Paul Kingtiger Posted April 30, 2014 Share Posted April 30, 2014 I'm having an issue with some KASable parts in the Universal Storage mod, but I'm not sure if it's a bug or bad config on my part.The core part is set as a bay with the wedge as a grabable part. The wedge then attaches to the bay via the same node that they were attached with in the VAB.The wedge fits perfectly when the craft was built, but if I then grab the part on eva and reattach it, it appears slightly skewed.BeforeAfter, showing the wedge misaligned. Link to comment Share on other sites More sharing options...
Stromos Posted April 30, 2014 Share Posted April 30, 2014 Is there any version of Kerbal Attachment System for 0.23.0 patch? Link to comment Share on other sites More sharing options...
HeadHunter67 Posted May 1, 2014 Share Posted May 1, 2014 According to SpacePort, version 0.4.7 is compatible with KSP 0.23.5. Link to comment Share on other sites More sharing options...
gleedadswell Posted May 2, 2014 Share Posted May 2, 2014 Hi all,I'm loving this mod. I'm building a big kethane extraction/processing site on Minmus.I've hit a slight snag with it elsewhere. During an orbital EVA my kerbal can open a container and get out an item (say a pipe endpoint or a strut endpoint). It appears on his back just like it should. But then I can't right-click select the part to do anything with it. The part lights up green when I hover the mouse over it, but the right click brings up the context menu for the kerbal, not for the part. So I can't do anything with the part. I can re-open the container and stow the part back in the container but anything requiring the part's right-click menu is unavailable.Everything works just fine down on the surface. It is only during an orbital eva that this happens. Is this a known behaviour of the mod? I'm running 0.23.0, not 0.23.5. Link to comment Share on other sites More sharing options...
undercoveryankee Posted May 2, 2014 Share Posted May 2, 2014 Is there any version of Kerbal Attachment System for 0.23.0 patch?Hi all,I'm loving this mod. I'm building a big kethane extraction/processing site on Minmus.I've hit a slight snag with it elsewhere. During an orbital EVA my kerbal can open a container and get out an item (say a pipe endpoint or a strut endpoint). It appears on his back just like it should. But then I can't right-click select the part to do anything with it. The part lights up green when I hover the mouse over it, but the right click brings up the context menu for the kerbal, not for the part. So I can't do anything with the part. I can re-open the container and stow the part back in the container but anything requiring the part's right-click menu is unavailable.Everything works just fine down on the surface. It is only during an orbital eva that this happens. Is this a known behaviour of the mod? I'm running 0.23.0, not 0.23.5.I think 0.4.6 was the last version compiled against 0.23.0. If you're having issues with 0.4.7 on KSP 0.23, you might try rolling back to check whether the problem is version-related. Link to comment Share on other sites More sharing options...
Arcamean Posted May 2, 2014 Share Posted May 2, 2014 I'm a little confused as to where I can find the storage container or what tech I need for it. I wanted to have a small rover that could be easily attached to a lander, run off gather samples and run back. I downloaded the Pandora rover although I got fed up trying to get it assembled (KSP refuses to let me snap to points that should). Anywho I was going to salvage it but I can't find a container to put soil samples and data reports in. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 2, 2014 Share Posted May 2, 2014 but I can't find a container to put soil samples and data reports in.That's not what KAS containers can be used for. Sure, you could add a ModuleScienceContainer to the containers cfg, but this mod is a specialised part for those kind of things. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 2, 2014 Share Posted May 2, 2014 So is this, and it comes with other nifty things. Plus it's still being actively maintained. Mainly though, it's standard toolbox comes with KAS and science container modules. Part-count reductions are always a good thing.http://forum.kerbalspaceprogram.com/threads/77620-0-23-5-Versatile-Toolbox-System Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 2, 2014 Share Posted May 2, 2014 <snip>Much better suggestion. I knew there was some kind of science data storage box, and I just linked the first google result. Yours is better Link to comment Share on other sites More sharing options...
gleedadswell Posted May 3, 2014 Share Posted May 3, 2014 I think 0.4.6 was the last version compiled against 0.23.0. If you're having issues with 0.4.7 on KSP 0.23, you might try rolling back to check whether the problem is version-related.OK, tried that but it doesn't seem to have fixed the problem. I'll try starting a new sandbox game in a fresh directory without so many other mods and see if it works for me there. Link to comment Share on other sites More sharing options...
NoMrBond Posted May 3, 2014 Share Posted May 3, 2014 Experiencing some oddities with KAS 0.4.7 the struts seem to be, uhh, rubbery? They flex and stretch after linking and don't really seem to be holding all that well, connections are loose and reinforcing with additional connections doesn't seem to help.The part.cfg for the KAS_Strut1 has maxLenght instead of maxLength (not sure if that's relevant to the issue)?How should the KAS strut compare to the linearStrength/angularStrength (150/150) of the stock strut, or there a way to make them a bit more rigid? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 3, 2014 Share Posted May 3, 2014 In terms of structural stability, you're better off connecting a fuel line than a KAS strut. Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 3, 2014 Share Posted May 3, 2014 is it possible to put subassemblies in the containers? it would be a nice feature. Link to comment Share on other sites More sharing options...
NoMrBond Posted May 4, 2014 Share Posted May 4, 2014 In terms of structural stability, you're better off connecting a fuel line than a KAS strut.If the the fuel line is giving more structural strength than the strut, that sounds like a bug which should be looked into Link to comment Share on other sites More sharing options...
a.g. Posted May 4, 2014 Share Posted May 4, 2014 The KAS fuel pipe ends are about 2.6 times heavier than the KAS struts, and it is a known thing that part mass matters for connection strength. Stock struts are non-physical and actually create a connection directly between parts they are attached to. Link to comment Share on other sites More sharing options...
benc85 Posted May 4, 2014 Share Posted May 4, 2014 The solution is simple.MOAR STRUTZ! Link to comment Share on other sites More sharing options...
Uberdude9001 Posted May 4, 2014 Share Posted May 4, 2014 The KAS fuel pipe ends are about 2.6 times heavier than the KAS struts, and it is a known thing that part mass matters for connection strength. Stock struts are non-physical and actually create a connection directly between parts they are attached to.Perhaps the KAS struts could do this too? Link to comment Share on other sites More sharing options...
NoMrBond Posted May 5, 2014 Share Posted May 5, 2014 Perhaps the KAS struts could do this too?I would be fine with some 0.05 mass 'heavy strut' endpoints (making each strut/pair 0.1 mass) if that meant more strength than a fuel pipe for situations that call for it.I'm sure the current 0.0075 mass strut ends are fine for a lot of things, but something heavier for when the going gets tough and the SLS tanks are trying to do the wacky inflatable arm man dance would be very helpful. Link to comment Share on other sites More sharing options...
Albert VDS Posted May 5, 2014 Share Posted May 5, 2014 Or just have 3 versions; normal, medium and heavy struts. Link to comment Share on other sites More sharing options...
ThorBeorn Posted May 7, 2014 Share Posted May 7, 2014 (edited) Hi. I'm trying to add KAS support via a MM config to a part to make it function as a large container. I wrote this in the cfg: %MODULE[KASModuleContainer] { maxSize = 500 }And it adds the container function as desired. BUT, it also changes the mass of the part from 6 tonnes, to a mere 0.216 tonnes - the weight of the KAS module itself.Why is that and how do I change it? I've got "@mass = 6.0" in the cfg already and it worked until I added KAS.Thanks in advance.Edit:Nevermind this post, I made a mistake. It turns out the problem is with adding RealFuels which I forgot I also did. The example above works just fine. Edited May 7, 2014 by ThorBeorn Link to comment Share on other sites More sharing options...
skbernard Posted May 7, 2014 Share Posted May 7, 2014 (edited) Hi. I'm trying to add KAS support via a MM config to a part to make it function as a large container. I wrote this in the cfg: %MODULE[KASModuleContainer] { maxSize = 500 }And it adds the container function as desired. BUT, it also changes the mass of the part from 6 tonnes, to a mere 0.216 tonnes - the weight of the KAS module itself.Why is that and how do I change it? I've got "@mass = 6.0" in the cfg already and it worked until I added KAS.Thanks in advance.why the complicated code? post the rest of the code if its a huge cfgthe simple way wont suffice?@PART[partNameHERE]{ MODULE { name = KASModuleContainer maxSize = 40 } }what about testing for the presence of the KAS Module in the part search - this one tests for the presence of the CommandModule and the absence of the KASModuleContainer@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[KASModuleContainer]] Edited May 7, 2014 by skbernard code tag didnt work, more info Link to comment Share on other sites More sharing options...
ThorBeorn Posted May 7, 2014 Share Posted May 7, 2014 Thanks for your reply. I don't see what's complicated about my code, compared to your suggestion? I just wanted to add KASModuleContainer to one specific part, which I did, not to all parts with CommandModule.Maybe there is a misunderstanding. I'm talking about one mod specific cfg here, and yes it's huge.OT: Regarding the problem with mass being low, it turns out RealFuels automatically changes mass of parts with ModuleFuelTanks if you don't tell it not to. Problem solved anyway! Link to comment Share on other sites More sharing options...
Niels Posted May 12, 2014 Share Posted May 12, 2014 Can KAS cables support collisions? Could this be implemented as optional feature? Maybe via making cables to consist of N (10-20 for 50m cables) number of segments, which are treated as procedural parts? Link to comment Share on other sites More sharing options...
Galane Posted May 12, 2014 Share Posted May 12, 2014 Can KAS cables support collisions? Could this be implemented as optional feature? Maybe via making cables to consist of N (10-20 for 50m cables) number of segments, which are treated as procedural parts?Got a Hoth snowspeeder and an AT-AT you're wanting to wind up and take down? Link to comment Share on other sites More sharing options...
medicriley Posted May 12, 2014 Share Posted May 12, 2014 If I remember correctly I used to be able to connect the pipe end points in a "undocked" option. This would allow me to attach cargo in planes and such. Anyway this can be added back in like we now have with the plugs? Here is a link to a screen shot on exactly what I mean http://i.imgur.com/9WixsQ3.jpg Link to comment Share on other sites More sharing options...
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