sumghai Posted October 18, 2013 Share Posted October 18, 2013 Majiir, would it be too much to ask for a wildcard search for KASModuleGrab\bayType and KASModulePartBay\type? While not hugely critical, it would be handy for situations where a PartBay could categorically accept a range of different Containers without having to individually specify the allowed types.For instance:MODULE{ name = KASModulePartBay BAY { attachNode = top type = [B]someCustomContainerSystem[/B] }}could automatically accept bayTypes someCustomContainerSystem_subcategoryA, someCustomContainerSystem_subcategoryB, someCustomContainerSystem_subcategory123, etc, such that a person could pump out as many variants on the same container without having to go back and modify the rack as well. Link to comment Share on other sites More sharing options...
Nostromo Posted October 18, 2013 Share Posted October 18, 2013 Really enjoying this mod! I've been using it with the robotics add to make a arm with magnetic attached to bring in ships near my station since I suck at docking. Link to comment Share on other sites More sharing options...
Deakn Posted October 18, 2013 Share Posted October 18, 2013 (edited) Yay KAS with Science I rarely play for long without KAS; or Kethane for that matter, and now I've made both usable with SCIENCE xD MuhahahaThank you for making and maintaining the mod and KEEP ON ROLLING!! P.S. Linking pipes on Minmus is making an explosion noise and the pipe-end connector is destroyed and the vehicle or pylon that it was attached to will throw itself up in the air *sad panda* Edited October 18, 2013 by Deakn Link to comment Share on other sites More sharing options...
Tassyr Posted October 19, 2013 Share Posted October 19, 2013 (edited) Two things. First I want to thank you for this freaking AMAZING mod. I've had no end of fun assembling little sprawling bases on the mun, or projects like the Argus station here- neither of which would have been possible sans this mod. http://imgur.com/a/EccjC#0Two: I have a few mods that add small parts- RCS ports, a battery unit, a camera, some other odds and ends- and I'd like to know if it's easy to add them to the list of parts you can store/place by Kerbal. Thanks!(Though a heads up to anyone using Pipes on a station; F5 before you place 'em. I had one connection detonate the entire core of my station, sending several chunks of debris into space, killing three kerbals, and stranding two more. Ow.) Edited October 19, 2013 by Tassyr Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 19, 2013 Share Posted October 19, 2013 Two: I have a few mods that add small parts- RCS ports, a battery unit, a camera, some other odds and ends- and I'd like to know if it's easy to add them to the list of parts you can store/place by Kerbal. Thanks!It's fairly trivial. Just open the KAS folder and open addModule.cfg. Link to comment Share on other sites More sharing options...
Tassyr Posted October 19, 2013 Share Posted October 19, 2013 It's fairly trivial. Just open the KAS folder and open addModule.cfg.Sweet, thanks! Hey, is there any rule about things that can't be added? I'm curious about adding the small cube probe core... just for the sake of it, so I can make probes on distant shores, so to speak. XD Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 19, 2013 Share Posted October 19, 2013 Sweet, thanks! Hey, is there any rule about things that can't be added? I'm curious about adding the small cube probe core... just for the sake of it, so I can make probes on distant shores, so to speak. XDMan, if you don't crash the game messing around with this you're not doing it right. Link to comment Share on other sites More sharing options...
Tassyr Posted October 19, 2013 Share Posted October 19, 2013 Man, if you don't crash the game messing around with this you're not doing it right.I'm doing it right then. Adding that core somehow fried my ability to load saves. *Headscratch* Figuring this out. Link to comment Share on other sites More sharing options...
Khan_Tiger Posted October 20, 2013 Share Posted October 20, 2013 Has anyone made KAS available on the tech tree? Currently it's a question of awesome winches n' such, or being able to perform important science for all kerbalkind. I realize that it's possible to edit configs, but I tend to break things more often than not when going down that route. Link to comment Share on other sites More sharing options...
nismobg Posted October 20, 2013 Share Posted October 20, 2013 Has anyone made KAS available on the tech tree? Currently it's a question of awesome winches n' such, or being able to perform important science for all kerbalkind. I realize that it's possible to edit configs, but I tend to break things more often than not when going down that route.Its actually pretty easy:Find the part you want to add , open its .cfg file and paste "TechRequired = nanolathing " without the bracket . Here is example :// --- editor parameters ---TechRequired = nanolathingcost = 680category = Utilitysubcategory = 0title = Container Type Amanufacturer = Sklifosovsky Labsdescription = A KAS dedicated container for storing grabbable parts. Right click on it to edit content.You can chose the tree node by using this 2 websites as reference:http://i.imgur.com/OkwRzka.png current treehttps://dl.dropboxusercontent.com/u/22972712/ksp%20forum/tree_trimmed.txt Nodes naming Link to comment Share on other sites More sharing options...
Secret Squirrel Posted October 20, 2013 Share Posted October 20, 2013 Its actually pretty easy:Find the part you want to add , open its .cfg file and paste "TechRequired = nanolathing " without the bracket . Here is example :// --- editor parameters ---TechRequired = nanolathingcost = 680category = Utilitysubcategory = 0title = Container Type Amanufacturer = Sklifosovsky Labsdescription = A KAS dedicated container for storing grabbable parts. Right click on it to edit content.You can chose the tree node by using this 2 websites as reference:http://i.imgur.com/OkwRzka.png current treehttps://dl.dropboxusercontent.com/u/22972712/ksp%20forum/tree_trimmed.txt Nodes namingI haven't tried without but I think it needs a "entryCost" also.// --- editor parameters ---TechRequired = nanolathingcost = 680entryCost = 1800 <---ishcategory = Utilitysubcategory = 0title = Container Type Amanufacturer = Sklifosovsky Labsdescription = A KAS dedicated container for storing grabbable parts. Right click on it to edit content. Link to comment Share on other sites More sharing options...
nismobg Posted October 20, 2013 Share Posted October 20, 2013 dont worry about cost Link to comment Share on other sites More sharing options...
KhaosCorp Posted October 20, 2013 Share Posted October 20, 2013 (edited) I haven't tried without but I think it needs a "entryCost" also.// --- editor parameters ---TechRequired = nanolathingcost = 680entryCost = 1800 <---ishcategory = Utilitysubcategory = 0title = Container Type Amanufacturer = Sklifosovsky Labsdescription = A KAS dedicated container for storing grabbable parts. Right click on it to edit content.entryCost = is not a required line AT THIS TIME. If not defined it defaults to zero. However, unless you want to redo the configs Id throw a research cost in there now...since it will have bearing on gameplay once the economy is fully implemented.Should also note that any part can be put into any node...you dont have to put KAS stuff into nanolathing (dont make sense for this stuff to be in there anyway..since nonolathing is akin to 3d printing...nothing to do with winches, boxes, or pipes). Edited October 20, 2013 by KhaosCorp Link to comment Share on other sites More sharing options...
Synthesis Posted October 20, 2013 Share Posted October 20, 2013 A question for you and your brilliant mod-making skills, Majir.Back in 0.20, I created an unmanned soil collection unit/returner using your mod and K&W. Now that soil collection is actually a thing, do you think it would be possible to turn a part--say, the empty winch weight or something else--into a soil collection tool for Science purposes? Or is that only possible for EVA? Link to comment Share on other sites More sharing options...
Tassyr Posted October 20, 2013 Share Posted October 20, 2013 (edited) Uhm, question. Has anyone else run into a problem where PB-NUK reactors don't kick out ANY power when placed manually?In fact, ANY power generating device- panel or reactor- fails completely. Help? Edited October 20, 2013 by Tassyr Link to comment Share on other sites More sharing options...
nismobg Posted October 20, 2013 Share Posted October 20, 2013 There was this issue in the past not sure if it was ever fixed. Link to comment Share on other sites More sharing options...
taniwha Posted October 20, 2013 Share Posted October 20, 2013 Uhm, question. Has anyone else run into a problem where PB-NUK reactors don't kick out ANY power when placed manually?In fact, ANY power generating device- panel or reactor- fails completely. Help? Ladders too. I accidentally removed a ladder from my ladder (wanted to extend it, clicked the wrong button) and after replacing it, I could no longer climb the ladder. Worse, the attachment was very weak and bumping the ladder with a kerbal caused it to move around. I suspect the colliders were deactivated (or the activation/deactivation was broken) by detaching and never enabled when reattaching, and the joint strength may be too weak. Link to comment Share on other sites More sharing options...
nismobg Posted October 20, 2013 Share Posted October 20, 2013 I really cant remember well but see if the issue has to do with attaching parts from parent to parent ship. Try with parts from another close by ship. Link to comment Share on other sites More sharing options...
Tassyr Posted October 20, 2013 Share Posted October 20, 2013 Found a fix. PLace all parts. hit F5, then F9. Bam. Link to comment Share on other sites More sharing options...
Synthesis Posted October 20, 2013 Share Posted October 20, 2013 You know, courtesy of this amazing mod, what we really need is a small, lightweight, backpack-size parachute to simulate a bail out! Link to comment Share on other sites More sharing options...
djpable Posted October 20, 2013 Share Posted October 20, 2013 is it possible to do things without eva ? It's a fantastic mod, but it could be useful to jump eva actions after some time....EVA is really annoying... Link to comment Share on other sites More sharing options...
Railgunner2160 Posted October 20, 2013 Share Posted October 20, 2013 Try the Vanguard mod. Nice parachute mod for kerbals, even has an ejection part for Ejection seats, Trust me it works!!!! Link to comment Share on other sites More sharing options...
nismobg Posted October 20, 2013 Share Posted October 20, 2013 is it possible to do things without eva ? It's a fantastic mod, but it could be useful to jump eva actions after some time....EVA is really annoying...Thats the point of this mod to use EVA Link to comment Share on other sites More sharing options...
Imca Posted October 20, 2013 Share Posted October 20, 2013 How do I KASify a part? Make it grabable and atachable?I made a small .625 meter probe core with the intention of making it something you could plug into a rocket with no control and make it work agian, but I dont know how the grab modual works. Link to comment Share on other sites More sharing options...
TomatoSoup Posted October 20, 2013 Share Posted October 20, 2013 Any word on when this will be added to the R&D tree? Link to comment Share on other sites More sharing options...
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