbals since they each carry 1 flag. Perhaps hooks could be just plugged into the new inventory?

2) Search for an empty hook bay on the vessel your Kerbal is entering and stow the hook

Suggested options:

1) Allow the hook bay to spawn connectors.

I think this goes against the whole KSP philosophy, but an option to spawn one via some sort of "hack" GUI could be useful.

2) Have an option for a connector permanently attached to the cable (Nicer as the 2 stage process currently annoying)

This might be a limitation of the engine, or just extremely difficult to work around given the constraints.

3) Allow grappling hooks to be used for transfer (Or is it an engine limitation? Need to be in IVA to attach connector?)

I think this is possible, but the hooks do different things for a reason, and I really enjoy the variety. I personally don't want a super hook.

Edited by Krizzen
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Most of these suggestions, while valid, miss the point.

I urge the author to reconsider. If you could have a drone rover attached by winch, with a grapple hook of its own on front - release drone, drive it to ship to be refuelled, fire grapple, then refuel without having to EVA, that would be much more convenient.

if you want an easy button go get merlin or quantum transfer mod....

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Liking this mod, however there are usability issues:

If you want to be able to transfer resources to anything, you need a removable connector. OK, no biggie.

If you detach your connector, go to another ship and connect it, then attach the line, you refuel.

It is at this point that the possibility for screwing yourself up opens.

If you leave the connector attached, then fly the other ship away - you are buggered as you have no more connectors.

Also, if you remember to detach the connector from the target ship, but get back in the cockpit before you reattach it to its storage place, again you are buggered as the connector disappears forever.

Suggested options:

1) Allow the hook bay to spawn connectors.

2) Have an option for a connector permanently attached to the cable (Nicer as the 2 stage process currently annoying)

3) Allow grappling hooks to be used for transfer (Or is it an engine limitation? Need to be in IVA to attach connector?)

Or am I missing something?

I'm really against all these suggestions, ability to spawn connectors just seems so cheaty, permanently attached docking port destroys what little suspention of disbelief I have, and grappling hooks that pump fuel do so as well.

Seems like your biggest problem is forgetting to stow the port before reentering the pod. And maybe maybe there is something that could be done about that but seems to be an engine limitation as the parachute mod has the same problem. it's just something we'll have to remember.

1) Give Kerbals an "inventory". It could be just one slot, but the ability to expand it could be very useful to add more flexiblity (and moddability; "Yo dawg, I heard you like mods...") to the mod. This also makes me curious if the 0.20 update added an inventory for Kerbals since they each carry 1 flag. Perhaps hooks could be just plugged into the new inventory?

Nope still no inventory,

When a kerbal eva's a EVAsuit ship is spawned, with one passenger, each eva ship always starts with one flag. when you reenter that ship is destroyed.

if you keep going in and out the door you can plant a million flags off one kerbal.

that's what's going on with the docking port, it's docked to the eva ship, which is destroyed when it enters the command pod.

Edited by Moon Goddess
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There was a page that had a step by step Photo Visual Guide for using the new KAS system has anybody got a link to it. I found it last night but can't seem to find it today.

Driving me absolutely Batty trying to find it again. I was sure it was on this thread.

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There was a page that had a step by step Photo Visual Guide for using the new KAS system has anybody got a link to it. I found it last night but can't seem to find it today.

Driving me absolutely Batty trying to find it again. I was sure it was on this thread.

Isn't that simply in the third post of this topic?

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