fathed Posted August 30, 2014 Share Posted August 30, 2014 I started a new thread in the general add-on forum so we can move this conversation out of the KAS release thread, as the discussion isn't directly related to the KAS releases.http://forum.kerbalspaceprogram.com/threads/92380-Mod-LicensingAs an effort to moderate ourselves, let's move the licensing issues to that thread and let's not pollute the KAS release thread with it. Link to comment Share on other sites More sharing options...
nick669 Posted August 30, 2014 Share Posted August 30, 2014 Hello, i'm trying to add the KASModuleGrab on KAS_ContainerBay. it' works (I tried 2 ways. via addModule.cfg and editing the cfg part file), but it attaches behind the surface. I mean, half of the mesh is hidden inside the part or ground. I don't see any surface distance code or attach z position (only EVA) to fix this. I've tried changing the node name. but no changes.Any idea how to fix this?this is the code i'm using (addModule.cfg): ///////// KAS_ContainerBay1 ///////GRAB{ stockPartName = KAS_ContainerBay1 evaPartPos = (0.0, 0.40, -0.10) evaPartDir = (0,0,-1) attachNodeName = bottom attachOnPart = True attachOnEva = False attachOnStatic = True attachSendMsgOnly = False} Link to comment Share on other sites More sharing options...
Roninpawn Posted August 30, 2014 Share Posted August 30, 2014 [KSP] New Pawnington 9: The Second Coming of the HergardBill Kerman needs to be saved! And after the baptism we should probably recover him from orbit, too.Welcoming KAS to the modpack! (Thanks Jefferson) Link to comment Share on other sites More sharing options...
KospY Posted August 31, 2014 Share Posted August 31, 2014 (edited) I made a fix for 0.24.2.Please see the new KAS thread Here Edited August 31, 2014 by KospY Link to comment Share on other sites More sharing options...
Airogue Posted August 31, 2014 Share Posted August 31, 2014 Merci KospY! Link to comment Share on other sites More sharing options...
Kenobi McCormick Posted September 1, 2014 Share Posted September 1, 2014 (edited) except when dealing with physical items where it's very dangerous to do so. No, even then one's perfectly free to tinker. If I want to modify my chainsaw to not have the safety brake on it I'm well within my rights to do so. If I want to remove the airbags in my car I'm well within my right to do so. If I want to live in a house that doesn't have a grounded electrical system it's well within my right to do so. These things are dangerous, sure, but it's still my right to do them. They're not endangering other people and I own the things theoretically being modified. And, hell, I often modify lighters to be more convenient to use(IE disable the ........ 'safety' button that requires an act of congress to get to move most of the time). My stuff my rules. they could implement an api key system and just remove the keys of any "offending" mods. DRM on mods would kill KSP. DRM in general is wrong, and I could soapbox about how it's an insult to the customer for days if I wanted to and didn't mind risking mod wrath. Edited September 1, 2014 by Kenobi McCormick Link to comment Share on other sites More sharing options...
Khatharr Posted September 1, 2014 Share Posted September 1, 2014 I'm well within my rights to do so.A right is simply something that a man with a gun tells you that you can do. In a free society rights are assumed and crimes are specified.Or to put it in the words of Ayn Rand, "The question isn't who is going to let me; it's who is going to stop me." Link to comment Share on other sites More sharing options...
NathanKell Posted September 2, 2014 Share Posted September 2, 2014 Unless there's an Ayn Kerman, let's stay on the topic of KAS, shall we? Link to comment Share on other sites More sharing options...
Khatharr Posted September 2, 2014 Share Posted September 2, 2014 Link to comment Share on other sites More sharing options...
goldenpsp Posted September 2, 2014 Share Posted September 2, 2014 http://puu.sh/bhIHy/88aabe438e.pngSuch low stupidity. Must be fake. Link to comment Share on other sites More sharing options...
Liowen Posted September 2, 2014 Share Posted September 2, 2014 (edited) Such low stupidity. Must be fake.Nah she just has a good head on her shoulders.... Edited September 2, 2014 by Liowen Link to comment Share on other sites More sharing options...
occ Posted September 2, 2014 Share Posted September 2, 2014 I am having a problem that I could not figure out. Apparently, I can attach containers to their bays, but I cannot edit their contents. Could someone please give me some advice on how to fix the problem? Link to comment Share on other sites More sharing options...
mjy Posted September 3, 2014 Share Posted September 3, 2014 how much weight can the mignet pull up, around 30 t it seem to want to break, can we modified it for more? Link to comment Share on other sites More sharing options...
dzikakulka Posted September 3, 2014 Share Posted September 3, 2014 KAS/parts/hook-magnet/magnet.cfg -> breakForce in KASModuleMagnet ? Link to comment Share on other sites More sharing options...
mjy Posted September 5, 2014 Share Posted September 5, 2014 great mod, amazing stuff, having fun with this, made a crane, modified the cfg, was barly able to pull up 20-30 t, now I fix it up and it can pull up 300 t + not sure didn`t want to break my 150 ton crane anyway how do I go about releasing my modified kas parts, cfg?? Link to comment Share on other sites More sharing options...
Nori Posted September 5, 2014 Share Posted September 5, 2014 Am I out of place with saying this thread should be locked with a link to 0.4.8? I just feel like it is going to confuse people to have this up still. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted September 5, 2014 Share Posted September 5, 2014 Use kospY updated 0.24!hereand yes nori Link to comment Share on other sites More sharing options...
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