Cleric2145 Posted August 6, 2013 Share Posted August 6, 2013 I'm also having problems attaching the detachable radial ports. I took a resupply craft up to my Munar comm station relay to exchange personnel and retrofit the station with ports, but no matter what I tried, I couldn't get the port to attach. I didn't even get any ghost image at all, not red, yellow nor green. I tried all different distances and relative velocities, but no matter what, pressing H with a port on a Kerbals back would display the "Rotate with b/n" message with no ghost. No matter how much I clicked it wouldn't attach. I tried this with different ports, different Kerbals, and after dropping and picking up the ports. Link to comment Share on other sites More sharing options...
Tyren Posted August 6, 2013 Share Posted August 6, 2013 I had this issue too. after restarting the game it finally works. Link to comment Share on other sites More sharing options...
TinyPirate Posted August 6, 2013 Share Posted August 6, 2013 So I was thinking "What's better than KAS?" and I had the answer pop into my head! PUTTING ROCKETS ON A KAS MAGNET!Have a look at my album.Sample picture of a KAS magnet grapnel in flight.The potential uses are limitless! Link to comment Share on other sites More sharing options...
viperwolf Posted August 6, 2013 Share Posted August 6, 2013 So I was thinking "What's better than KAS?" and I had the answer pop into my head! PUTTING ROCKETS ON A KAS MAGNET!Have a look at my album.Sample picture of a KAS magnet grapnel in flight.The potential uses are limitless!Very nice and good imagination Link to comment Share on other sites More sharing options...
egreSS Posted August 6, 2013 Share Posted August 6, 2013 I took "Kerbal Attachment System" a bit too literally.Javascript is disabled. View full albumWasn't really trying for this it just sorta happened on accident and I lol'd all over myself.Love this mod although I just wish I could get the radial port's to attach. Link to comment Share on other sites More sharing options...
JeBuSBrian Posted August 6, 2013 Share Posted August 6, 2013 I took "Kerbal Attachment System" a bit too literally.Wasn't really trying for this it just sorta happened on accident and I lol'd all over myself.Love this mod although I just wish I could get the radial port's to attach.There's a story there just waiting to be written. Link to comment Share on other sites More sharing options...
Snjo Posted August 7, 2013 Share Posted August 7, 2013 Congratulations on 100.000 downloads! Link to comment Share on other sites More sharing options...
Milkshakefiend Posted August 7, 2013 Share Posted August 7, 2013 I've tried this mod for the first time. It certainly seems useful but it's pretty buggy/temperamental. I landed some bits on the Mun and when connected together it drags ships all over the place, soon as I undock one again it flies off and explodes.I'll try again without the removable connectors, I tried those first as they sounded most handy.Edit: sent new ships, landed and tried the normal connectors. As soon as I go to dock mode it all gets pulled into a huge heap I only installed KAS and put it on my vehicles for this job, it sounded ideal to have things landed on the Mun connected via cables so it's pretty annoying that it doesn't work. I've tried extending, releasing, pressed just about everything and no difference. I tried undock mode, get the GUI up then switch - still everything dragged into a heap.Edit 2: It only does it when I connect to a rover (big mining ones) so something different between things with engines and things without?Did you figure out what is causing this? I've got one item in my Mun base that I just cannot hook up because it causes all sorts of items to get dragged over the place. Link to comment Share on other sites More sharing options...
arashion777 Posted August 7, 2013 Share Posted August 7, 2013 cool!~ Link to comment Share on other sites More sharing options...
zgrillo2004 Posted August 7, 2013 Share Posted August 7, 2013 I know this is a dumb question but did anyone test this mod with .21? Link to comment Share on other sites More sharing options...
Korb Biakustra Posted August 7, 2013 Share Posted August 7, 2013 I did, and I have issues. Don't know if this is related. I bet there are hundreds of people running it correctly with 0.21 though, this is a popular mod. Link to comment Share on other sites More sharing options...
JewelShisen Posted August 7, 2013 Share Posted August 7, 2013 I know this is a dumb question but did anyone test this mod with .21?Yes the mod is .21.1 compliant. Link to comment Share on other sites More sharing options...
JewelShisen Posted August 7, 2013 Share Posted August 7, 2013 I did, and I have issues. Don't know if this is related. I bet there are hundreds of people running it correctly with 0.21 though, this is a popular mod.The mod should work just fine. Link to comment Share on other sites More sharing options...
zgrillo2004 Posted August 7, 2013 Share Posted August 7, 2013 Yes the mod is .21.1 compliant. Thanks, man Link to comment Share on other sites More sharing options...
flashb4nged Posted August 7, 2013 Share Posted August 7, 2013 Is there any way to retract or expand winches simultanously? Link to comment Share on other sites More sharing options...
KhaosCorp Posted August 7, 2013 Share Posted August 7, 2013 Is there any way to retract or expand winches simultanously?There is a set of NumberPad hotkeys associated with winch control. Using these will control any and all winches on active ship. You can toggle these key controls per winch vis the right click GUI Link to comment Share on other sites More sharing options...
JewelShisen Posted August 7, 2013 Share Posted August 7, 2013 Basic rule of thumb to help you with mods and KSP updating: If it doesn't have a plugin (anything ending with .dll) then it most likely will be fine. Link to comment Share on other sites More sharing options...
taniwha Posted August 8, 2013 Share Posted August 8, 2013 There is a set of NumberPad hotkeys associated with winch control. Using these will control any and all winches on active ship. You can toggle these key controls per winch vis the right click GUIActually, they will control every winch on all ships in the vicinity. Link to comment Share on other sites More sharing options...
KhaosCorp Posted August 8, 2013 Share Posted August 8, 2013 Actually, they will control every winch on all ships in the vicinity.HAHAHA yes...yes they will. Good looking out, I should have mentioned that. Found that out the hard way during my off-shore testing...kinda boring watching 4 winches spool in 1248meters of cable on winches the next ship over lol. Link to comment Share on other sites More sharing options...
Benzschwagel Posted August 8, 2013 Share Posted August 8, 2013 lol, gotta love experimentation: "I wonder what will happen if I do this? Oh..., not quite what I expected." Link to comment Share on other sites More sharing options...
Korb Biakustra Posted August 8, 2013 Share Posted August 8, 2013 (edited) Am I the only one having trouble making KAS attach ships outside the launchpad in 0.21? I uninstalled Attachment Pack 06, but still have the same issue. Sometimes I also have no indicator at all (no green/yellow/red part), only the message stating to press b/n to rotate. Edited August 8, 2013 by Korb Biakustra Link to comment Share on other sites More sharing options...
Hyomoto Posted August 8, 2013 Share Posted August 8, 2013 Well, according to some it works 'fine'. According to others there are attachment issues. If you are willing to put up with attachment issues, it apparently works 'fine'. Link to comment Share on other sites More sharing options...
Tw1 Posted August 8, 2013 Share Posted August 8, 2013 Basic rule of thumb to help you with mods and KSP updating: If it doesn't have a plugin (anything ending with .dll) then it most likely will be fine.But this does.Did you figure out what is causing this? I've got one item in my Mun base that I just cannot hook up because it causes all sorts of items to get dragged over the place.I found things jumped around if you leave SAS on. Perhaps it's that? Link to comment Share on other sites More sharing options...
taniwha Posted August 8, 2013 Share Posted August 8, 2013 Attachment issues were there in 0.20.2, and possibly even 0.19.1. Apparently the workaround is to pop out to the space center and back to the EVA kerbal. Link to comment Share on other sites More sharing options...
elkar Posted August 9, 2013 Share Posted August 9, 2013 Can anyone tell me how is this possibly better for fuel transfering than quantum fuel transfer? I mean if you have two ships few metres away each other lets say on surface, how can you possibly do any kind of transfer? Link to comment Share on other sites More sharing options...
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