Elan Posted December 29, 2013 Share Posted December 29, 2013 ...base jumping from space station...You mean like this ? Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Hodo Posted December 29, 2013 Share Posted December 29, 2013 Hi, today I tried adding a Rockomax 24-77 to a ship in orbit putting the engine in a KAS container and using EVA to attach it to a fuel tank, but the engine does not receive any fuel. Am I missing something?Quick save and reload, that will fix the problem. Link to comment Share on other sites More sharing options...
Corovaneer Posted December 30, 2013 Share Posted December 30, 2013 A radial stackable winch looses control functions if something is (or was) attached below it. GUI is empty and you can't pull connector. If lower (in default VAB orientation) connection node is not occupied it works fine. Link to comment Share on other sites More sharing options...
Darkona Posted December 30, 2013 Share Posted December 30, 2013 A radial stackable winch looses control functions if something is (or was) attached below it. GUI is empty and you can't pull connector. If lower (in default VAB orientation) connection node is not occupied it works fine.This. I was about to post about this, but i never noticed it worked without stuff attached to the bottom, i just found it doesn't show the GUI and is less controllable than the other winches. Link to comment Share on other sites More sharing options...
Reaver67 Posted December 30, 2013 Share Posted December 30, 2013 I had one attached to the bottom of my rocket. Below was a decoupler to the lift stage, and like yours, it would not work Link to comment Share on other sites More sharing options...
jandor Posted December 30, 2013 Share Posted December 30, 2013 Hello people. I'm trying to figure out how to use winches. I've installed two of them on my ship, but they seem to be inactive. I can eject them, but there is no retraction option and their gui is empty. Have I failed ship design? Or is it something else? I have a rover where installed winch works as intended.Here the shot of my nuclar wessel Link to comment Share on other sites More sharing options...
Phoenix84 Posted December 31, 2013 Share Posted December 31, 2013 (edited) Hello people. I'm trying to figure out how to use winches. I've installed two of them on my ship, but they seem to be inactive. I can eject them, but there is no retraction option and their gui is empty. Have I failed ship design? Or is it something else? I have a rover where installed winch works as intended.Here the shot of my nuclar wesselhttp://i.imgur.com/Iqi1Ddj.pngI just ran into that (in addition to other issues). That particular winch seems broken (which I didn't figure out until I needed it). Use a radial winch. Also, right now I can't interact with an item after a kerbal has grabbed it, making EVA useless. It seems to have started after I interacted with that stack winch. The best I can do is move an item that's already attached via the 'Attach' menu option, or store it. Edited December 31, 2013 by Phoenix84 Link to comment Share on other sites More sharing options...
Donziboy2 Posted December 31, 2013 Share Posted December 31, 2013 Try going to space center and then back or save/reload. Link to comment Share on other sites More sharing options...
Horman Posted December 31, 2013 Share Posted December 31, 2013 I there,I have a problem, trying to connect alexstusas light globes to the KAS system.I have placed his light globe box (attach) to the ground.I grabbed a radial connector port and I am able to attach this to the box, but I DON'T get any conntection - there is also no Winch GUI comming up, when right clicking on the winch...any help? Link to comment Share on other sites More sharing options...
Castun Posted December 31, 2013 Share Posted December 31, 2013 Notice you can grab and move ladders, but seems with the extending ladders at least, you no longer have the ability to use them. You can extend and retract them, but they have a collision box (maybe caused by grabbing and moving while extended?) so you can't get close enough to grab onto it, it just gets pushed around out of the way. Unsure if saving and reloading fixes the issue. Link to comment Share on other sites More sharing options...
BigD145 Posted December 31, 2013 Share Posted December 31, 2013 Reloading physics is pretty much always necessary with KAS. Link to comment Share on other sites More sharing options...
Snarfster Posted January 1, 2014 Share Posted January 1, 2014 I love this mod, just used KAS to add an instrument to my re-useable minmus lander.Now there's more science without having to relaunch the whole mission. Link to comment Share on other sites More sharing options...
Eadrom Posted January 4, 2014 Share Posted January 4, 2014 I take it that in order for new solar panels, RCS thrusters, etc that are attached need the vessel to be reloaded in order to work? Link to comment Share on other sites More sharing options...
Styrr Posted January 7, 2014 Share Posted January 7, 2014 I really like the idea of KAS struts which have to be attached EVA in space. However, I experiency major wobble even though I used plenty of struts to connect my docked parts (a feeled little to no benefit vs only dockign ports). Is this a bug / is there any possibility to increase the struts' strength? Link to comment Share on other sites More sharing options...
SuperWeegee4000 Posted January 7, 2014 Share Posted January 7, 2014 It basically froze when I reattached a part. Link to comment Share on other sites More sharing options...
BigD145 Posted January 7, 2014 Share Posted January 7, 2014 It basically froze when I reattached a part.Yup. That's KAS. Link to comment Share on other sites More sharing options...
Castun Posted January 7, 2014 Share Posted January 7, 2014 I really like the idea of KAS struts which have to be attached EVA in space. However, I experiency major wobble even though I used plenty of struts to connect my docked parts (a feeled little to no benefit vs only dockign ports). Is this a bug / is there any possibility to increase the struts' strength?Just use Strut Guns from the Quantum struts pack. You just have to remember to add them while building the pieces you're going to dock, and aim them where the other docked craft will be. Link to comment Share on other sites More sharing options...
Dreadp1r4te Posted January 8, 2014 Share Posted January 8, 2014 I seriously love this mod. It's fantastic. This is definitely something EVA needed in this game. Link to comment Share on other sites More sharing options...
MaHuJa Posted January 8, 2014 Share Posted January 8, 2014 (edited) I made a small addon to kas for myself. I just went ahead after flexrack (ex-KASPAR) was postponed.Basically, I copied the containers, removed the parts storage, and added other stuff. I have one for fuels, one for reactor fuels (kspi ones), one for life support or spare parts, one in which one experiments can be stored. They all use the models and textures of the old containers though. It depends on modular fuel tanks and tal's spherical and toroidal tanks (in particular the utility tank config). If anyone is interested in the configs, I can post them. Edited January 8, 2014 by MaHuJa Link to comment Share on other sites More sharing options...
Roxette Posted January 8, 2014 Share Posted January 8, 2014 I made a small addon to kas for myself. I just went ahead after flexrack (ex-KASPAR) was postponed.Basically, I copied the containers, removed the parts storage, and added other stuff.Well that's cute... I did the opposite, because I do a lot of orbital (re)construction, I basically repainted some fuel tanks and configured them as large KAS containers for shipping lots of parts in. Link to comment Share on other sites More sharing options...
Helix935 Posted January 8, 2014 Share Posted January 8, 2014 does any on have these Kas containers in different colors because i can't figure out how to use the mbm to png converter Link to comment Share on other sites More sharing options...
Boamere Posted January 8, 2014 Share Posted January 8, 2014 This mod would be awesome with toolbar integration and there's an issue with the ALCOR capsule being a container (it causes annoyances) here's the original post (bottom of the page)http://forum.kerbalspaceprogram.com/threads/54925-WIP-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%280-23-FIX%29/page43 Link to comment Share on other sites More sharing options...
Roxette Posted January 9, 2014 Share Posted January 9, 2014 This mod would be awesome with toolbar integration... I don't quite see how that would be helpful in normal usage, but if it were possible to get a per-vessel list of parts held in containers, with highlighting of the container where each is located, that would be wonderful in the case of a station or large vessel with multiple containers. Link to comment Share on other sites More sharing options...
Sigma52 Posted January 9, 2014 Share Posted January 9, 2014 I made a small addon to kas for myself. I just went ahead after flexrack (ex-KASPAR) was postponed.Basically, I copied the containers, removed the parts storage, and added other stuff. I have one for fuels, one for reactor fuels (kspi ones), one for life support or spare parts, one in which one experiments can be stored. They all use the models and textures of the old containers though. It depends on modular fuel tanks and tal's spherical and toroidal tanks (in particular the utility tank config). If anyone is interested in the configs, I can post them.Hey Please do! I can think of so many uses i could use those new boxes for. Link to comment Share on other sites More sharing options...
MaHuJa Posted January 9, 2014 Share Posted January 9, 2014 I don't quite see how that would be helpful in normal usage,I'm assuming he means the winches gui. Having that available on a toolbar button could make things a bit simpler.----And for my repurposed containers... I made the following boxes:FuelLife support/spare parts (uses tal utility tank definition)KSPI reactor fuels (with a corresponding tank definition, which should perhaps be considered WIP.)Science container - basically holds experiments data like capsules do.Here's the fuel box in a nutshell:Start with a copy of the B (large) parts container.Change the author line: We don't want zzz to take the blame for our mistakes, yet give him credit for the base item.Change its model definition to using a MODEL node. This allows us to not duplicate the files. Something here will have to change for custom textures.Remove the KAS parts container module. Add the modules you want. (E.g. ModuleFuelTanks or straight fuel storage)Start testing the new item for function and balancing issues. (They don't work well at mass > 10 tons. Ran into that with KSPI nuclear fuels.)Repeat as necessary to add all the containers you want.Here's the whole file; it doesn't care where in the gamedata folders it lies. I think.// Changing from mesh attribute to MODEL node// http://forum.kerbalspaceprogram.com/threads/62918-Change-PART-from-mesh-to-MODEL-form// Except there's a bug whereby a model using MODEL node is scaled by rescaleFactor * rescaleFactor. So you will need to set, in model node, scale = 1/rF, 1/rF, 1/rF (for any rF), where rF = 1.25 if not present in cfg. -- NathanKell@PART[KAS_ContainerBay1] { @fuelCrossFeed = True}// B fuelPART{ // --- general parameters --- name = KAS_Container_mhj_fuel module = Part author = zzz + MaHuJa //mesh = KAS/Parts/container2/container2 //container2.mu MODEL { model = KAS/Parts/container2/container2 scale = 2, 2, 2 } //Waiting scale bug to be fixed by squad http://bugs.kerbalspaceprogram.com/issues/1123 scale = 1 rescaleFactor = 0.50 // --- node definitions --- node_stack_bottom = 0.0, -0.7596, 0.0, 0.0, -1.0, 0.0, 0 // --- editor parameters --- cost = 680 category = Utility subcategory = 0 title = Container Type B/Fuel manufacturer = Sklifosovsky Labs description = A KAS dedicated container which can hold fuel. TechRequired = composites entryCost = 50 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 maxTemp = 3400 fuelCrossFeed = True breakingForce = 15 breakingTorque = 15 MODULE { name = ModuleFuelTanks volume = 100 type = Default } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottom customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) bayType = containerB bayNode = bottom bayRot = (0.0, 0.0, 0.0) }}// B LS+partsPART{ // --- general parameters --- name = KAS_Container_mhj_LS module = Part author = zzz + MaHuJa MODEL { model = KAS/Parts/container2/container2 scale = 2, 2, 2 } scale = 1 rescaleFactor = 0.50 // --- node definitions --- node_stack_bottom = 0.0, -0.7596, 0.0, 0.0, -1.0, 0.0, 0 // --- editor parameters --- cost = 680 category = Utility subcategory = 0 title = Container Type B/LS manufacturer = Sklifosovsky Labs description = A KAS dedicated container which can hold life support supplies or similar. TechRequired = composites entryCost = 50 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 maxTemp = 3400 fuelCrossFeed = True breakingForce = 15 breakingTorque = 15 MODULE { name = ModuleFuelTanks volume = 200 basemass = -1 type = TALUTILITY } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottom customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) bayType = containerB bayNode = bottom bayRot = (0.0, 0.0, 0.0) }}// A SciencePART{ // --- general parameters --- name = KAS_Container_mhj_sci module = Part author = zzz + MaHuJa //mesh = KAS/Parts/container1/container1 MODEL { model = KAS/Parts/container1/container1 scale = 2, 2, 2 } scale = 1 rescaleFactor = 0.50 // --- node definitions --- node_stack_bottom = 0.0, -0.3968, 0.0, 0.0, -1.0, 0.0, 0 // --- editor parameters --- cost = 680 category = Utility subcategory = 0 title = Container Type A/Science manufacturer = Sklifosovsky Labs description = A KAS dedicated container which can hold science materials. TechRequired = composites entryCost = 50 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 maxTemp = 3400 fuelCrossFeed = True breakingForce = 15 breakingTorque = 15 MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = False storageRange = 2.3 } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottom customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) bayType = containerB bayNode = bottom bayRot = (0.0, 0.0, 0.0) }}// B Nuclear Fuel// KSP Interstellar reactor fuels, minus antimatter.TANK_DEFINITION{ name = MFTREACTORFUELS basemass = 0.005 * volume TANK { name = UF4 utilization = 200 mass = 0 amount = 0.0 maxAmount = 0.0 // note = } TANK { name = ThF4 utilization = 200 mass = 0 amount = 0.0 maxAmount = 0.0 // note = } TANK { name = DepletedFuel fillable = false utilization = 200 mass = 0 amount = 0.0 maxAmount = 0.0 // note = } TANK { name = Deuterium utilization = 1.3 mass = 0 amount = 0.0 maxAmount = 0.0 // note = } TANK { name = Tritium utilization = 1.3 mass = 0 amount = 0.0 maxAmount = 0.0 fillable = false // note = } TANK { name = Helium-3 utilization = 1.3 mass = 0 amount = 0.0 maxAmount = 0.0 // note = } TANK { name = Lithium utilization = 1 mass = 0 amount = 0.0 maxAmount = 0.0 // note = }}PART{ // --- general parameters --- name = KAS_Container_mhj_nuclear module = Part author = zzz + MaHuJa MODEL { model = KAS/Parts/container2/container2 scale = 2, 2, 2 } scale = 1 rescaleFactor = 0.50 // --- node definitions --- node_stack_bottom = 0.0, -0.7596, 0.0, 0.0, -1.0, 0.0, 0 // --- editor parameters --- cost = 680 category = Utility subcategory = 0 title = Container Type B/Nuclear manufacturer = Sklifosovsky Labs description = This container was made as a movable way of bringing reactor fuels around. It was made to comply with the ubiquitous KAS container format. TechRequired = composites entryCost = 50 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 maxTemp = 3400 fuelCrossFeed = True breakingForce = 15 breakingTorque = 15 MODULE { name = ModuleFuelTanks volume = 200 basemass = 0.04 type = MFTREACTORFUELS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottom customGroundPos = true dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) bayType = containerB bayNode = bottom bayRot = (0.0, 0.0, 0.0) }} Link to comment Share on other sites More sharing options...
Recommended Posts