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Use Subassembly Loader


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It counts a "node" as the little green blobs that show where you can attach things to your rocket. If your trying to save a rocket part with a command module on top, simply remove the part on top of it (a parachute for example).

It just needs a spare node so you can load it in and attach it to other stuff more easily. Hope this helped.

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For anyone else having issues, you need to ensure that there is an available node on the root part of the subassembly.

For example, in the case of a rocket that has fuel, engines, etc. beneath the command pod, and escape tower, comms, etc. above the command pod, you would need to save this rocket as two seperate subassemblies. You would have to remove all parts above the pod in order to save the bottom half of the assembly, then reattach the top and remove all parts beneath the pod in order to save the top half of the assembly.

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Hi all;

Has anyone else had a problem with struts or fuel lines not staying in place when you move an assembly into the loader? I'll set up a lifter, and when I bring it out of the loader to attach it to the payload, most if not all the connections are broken - I have to go through and reset them.

Any ideas?

Thanks!

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Sub-assembly is an awesome addition which has saved me so much time but it does take a little bit of getting used to.

When building designs that will be loaded into another ship I often start with an extra command module at the point I want the attachment node for the item to be. This command module will not be saved of course, but when I'm done designing I can simply remove the whole design from that initial module and save it.

For example, when building a rover with a 1 man command module at the front that will be attached to a landing frame at it's rear, I start with a command module at the rear where it will attach to it's frame, build the rover, then I can just disconnect and save the whole thing, ready to be imported elsewhere with no changes needed.

Probably not explaining that too well.

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  • 2 weeks later...

Is there a thread around here for SubAssembly Loader? I searched and could not find one. Is the creator of this add-on about?

It would really really be nice if the requirement for an open node on the root module be removed. Tristavius, I suppose that work-around could work. You don't have problems loading a main spacecraft as the root of a new rocket?

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We haven't heard from the creator in a while. It's a real shame, both of his utilities are amazing and were all afraid that a coming update will break them :(

As for fuel lines not working properly after you load the subassembly, yes that's a known issue, when you place the assembly the fuel line Start nodes are still there but the end nodes are gone. As long as you remember where the fuel lines are supposed to lead it's a simple matter of just reconnecting them :)

Also sometimes it does the same thing to Struts, so double check the struts as well

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  • 2 weeks later...

someone created a quick patch, waiting for the original author to do it :)

http://forum.kerbalspaceprogram.com/showthread.php/30696-0-20-Subassembly-Loader-0-20-Compatibility-Patch?p=380100 - basically, install the 0.19 version of subassembly loader, then overwrite the DLL with the one this guy created, it will move the icon and prevent some errors.

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