KospY Posted September 27, 2013 Author Share Posted September 27, 2013 Just arrived on the mun, starting to build some pipelines for intense KAS testing Again thanks to zzz for his models ! (pipe end point and ground pylon/hub structure) Link to comment Share on other sites More sharing options...
megatarre Posted September 27, 2013 Share Posted September 27, 2013 (edited) does Kas work in current KS? Title still says 20.,,. Edited September 27, 2013 by megatarre Link to comment Share on other sites More sharing options...
drtedastro Posted September 27, 2013 Share Posted September 27, 2013 Interesting. Link to comment Share on other sites More sharing options...
nothke Posted September 27, 2013 Share Posted September 27, 2013 Just arrived on the mun, starting to build some pipelines for intense KAS testing http://i.imgur.com/b90KIWD.pngAgain thanks to zzz for his models ! (pipe end point and ground pylon/hub structure)Reminds me of =) Link to comment Share on other sites More sharing options...
Mekan1k Posted September 27, 2013 Share Posted September 27, 2013 Just arrived on the mun, starting to build some pipelines for intense KAS testing http://i.imgur.com/b90KIWD.pngAgain thanks to zzz for his models ! (pipe end point and ground pylon/hub structure)This... Is so sexy that I want them. Any more pics? Please? Link to comment Share on other sites More sharing options...
Gnipu Posted September 27, 2013 Share Posted September 27, 2013 If I remember correctly version 3.x do not save the cable lenght. Cable lenght is adjusted automaticlly related to the distance of the connector part on load. However I think there is a bug in the 3.x version, where cable lenght get not adjusted...However, you can try to set connectorDeployed, or plugstate to different value in the save file. Not sure of what will happen but maybe that will allow you to fix the issue. Another thing you can do is just wait, 0.4 is about to be released, and saved vessel with winches will no more be compatible so...OK then, thanks for the info. 'Gonna be away this weekend - Is it finished when I'm back? Or what do you mean with "about to"? Until then I'll just wait!Also cool pic you posted. Is everything in that picture either vanilla or KAS? Link to comment Share on other sites More sharing options...
KospY Posted September 27, 2013 Author Share Posted September 27, 2013 (edited) This... Is so sexy that I want them. Any more pics? Please?Here another one that also show the winches GUI with the new speed setting "motor speed setting" is the text when mouse over the slider. 0.00 / 1.00 is current speed / set speed Edited September 27, 2013 by KospY Link to comment Share on other sites More sharing options...
viperwolf Posted September 27, 2013 Share Posted September 27, 2013 Pipeline? is this something else your working on besides the strut and i forget the other thing? That looks great! Link to comment Share on other sites More sharing options...
Pigbear Posted September 27, 2013 Share Posted September 27, 2013 KAS is required for me. Don't torture us like Lack did with LLL. Link to comment Share on other sites More sharing options...
Apollo13 Posted September 27, 2013 Share Posted September 27, 2013 does Kas work in current KS? Title still says 20.,,.Yes, the current KAS works with KSP vers 0.21. Don't know about the version being demoed here. Link to comment Share on other sites More sharing options...
KospY Posted September 27, 2013 Author Share Posted September 27, 2013 Bringing Kethane extractors (first one get problem with refueling (kethane related))Now starting to look better, refueling in progress Link to comment Share on other sites More sharing options...
Ratzap Posted September 27, 2013 Share Posted September 27, 2013 Bringing Kethane extractors (first one get problem with refueling (kethane related))Now starting to look better, refueling in progress Oh you sexy beast. Pipes are looking most excellent. Link to comment Share on other sites More sharing options...
astropapi1 Posted September 27, 2013 Share Posted September 27, 2013 Awesome! Link to comment Share on other sites More sharing options...
drtedastro Posted September 27, 2013 Share Posted September 27, 2013 Hello KospY and all,When trying to use the current version of KAS with 0.21, i am getting terrible game pauses, stutters and the log file is filling up with[EXC 07:36:42.634] NullReferenceException[EXC 07:36:42.694] NullReferenceException[EXC 07:36:42.755] NullReferenceException[EXC 07:36:42.815] NullReferenceException.When i remove KAS, it goes away... I was wondering if you or anyone else has seen this and might know what is causing this conflict.much thanks, love the mod, just need these things to go away. The log has thousands of these.. Link to comment Share on other sites More sharing options...
KospY Posted September 27, 2013 Author Share Posted September 27, 2013 (edited) Unfortunatly, bob crashed after dropping the second extractor, he is now stuck in the pod because the door is obstructed... At least the freight was not destroyed. (containers)Decided to test pipes for pumping the remaining fuel from the crashed tug. Bob will be saved later (surely with the help of winch/magnet on the other tug)I know that is not nice from me to show you that But there is some bugs remaining that cause explosion after save/load/warp.It seem that sometime the vessel get spawned under the ground for a unknow reason. It cause explosion because parts a suddendly pushed up to the ground level. Not sure if it's a KAS or a KSp bug. Edited September 27, 2013 by KospY Link to comment Share on other sites More sharing options...
Kanddak Posted September 27, 2013 Share Posted September 27, 2013 I am looking forward to this so much!Those little hub things are cool. Are they deployed by kerbals on EVA? Can I attach them to the sides of a ship to use as strut attachment points? Link to comment Share on other sites More sharing options...
Malachi Posted September 27, 2013 Share Posted September 27, 2013 Hey everybody I'm having trouble attaching a radial connector port in LKO. I have no trouble removing it, just attaching it to a new place, or even back in the old spot. I can pick it up, but when i try to attach, i press h and nothing happens. Works on Kerbin, but not in LKO. The winch works fine, the only problem i'm having is the connector port. Any advice? Link to comment Share on other sites More sharing options...
Moon Goddess Posted September 27, 2013 Share Posted September 27, 2013 What's a little explosion after save/load/warp between friends, we promise we won't complain. Link to comment Share on other sites More sharing options...
satcharna Posted September 27, 2013 Share Posted September 27, 2013 Exploding and "bouncing" ships after loading is a known and old KSP bug. Link to comment Share on other sites More sharing options...
elind21 Posted September 28, 2013 Share Posted September 28, 2013 I know that is not nice from me to show you that But there is some bugs remaining that cause explosion after save/load/warp.It seem that sometime the vessel get spawned under the ground for a unknow reason. It cause explosion because parts a suddendly pushed up to the ground level. Not sure if it's a KAS or a KSp bug.I have had this issue with stock KSP before. i am pretty sure this is actually a Unity bug. Link to comment Share on other sites More sharing options...
Starwaster Posted September 28, 2013 Share Posted September 28, 2013 Hey everybody I'm having trouble attaching a radial connector port in LKO. I have no trouble removing it, just attaching it to a new place, or even back in the old spot. I can pick it up, but when i try to attach, i press h and nothing happens. Works on Kerbin, but not in LKO. The winch works fine, the only problem i'm having is the connector port. Any advice?Try exiting to spaceport and backI had a similar problem where I was trying to do the same thing.Exiting / re-entering the scene helped and I was able to get my nuclear probe fueled up for its upcoming Joolian mission.Too bad I couldn't figure out how to disconnect the ships and then started panicking and ended up smashing two of the solar panels off.... Link to comment Share on other sites More sharing options...
Apollo13 Posted September 28, 2013 Share Posted September 28, 2013 Hey everybody I'm having trouble attaching a radial connector port in LKO. I have no trouble removing it, just attaching it to a new place, or even back in the old spot. I can pick it up, but when i try to attach, i press h and nothing happens. Works on Kerbin, but not in LKO. The winch works fine, the only problem i'm having is the connector port. Any advice?Starwaster suggests that you go back to KSC to resolve this. Before doing so, try a simple QuckSave/QuickLoad. That always resolves the issue for me. If that fails, then, go back to KSC. Link to comment Share on other sites More sharing options...
RuBisCO Posted September 28, 2013 Share Posted September 28, 2013 Has anyone tried violent dock-o-crashing using KAS and no RCS? In my testing I've successfully docked ships traveling at up to 25 m/s from each other. 1. Have ships pass within a few meters of each other.2. Aim KAS system so that other ship will cross its line of fire3. Wait for it, wait for it, wait... OOps you missed it, reload!4. Fire Electromagnets and grab on to other ship.5. Violent tumbling begins.6. Retract KAS and switch on and off ASAS on both sips until their magic infinite spin gyros suck up all the kinetic energy7. Line up docking ports (or if you done this well enough they will already be close enough to pull each other in automatically.)8. Fire KAS again and pull each other in.Advantages: No need for RCS, no need to match velocities as long as they are below 25 m/s (maybe higher, just haven't tested higher), violent hair-raising fun. Link to comment Share on other sites More sharing options...
satcharna Posted September 28, 2013 Share Posted September 28, 2013 Has anyone tried violent dock-o-crashing using KAS and no RCS? In my testing I've successfully docked ships traveling at up to 25 m/s from each other. 1. Have ships pass within a few meters of each other.2. Aim KAS system so that other ship will cross its line of fire3. Wait for it, wait for it, wait... OOps you missed it, reload!4. Fire Electromagnets and grab on to other ship.5. Violent tumbling begins.6. Retract KAS and switch on and off ASAS on both sips until their magic infinite spin gyros suck up all the kinetic energy7. Line up docking ports (or if you done this well enough they will already be close enough to pull each other in automatically.)8. Fire KAS again and pull each other in.Advantages: No need for RCS, no need to match velocities as long as they are below 25 m/s (maybe higher, just haven't tested higher), violent hair-raising fun.I've done something similar. I used an EVA kerbal with a connector plug to hook two spacecraft together, with a relative velocity of roughly ten meters per second. I then went back and grabbed another plug, and attached it on the other side of the docking port, and retracted both at the same time. The overly strong and rapid winches made them crash into each other and a thruster broke off, but I'm sure with designs that take collisions into account it would be a very effective method of docking. Link to comment Share on other sites More sharing options...
cfds Posted September 28, 2013 Share Posted September 28, 2013 I guess the only way to prevent ground based objects from exploding is to set them on landing struts. Link to comment Share on other sites More sharing options...
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