Blaylock1988 Posted August 31, 2013 Share Posted August 31, 2013 Ergmahgerd KAS is alive!!! Link to comment Share on other sites More sharing options...
sumghai Posted August 31, 2013 Share Posted August 31, 2013 Hawt damn, KospY - that's practically the KASPAR functionality we've been waiting for! Link to comment Share on other sites More sharing options...
Railgunner2160 Posted August 31, 2013 Share Posted August 31, 2013 Kospy has put his 2cents into helping Nothke with his KASPER mod... Link to comment Share on other sites More sharing options...
sumghai Posted August 31, 2013 Share Posted August 31, 2013 Kospy has put his 2cents into helping Nothke with his KASPER mod...I'm aware of said fact. I believe one of the key things that nothke requested KospY help him with was attachment orientation, critical if one has racks upon racks of payloads that need to be attached neatly. Link to comment Share on other sites More sharing options...
rottielover Posted August 31, 2013 Share Posted August 31, 2013 I'm foaming at the mouth waiting for this to get released. Link to comment Share on other sites More sharing options...
Toyotawolf Posted August 31, 2013 Share Posted August 31, 2013 Great job KospY cant wait to use it. Link to comment Share on other sites More sharing options...
egreSS Posted August 31, 2013 Share Posted August 31, 2013 Great to hear this is still active. Use this all the time. Link to comment Share on other sites More sharing options...
KospY Posted August 31, 2013 Author Share Posted August 31, 2013 (edited) I'm aware of said fact. I believe one of the key things that nothke requested KospY help him with was attachment orientation, critical if one has racks upon racks of payloads that need to be attached neatly.In fact, current version of KAS can already support container and rack by using the part bay & grab module. So nothing new here, apart the implementation of the zzz containers models. (however, it lack the multi-bay support)Anyway, this is more than a simple container, as you can see it below It can be used for storing parts, any part with the grab module defined will be able to be stored.Also, the container content can be changed from the editor directly. So you just need to set what you want and launch No more need to attach one by one grabbable parts on the ship to use them later, it's a lot more clean and flexible, as container can be grabbed and moved too.I'm really happy with this feature, It open a lot of new possibilities, for exemple, modders can use the container module for storing stuff like food, samples, etc... instead of using a ressource. As parts can use a custom module, modders are free to do anything they want.If I take the exemple of food, we can add a module on the part that will add a "eat" context menu on it. For KAS, I'm using it for storing hooks, ports, and some new things Edited August 31, 2013 by KospY Link to comment Share on other sites More sharing options...
T-Pilot395 Posted August 31, 2013 Share Posted August 31, 2013 So you can like, store grabbable parts in them? Cool! Link to comment Share on other sites More sharing options...
whaaw Posted August 31, 2013 Share Posted August 31, 2013 pls pls let me test this stuff;-) Link to comment Share on other sites More sharing options...
rottielover Posted August 31, 2013 Share Posted August 31, 2013 Can't. Hardly. Wait. Link to comment Share on other sites More sharing options...
elind21 Posted August 31, 2013 Share Posted August 31, 2013 Plz post the trial version on the front page, so anyone can test, and use a bug report system Link to comment Share on other sites More sharing options...
nothke Posted August 31, 2013 Share Posted August 31, 2013 Hay guys, I've just seen the containers you are making and they look pretty similar to my KASPARs, I also had an idea for container inventory similar to yours'. If you want we can combine the mods cause I don't really know when will I be updating KASPAR (working on Kerbin City project right now), and cause it's silly to have 2 similar mods. I hope you have a modular system that can fit into 2m or 3m hulls so maybe I can develop the storage bays, and also small toolbags I was previewing on the KASPAR page. Link to comment Share on other sites More sharing options...
masTerTorch Posted September 1, 2013 Share Posted September 1, 2013 Hay guys, I've just seen the containers you are making and they look pretty similar to my KASPARs, I also had an idea for container inventory similar to yours'. If you want we can combine the mods cause I don't really know when will I be updating KASPAR (working on Kerbin City project right now), and cause it's silly to have 2 similar mods. I hope you have a modular system that can fit into 2m or 3m hulls so maybe I can develop the storage bays, and also small toolbags I was previewing on the KASPAR page.Would love it. I think there too many mods out there that are so close in their ideas. See Ioncross, TAC Life Support for example LINK. Hope that you guys will find together. May be there is an option for stacking life support supplies on this cargo bays like food container and oxygen bottles and so on... Link to comment Share on other sites More sharing options...
FaceDeer Posted September 1, 2013 Share Posted September 1, 2013 Ohmigoshohmigoshohmigosh!Ohmigoshohmigoshohmigoshohmigoshohmigoshohmigosh!Ever since installing the attachment pack I've been sending ridiculous-looking "spare parts probes" to my various bases, festooned with little batteries and ladders and RTGs and clamp-o-tron Jr.s and so forth to provide a source of parts to fix design oversights with in the field. This sort of parts storage bin is going to be a godsend for both aesthetic considerations and framerate. And when I'm housecleaning by stripping off never-needed-again parts like RCS blocks on a permanently landed base I'll have a place to stow them instead of just dropping them in the dirt or making them vanish tediously by going into the pod with them one-by-one.I have no idea how one would go about it but will you be able to pre-load parts into these bins in the VAB? That would allow for parts that can be connected to a target surface but not dismounted again, so that they wouldn't be infinitely reusable as they are now. That would be an interesting challenge to add to the current system, and much more realistic. Link to comment Share on other sites More sharing options...
KospY Posted September 2, 2013 Author Share Posted September 2, 2013 Jeb is happy to show you the second main feature of v0.4, eva constructible struts and pipes Also, the cool thing about pipes is the possibility to link a vessel to another one, like any winch/connector/docking port :(you can see a strut on the left and a pipe on the right)I think that will be nice for building good looking bases (strut/pipe are 3D rendered) Link to comment Share on other sites More sharing options...
Ratzap Posted September 2, 2013 Share Posted September 2, 2013 Oh you naughty tease you. That looks fabulous. Link to comment Share on other sites More sharing options...
johnsonwax Posted September 2, 2013 Share Posted September 2, 2013 Can the strut/pipe be easily retextured? I'd want to be able to match the color of the THSS parts. But that looks great. Link to comment Share on other sites More sharing options...
Joosh Posted September 2, 2013 Share Posted September 2, 2013 Connectors: Pulley Once attached, the cable can continue to another Connector. Rotating Mount Attaches between a cable and connector, allows rotation of the connector. Larger sizes can go between standard parts. T-Mounted Winch Attaches midway along a cable. Electric Welder Placed on the End of the arm described below or held by a kerbal, attaches parts together.Other Parts: Hydraulic Arm Various sizes and lengths, can extend to twice its original length. Control Station Assigns and uses control groups for all Winches/Rotaing Mounts/Arms/Magnets. Similar in design to the external command seat, but kerbals stand upright.Uses: A square framed crane with winches in top corners, pulleys in bottom corners, cable between winches and pulleys, T-Mounts In the middle of the Cable, A pulley on one T mount, winch on the other, T-Mount between those two and winch hanging down for lifting. A round crane with a central tower, Rotating mount at the top, Hydro arm off the mount, and pulley at the end. Robotic Multi-Jointed arm with Rotating mounts and Hydro arms for zero gravity manipulation of large parts, once in place they can be held with pipes and a welder on the arm can attach them.PS:Whew, brain pressure vented.If you need any grunt work modeling or testing I would be happy to help. Link to comment Share on other sites More sharing options...
Joosh Posted September 2, 2013 Share Posted September 2, 2013 I have no idea how one would go about it but will you be able to pre-load parts into these bins in the VAB? That would allow for parts that can be connected to a target surface but not dismounted again, so that they wouldn't be infinitely reusable as they are now. That would be an interesting challenge to add to the current system, and much more realistic.How about a tab in the VAB where the parts/action groups/pilot tabs are. Link to comment Share on other sites More sharing options...
Moon Goddess Posted September 2, 2013 Share Posted September 2, 2013 (edited) OMG you teese....Quick question, so the structs, they don't move right, like normal struts? If i strut 2 ships together at 10 meters they won't be able to drift to 9 or 11 meters? Edited September 2, 2013 by Moon Goddess Link to comment Share on other sites More sharing options...
KospY Posted September 2, 2013 Author Share Posted September 2, 2013 (edited) Can the strut/pipe be easily retextured? I'd want to be able to match the color of the THSS parts. But that looks great.It work the same way as cable, the plugin pick the texture from a file. Just change it and it will be ok.Connectors: Pulley Once attached, the cable can continue to another Connector. Rotating Mount Attaches between a cable and connector, allows rotation of the connector. Larger sizes can go between standard parts. T-Mounted Winch Attaches midway along a cable. Electric Welder Placed on the End of the arm described below or held by a kerbal, attaches parts together.Other Parts: Hydraulic Arm Various sizes and lengths, can extend to twice its original length. Control Station Assigns and uses control groups for all Winches/Rotaing Mounts/Arms/Magnets. Similar in design to the external command seat, but kerbals stand upright.Uses: A square framed crane with winches in top corners, pulleys in bottom corners, cable between winches and pulleys, T-Mounts In the middle of the Cable, A pulley on one T mount, winch on the other, T-Mount between those two and winch hanging down for lifting. A round crane with a central tower, Rotating mount at the top, Hydro arm off the mount, and pulley at the end. Robotic Multi-Jointed arm with Rotating mounts and Hydro arms for zero gravity manipulation of large parts, once in place they can be held with pipes and a welder on the arm can attach them.PS:Whew, brain pressure vented.If you need any grunt work modeling or testing I would be happy to help.Just use Infernal Robotics no ? There is gantry, hydro arm and rotating part that can do a lot of the things you want to do. However I'm interested about the rotating mount. Maybe by adding a rotative function to the winch connector.How about a tab in the VAB where the parts/action groups/pilot tabs are.This is already done, you just need to right-click on the container and it show a edit menu.OMG you teese....Quick question, so the structs, they don't move right, like normal struts? If i strut 2 ships together at 10 meters they won't be able to drift to 9 or 11 meters?Not sure of what you mean. Normal strut don't move for me ?However, parts can move a little if a lot of force are exercised on the joint. Nothing I can do about this, it's related to the way Unity engine handle physics. Edited September 2, 2013 by KospY Link to comment Share on other sites More sharing options...
nothke Posted September 2, 2013 Share Posted September 2, 2013 (edited) Connectors: Pulley Once attached, the cable can continue to another Connector. Rotating Mount Attaches between a cable and connector, allows rotation of the connector. Larger sizes can go between standard parts. T-Mounted Winch Attaches midway along a cable. Electric Welder Placed on the End of the arm described below or held by a kerbal, attaches parts together.Other Parts: Hydraulic Arm Various sizes and lengths, can extend to twice its original length. Control Station Assigns and uses control groups for all Winches/Rotaing Mounts/Arms/Magnets. Similar in design to the external command seat, but kerbals stand upright.That's a very nice EVA tools list, but you have forgot the most important tool. HAMMER!!!Having problems with docking ports that won't undock? Why not destroy the docking port with a hammer? Destroy a SINGLE part without needing to destroy entire ships? There's a solution.. I have wanted this thing SOOOOO MUCH so many times!!!!Oh, and I put a creative licence on this idea, cause I think someone will make it happen before me =) (khm khm, those small KASPAR toolbags, what do you think they are supposed to contain?)(and you didn't answer my question) Edited September 2, 2013 by nothke Link to comment Share on other sites More sharing options...
KospY Posted September 2, 2013 Author Share Posted September 2, 2013 Hay guys, I've just seen the containers you are making and they look pretty similar to my KASPARs, I also had an idea for container inventory similar to yours'. If you want we can combine the mods cause I don't really know when will I be updating KASPAR (working on Kerbin City project right now), and cause it's silly to have 2 similar mods. I hope you have a modular system that can fit into 2m or 3m hulls so maybe I can develop the storage bays, and also small toolbags I was previewing on the KASPAR page.Yeah your KASPAR parts are pretty awesome Just send me your 2m or 3m storage bay models and I will try to see if I can adapt my partbay module to make them working with animations and multi storage position.About small toolbags, I don't think I have anything new to code to make them working on v0.4. You will be free to do what you want with them (storing struts ? food ? hammers ? ) Link to comment Share on other sites More sharing options...
wolfiie Posted September 2, 2013 Share Posted September 2, 2013 All of the above sounds too good to be true Link to comment Share on other sites More sharing options...
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