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


KospY

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Hi there,

I have a problem with the dismountable docking port. I have a big refuel station in Minmus orbit that uses KAS, but many of my spacecraft don't. So I wanted to use the reattachable KAS port to upgrade them to the new system. And that's where the problem comes up.

I'm perfectly able to pick up the connectors with a Kerbal in EVA, but somehow the port won't attach to any part. I even edited the part file to "allowEva = True", but when I try it the pointer stays yellow and nothing happens.

Pic:

SkUb18c.jpg

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I've encountered this problem too, and unfortunately I don't know of any workaround. It seems like KAS thinks you're actually on the surface when you're in orbit around the Mun and Minmus; if you drop the part that's on your back it'll suddenly have zero velocity relative to the ground and you'll lose it. It works okay when you're in Kerbin's SOI, though, so in a real pinch you could boost whatever you're working on out of Minmus orbit and then return it when it's fixed.

Hopefully this awesome new version coming along soon will fix this little glitch. :)

Edited by FaceDeer
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For the life of me, I can't seem to get the radial attachment ports to work in zero G. they work perfectly fine when on the ground, but when I'm in space I can't attach them to anything.

Do you mean the detachable ones?

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Hi there,

I have a problem with the dismountable docking port. I have a big refuel station in Minmus orbit that uses KAS, but many of my spacecraft don't. So I wanted to use the reattachable KAS port to upgrade them to the new system. And that's where the problem comes up.

I'm perfectly able to pick up the connectors with a Kerbal in EVA, but somehow the port won't attach to any part. I even edited the part file to "allowEva = True", but when I try it the pointer stays yellow and nothing happens.

It's something than happen at high velocity (so in orbit) Sometime it's doesn't happen because of the "kracken bane". I believe that at certain point the game start to zero all velocities and move the world instead of the player.

Anyway this problem has been fixed in 0.4.

Ok, seriously now. RELEASE IT!!! I mean, come on, you got the redial attach working, at least patch that?!

Struts, pipes and containers can be considered done now, at least the first iteration of them. However, to avoid to breaking save again later, I decided to also implement the "all in one" winch.

Edited by KospY
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For the life of me, I can't seem to get the radial attachment ports to work in zero G. they work perfectly fine when on the ground, but when I'm in space I can't attach them to anything.

I have this problem as well. Glad to know it's not just me. On the ground at the Launchpad, I can stick the removable ports to tanks et al. In space...no joy.

I'm happy to learn it's fixed in the next version. I look forward to it.

Edited by Apollo13
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I have this problem as well. Glad to know it's not just me. On the ground at the Launchpad, I can stick the removable ports to tanks et al. In space...no joy.

I'm happy to learn it's fixed in the next version. I look forward to it.

The work around is to quicksave and reload or go back to space center, tracking center then hop to your kerbal again. Either way the detachable in your hand works after that.

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I've been experimenting with a crane using KAS and docking Ports. The current iteration looks like this:

MPrTdWIl.jpg

It's basically a foldable truss construction with a KAS stack winch at the center. Connected to the winch is a stack connector, a FL-something adapter, a probe core and a docking port. For the folding Hinges from infernal robotics are used, and the struts will be docking struts in the launch version. The intention is to pick up base modules like the one in the background and move them around. I can dock them without a problem, but when I try to lift it up it gets stuck like this:

T94gPhql.jpg

I can't move like this because the module is heavy and will probably throw the crane over when it swings around. When I try to change the connector mode to undocked, the connector part seems to spontaneusly disappear, resulting in stuff exploding because it exceeds g-force tolerance (I use deadly reentry). I don't know what exactly happens there because of explosions and low framerate, but get this log:

Fz5VyJJl.jpg

Any ideas how to fix this?

Also: how do I do line breaks in posts? Simple line breaks in the editor disappear on preview. EDIT: fixed the line breaking thing. Apparently line breaks immediatly before and after images are not processed, but spaces fix that.

Edited by Garek
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Well, now I tested switching the connector mode while the Module was still standing on it's legs. Apparently switching the connector mode disconnects the stack connector from whatever was below it. I just checked again, but everything is attached in order: winch->connector->stack connector->regular stuff.

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Struts, pipes and containers can be considered done now, at least the first iteration of them. However, to avoid to breaking save again later, I decided to also implement the "all in one" winch.

Perhaps a "BETA" for those of us who don't mind a little save breaking, I'm not running a real save right now anyways playing with RemoteTech2, so this would just be something else to test.

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Complete noob question... How do I place the undockable connector? I've gone over the instructions on the first page, and that has not been working for me.. No placement pip appears... Clicking where I want to attach it doesn't do anything either... What am I doing wrong?

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Complete noob question... How do I place the undockable connector? I've gone over the instructions on the first page, and that has not been working for me.. No placement pip appears... Clicking where I want to attach it doesn't do anything either... What am I doing wrong?

That's a bug in .21 I advise quick-saving and then loading/going to the space center then going back to the spaceship and then it should work

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Struts, pipes and containers can be considered done now, at least the first iteration of them. However, to avoid to breaking save again later, I decided to also implement the "all in one" winch.

Where is the download?

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KospY, in your new license, I think you may have misunderstood one clause in the original Kethane license. Under "YOU MAY" you have a section "Distribute KAS parts using the following part modules:" In the Kethane license, this part reads "Distribute non-Kethane parts using the following part modules:" The license is saying you can't take Kethane parts (like the compact scanner) and distribute configs for them, but you can make your own parts that use some Kethane code. It's designed to support the Kethane API.

This is a common point of confusion in the Kethane license, so I should perhaps clarify this (and design the Kethane license to be used for other projects more easily).

Where is the download?

Dude, have some patience. I don't really understand your title, (if you want to make something, just go do it) but I can tell you as an addon dev that this sort of behavior is really obnoxious.

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Hi there,

I have a problem with the dismountable docking port. I have a big refuel station in Minmus orbit that uses KAS, but many of my spacecraft don't. So I wanted to use the reattachable KAS port to upgrade them to the new system. And that's where the problem comes up.

I'm perfectly able to pick up the connectors with a Kerbal in EVA, but somehow the port won't attach to any part. I even edited the part file to "allowEva = True", but when I try it the pointer stays yellow and nothing happens.

I've also noticed that this seems to happen more if the port was placed with symmetry, like if you put 4 dis mountable ports around your ship. If you place them singularly, I find they work in orbit more often than symmetrical ones.

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Complete noob question... How do I place the undockable connector? I've gone over the instructions on the first page, and that has not been working for me.. No placement pip appears... Clicking where I want to attach it doesn't do anything either... What am I doing wrong?

QuickSave. Then, QuickLoad. Do this while Kerlnaut is on EVA. You'll then be able to place the port.

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Something I've noticed about the part placement problem: it seems to not exist when moving the part from one section to another of the "same" ship. The "same" ship means either literally just, or from one ship to another when the two ships are docked. My most extensive "test" so far has been from a connector delivery probe "docked" via a winch which is part of a beam that is docked to the target ship. Unfortunately, I didn't take any screenshots.

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Hey all! Just landed my rover assembly on the Mun and had a few glitches that are making my life hell. Hoping some of you have a fix.

Firstly I had to quickload and the connector broke off the winch during loading screen, now i have a rover with a useless winch. The second is when I set my other rover to dock some crazy phantom forces spin my rover off into eternity unless I use warp. Warp seems to stop the movement but renders the rover immovable.

Very strange happenings indeed.

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