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Kerbal-deployed sensors- think it's possible?


Tassyr

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So I'm trying to reverse-engineer the flag planting mechanism to see if I can give Kerbals sensors (Thermometers, or grav sensors, or whatnot- or even a simple area light) that a Kerbal can plant into the ground near them. So far, little luck, but I'm working on it. The big problem though is I can't find a location for this part/rules for it. Anyone got any advice? I mean, I can edit them in the save file after the fact, but that's kinda not great.

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I had actually wanted to create little "P.I.P lights"*Placed Illuminating Part* that created parts and did that*a way to mark paths on the moon, or landing pads, that sort of thing.*

I do know that the maker of Quantum Struts had managed to give a kerbal something, so you could try contacting him/her to see how they accomplished that.

I hope this helps.

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This is already possible via KAS grab/attach modules for configs.

You would need the KAS mod installed (or at least the plugin), and modify the attachment module to allow static attachment. The only other thing that would be done is to make the sensor self sustaining (a small rtg to keep it running) and a probe core. This assembly could then be attached to the outside of a lander and deployed by an EVA green dude.

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This is already possible via KAS grab/attach modules for configs.

You would need the KAS mod installed (or at least the plugin), and modify the attachment module to allow static attachment. The only other thing that would be done is to make the sensor self sustaining (a small rtg to keep it running) and a probe core. This assembly could then be attached to the outside of a lander and deployed by an EVA green dude.

See that seems a) a bit larger and B) a bit more part intensive than I was going for- but close. I really was thinking something like how they keep the flags in hammerspace or wherever- just four or five little markers instead.

I had actually wanted to create little "P.I.P lights"*Placed Illuminating Part* that created parts and did that*a way to mark paths on the moon, or landing pads, that sort of thing.*

I do know that the maker of Quantum Struts had managed to give a kerbal something, so you could try contacting him/her to see how they accomplished that.

I hope this helps.

Ooh- who made that mod? I can't seem to find it on the forum. Also, how far did you get on the PIPs?

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If you do figure it out, I'll be glad to forward my PIP to you to implement.

Also, if you can, try to have the ability to drop 20 per kerbal, as one per kerbal on the moon is just...:P

If BoJaN is a dead end, try contacting the maker of Kerbal Attachment System, or KAS. He has a few extra bells and whistles.

Edited by Zaeo
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See that seems a) a bit larger and B) a bit more part intensive than I was going for- but close. I really was thinking something like how they keep the flags in hammerspace or wherever- just four or five little markers instead.

A) could be made small

B) could be made a single part

In fact if you already use KAS could could have the stock sensors set up like this in about 1min, just pop probecore module, rtg module, and the KAS modules into the 4 sensors, set attach module to static....done =)

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Khaos what your saying would work as a fall back, but I like the idea he's got. The Kerbal carries it inside his EVA pack the same way he carries the flag, and its brought out via context menu when needed. No ship required!

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Khaos what your saying would work as a fall back, but I like the idea he's got. The Kerbal carries it inside his EVA pack the same way he carries the flag, and its brought out via context menu when needed. No ship required!

Exactly! Now all I gotta figure out is how Squad made the flag thing work. Problem is I can't even figure out where to look...

Edited by Tassyr
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Exactly! Now all I gotta figure out is how Squad made the flag thing work. XD

I know a few people have been barking up this tree, and thus far there is no mod to allow multiple flags, let alone carrying other items. That says to me either it wont work, or the EVA flag bit is part of the code that's not supposed to be fiddled with.

Maybe I'm wrong, I actually hope I am. I like the idea he has as well.

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I know a few people have been barking up this tree, and thus far there is no mod to allow multiple flags, let alone carrying other items. That says to me either it wont work, or the EVA flag bit is part of the code that's not supposed to be fiddled with.

Maybe I'm wrong, I actually hope I am. I like the idea he has as well.

Hey, considering I can't even find the relevant... uh... anything.. x.x

Honestly, if I could just figure out how to edit the kerbal "inventory," Maybe just spawn the damn things from there, that might be enough...

Edited by Tassyr
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Hey, considering I can't even find the relevant... uh... anything.. x.x

Honestly, if I could just figure out how to edit the kerbal "inventory," Maybe just spawn the damn things from there, that might be enough...

EVA supplies are allocated on pressing the EVA button, and only then.

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I know we can add part modules to a Kerbal EVA,

I know we can add a right click function to an EVA'd Kerbal.

I suspect (never looked into it) that you could spawn a 'vessel' on command.

I know we CAN NOT add any animations to kerbals.

So basically you could add a right click menu to a Kerbal that triggers a special module that spawns a new 'vessel' near the Kerbal, this 'vessel' would be a single part, but would have the modules for command, electricity storage, electricity generation? (or limited time batteries would be cool) and animation (maybe not, just have the light always on.)

The catch would be the kerbal would simply stand motionless while the light appeared next to him.

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I know we can add part modules to a Kerbal EVA,

I know we can add a right click function to an EVA'd Kerbal.

I suspect (never looked into it) that you could spawn a 'vessel' on command.

I know we CAN NOT add any animations to kerbals.

So basically you could add a right click menu to a Kerbal that triggers a special module that spawns a new 'vessel' near the Kerbal, this 'vessel' would be a single part, but would have the modules for command, electricity storage, electricity generation? (or limited time batteries would be cool) and animation (maybe not, just have the light always on.)

The catch would be the kerbal would simply stand motionless while the light appeared next to him.

So long as the kerbal can just step away once it's spawned, this wouldn't be a problem in the least to me.Is there a guide to doing this anywhere?

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