R0cketC0der Posted July 14, 2014 Share Posted July 14, 2014 Does anyone have a link to the third party configs for this that add a ton of parts for placing? I think it was "A Mechanic is Jeb" or something like that. I can't find it #Here it is. Link to comment Share on other sites More sharing options...
Parokki Posted July 14, 2014 Share Posted July 14, 2014 Suppose I was making a base on another planet/moon and was running KAS along with Interstellar and TAC life support. Would some of the EVA-attached fuel lines or what have you from this mod allow me to link a bunch of separate modules in a manner that allowed both the life support and megajoules to be shared amongst them? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 14, 2014 Share Posted July 14, 2014 In a word: yes. Link to comment Share on other sites More sharing options...
Parokki Posted July 14, 2014 Share Posted July 14, 2014 Great, thanks! Looks like KAS will be on my mod list for 0.24. By the way, is there any prediction on whether the next patch will break this mod and how complicated the potentially necessary fixes will be? Link to comment Share on other sites More sharing options...
Olympic1 Posted July 15, 2014 Share Posted July 15, 2014 Great, thanks! Looks like KAS will be on my mod list for 0.24. By the way, is there any prediction on whether the next patch will break this mod and how complicated the potentially necessary fixes will be?It shoudn't be breaking but we'll have to see when 0.24 comes out Link to comment Share on other sites More sharing options...
klikkolee Posted July 16, 2014 Share Posted July 16, 2014 I tried to mod a part to have the ability to be held by kerbals. when I try to place it, I get the message "too far from source." I thought it meant "get closer," so I got closer with no effect. I then checked if the distance was based on the center of the part, so I put it directly under the center of it. is there a something I need to adjust to make this functional? is it just too big for kas to comprehend? I am using version 0.4.7. here is the code I added:MODULE{ name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) attachOnPart = True attachOnEva = True attachOnStatic = True} Link to comment Share on other sites More sharing options...
Majiir Posted July 16, 2014 Author Share Posted July 16, 2014 By the way, is there any prediction on whether the next patch will break this mod and how complicated the potentially necessary fixes will be?Unfortunately, I'm not expecting to have KAS ready until a day or two after 0.24 is released. I'll be able to speak about the details once the update hits. Link to comment Share on other sites More sharing options...
jrandom Posted July 16, 2014 Share Posted July 16, 2014 What? A whole two days? What ever will I do?? Link to comment Share on other sites More sharing options...
PlonioFludrasco Posted July 16, 2014 Share Posted July 16, 2014 Hello, I've just made a couple of new (well, not new, resized) parts, and I'd like to make them grabbable and attachable. As they are a scaled version of the RCS radial tank, I've copied its section in the addModule.cfg file and modified the part name and storage size. But my kerbals can only grab that parts, and can't attach them. What can I do? Link to comment Share on other sites More sharing options...
AfailingHORSE Posted July 17, 2014 Share Posted July 17, 2014 Unfortunately, I'm not expecting to have KAS ready until a day or two after 0.24 is released. I'll be able to speak about the details once the update hits.So, dem details Link to comment Share on other sites More sharing options...
Wren Posted July 17, 2014 Share Posted July 17, 2014 Ooooh, can't wait..... Link to comment Share on other sites More sharing options...
Majiir Posted July 18, 2014 Author Share Posted July 18, 2014 So, dem details Indeed!During the initial rounds of 0.24 experimentals, we requested a number of features to make modding easier with the new update. Unfortunately, a number of those requests didn't make it in. Among them was the ability for Part and PartModule code to influence the cost of a part, both in the VAB (for purchasing) and in flight (for recovery). This is essential for KAS because the part containers can have a base value, but they can also contain other parts. At the moment, part containers essentially break the game by making some parts free in the VAB and worthless in flight.There is a possible workaround which I might be implementing in the next few days. It wasn't at all clear what would happen in the last few days of experimental testing, so I didn't want to spend a lot of time implementing something that would become obsolete soon after. So, at this moment, no update work has been done on KAS, and some structural changes (as well as the ordinary part cost balancing) will be necessary.Much of this could be made easier if Squad would release a 0.24.1 patch with the requested features. If proper part costs are of interest to you in KAS, please lend your support for a minor revision update to KSP. Link to comment Share on other sites More sharing options...
cpast Posted July 18, 2014 Share Posted July 18, 2014 Please, Squad? Please make it like Majir asked?^^ like that? Link to comment Share on other sites More sharing options...
PringleMan Posted July 18, 2014 Share Posted July 18, 2014 It highly interests me, because combined with part failures it means that long term space ventures have a certain amount of overhead, which I find engaging. To whom / where do I need to speak up for my support of such a feature? Link to comment Share on other sites More sharing options...
aftokinito Posted July 18, 2014 Share Posted July 18, 2014 Indeed!During the initial rounds of 0.24 experimentals, we requested a number of features to make modding easier with the new update. Unfortunately, a number of those requests didn't make it in. Among them was the ability for Part and PartModule code to influence the cost of a part, both in the VAB (for purchasing) and in flight (for recovery). This is essential for KAS because the part containers can have a base value, but they can also contain other parts. At the moment, part containers essentially break the game by making some parts free in the VAB and worthless in flight.There is a possible workaround which I might be implementing in the next few days. It wasn't at all clear what would happen in the last few days of experimental testing, so I didn't want to spend a lot of time implementing something that would become obsolete soon after. So, at this moment, no update work has been done on KAS, and some structural changes (as well as the ordinary part cost balancing) will be necessary.Much of this could be made easier if Squad would release a 0.24.1 patch with the requested features. If proper part costs are of interest to you in KAS, please lend your support for a minor revision update to KSP.Any chance we can get a hacky/semi-working version until then?I know the problem with container parts is annoying but it is not extremly game breaking compared to not being able to boot old save games because of missing KAS parts. Link to comment Share on other sites More sharing options...
koksny Posted July 18, 2014 Share Posted July 18, 2014 Any chance we can get a hacky/semi-working version until then?I know the problem with container parts is annoying but it is not extremly game breaking compared to not being able to boot old save games because of missing KAS parts.You can use old build, it pretty much works, except it doesn't in x64 player (Same problems as in 0.23.5 x64 hack, grabbing doesnt work, things explode on decoupling, etc). Link to comment Share on other sites More sharing options...
aftokinito Posted July 18, 2014 Share Posted July 18, 2014 You can use old build, it pretty much works, except it doesn't in x64 player (Same problems as in 0.23.5 x64 hack, grabbing doesnt work, things explode on decoupling, etc).That's exactly the temporary fix I was requesting.I tested the old KAS build on the x64 version and my vessel started wobbling uncontrolably on the launchpad (including the clamp) due to the container doing weird movements. Link to comment Share on other sites More sharing options...
koksny Posted July 18, 2014 Share Posted July 18, 2014 That's exactly the temporary fix I was requesting.I tested the old KAS build on the x64 version and my vessel started wobbling uncontrolably on the launchpad (including the clamp) due to the container doing weird movements.I highly doubt any modder can solve issues showing up on x64/x86 differences, there is not much platform dependant stuff you can mess up on mod code. And tbh, i don't believe it's related to game itself, it can by Unity related problem for all we know. Either Squad is going to notice the issue and fix it (At some point), or we just have to get used to keep x86/x64 installation, and for few mods making problems - just start x86 to perform things like linking stuff with KAS. None the less, it's impossible for Majiir to fix problem with decouple() (or other physics calulations done behinde the scene, ftr) itself. Looks like KAS for x64 isn't going to happen in 0.24. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 18, 2014 Share Posted July 18, 2014 None the less, it's impossible for Majiir to fix problem with decouple() (or other physics calulations done behinde the scene, ftr) itself. Looks like KAS for x64 isn't going to happen in 0.24.Oorrrrrr, we could have a working x64 KAS, but with parts that are free in the VAB and worthless in flight. That was one of the options and frankly, I don't mind that - there's only so much stuff you can fit in the box anyway. Link to comment Share on other sites More sharing options...
aftokinito Posted July 18, 2014 Share Posted July 18, 2014 I highly doubt any modder can solve issues showing up on x64/x86 differences, there is not much platform dependant stuff you can mess up on mod code. And tbh, i don't believe it's related to game itself, it can by Unity related problem for all we know. Either Squad is going to notice the issue and fix it (At some point), or we just have to get used to keep x86/x64 installation, and for few mods making problems - just start x86 to perform things like linking stuff with KAS. None the less, it's impossible for Majiir to fix problem with decouple() (or other physics calulations done behinde the scene, ftr) itself. Looks like KAS for x64 isn't going to happen in 0.24.You can touch the 95% of the game's code, you just need patience and luck (and coding skills but Majiir has more than enough of those).KAS has experienced tenths if not hundreds of problems like these that everyone supposed were not possible to fix without Squad/Unity fixing bugs but Majiir has always found a way to solve those problems.I'm confident he will be able to find a workaround this time too! Link to comment Share on other sites More sharing options...
koksny Posted July 18, 2014 Share Posted July 18, 2014 Oorrrrrr, we could have a working x64 KAS, but with parts that are free in the VAB and worthless in flight. That was one of the options and frankly, I don't mind that - there's only so much stuff you can fit in the box anyway.What is the point if grabbing doesn't work? Every part manipulation involving decoupling in x64 version will effect in best case swinging your kerbal hundreds meters away, worst case - explosion. At this point i wouldn't really mind just x86 compatible 0.24 release. Just slap big, red letters on front page "NOT WORKING WITH 64 BIT" and, well, done for now. You can touch the 95% of the game's code, you just need patience and luck (and coding skills but Majiir has more than enough of those).KAS has experienced tenths if not hundreds of problems like these that everyone supposed were not possible to fix without Squad/Unity fixing bugs but Majiir has always found a way to solve those problems.I'm confident he will be able to find a workaround this time too!Problem is, solving this kind of issue can take aswell all the time to 0.25. There is no point in holding back 0.24 KAS release if only for x86. I don't doubt in Majiir skills, i just think that if Squad wasn't able to squelch that bug before release, postponing mods release because of it doesn't make sense.But of course it would be great to get this issue solved, i'm pretty sure ProceduralFairings doesn't work now for same reasons. (not tested, but was the case in 0.23.5 x64) Link to comment Share on other sites More sharing options...
ApostleThirteen Posted July 18, 2014 Share Posted July 18, 2014 This mod needs update for 0.24.0 Link to comment Share on other sites More sharing options...
enneract Posted July 18, 2014 Share Posted July 18, 2014 There is no point in a x86 release. You can only run like 2 mods with x86 due to the memory management bugs. Link to comment Share on other sites More sharing options...
Capt. Hunt Posted July 18, 2014 Share Posted July 18, 2014 This mod needs update for 0.24.0thank you for pointing out the obvious. Check the 4-5 posts right above yours for an explanation. Link to comment Share on other sites More sharing options...
biohazard15 Posted July 18, 2014 Share Posted July 18, 2014 On x64, I was able to grab container from its place, drop it, get a part from it. When I've tried to attach said part to my ship (Apollo replica), well... who knew that small stock battery was made of C4?2nd try, I'm doing the same things, only this time all went good... until I've tried to grab attached battery.That said, looks like the decoupling is totally messed up in x64 version. Link to comment Share on other sites More sharing options...
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