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Kerbal Attachment System (KAS) 0.4.7 - Pipes as fuel lines and even fewer explosions!


Majiir

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I'm trying to make it so I can make the ER-7500 Computer Flight Unit from the Kerbal Engineer mod grabbable from EVA. I added a KASModuleGrab module copied to the ER-7500 part file so it looks like the code below. Right clicking on the part from EVA I can click the grab option on the part but it doesn't seem to do anything. Anyone know how to fix this?

PART
{
// --- general parameters ---
name = Engineer7500
module = Part
author = CYBUTEK (Code) || Keptin (Part)

// --- asset parameters ---
mesh = model.mu
texture = model000.mbm
rescaleFactor = 0.8

// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 500
category = Science
subcategory = 0
title = ER-7500 Computer Flight Unit
manufacturer = CYBUTEK Solutions Ltd.
description = The ER-7500 goes back to roots with the Kerbal Engineering System. It combines the Build Engineer and Flight Engineer into a single unit, using the latest in magnetic tape technology. This unit has been proven to be at least 1x10^-5 times faster than a standard hard drive.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0

// --- standard part parameters ---
mass = 0.000001
dragModelType = override
maximum_drag = 0
minimum_drag = 0
angularDrag = 0
crashTolerance = 15
maxTemp = 3400

MODULE
{
name = TapeDriveAnimator

useBakedAnimation = false

minReelSpeed = -30
maxReelSpeed = 30
speedStopZone = 10
speedDeadZone = 2.5
speedChangeAmount = 30
minRepeatTime = 1
maxRepeatTime = 6
repeatTimeDenominator = 8

reel1 = geo_reel1
reel2 = geo_reel2
reel1SpeedRatio = 1
reel2SpeedRatio = 0.75

lights1 = geo_buttonSet1
lights2 = geo_buttonSet2
lights3 = geo_buttonSet3
lights4 = geo_buttonSet4
lights5 = geo_buttonSet5
lights6 = geo_buttonSet6

lights1Speed = 0
lights2Speed = -2.5
lights3Speed = 2.5
lights4Speed = 10
lights5Speed = -15
lights6Speed = 17.5
}

MODULE
{
name = BuildEngineer
}

MODULE
{
name = FlightEngineer
}

MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, 0.0)
evaPartDir = (0,0,-1)
attachNodeName = null
customGroundPos = false
dropPartPos = (0.0, 0.0, 0.0)
dropPartRot = (0.0, 0.0, 0.0)
physicJoint = false
addPartMass = true
evaTransformName = jetpackCollider
storable = false
storedSize = 1
bayType = null
bayNode = top
bayRot = (0, 0, 0)
attachMaxDist = 2
attachOnPart = false
attachOnEva = false
attachOnStatic = false
attachSendMsgOnly = false
grabSndPath = KAS/Sounds/grab
attachPartSndPath = KAS/Sounds/attach
attachStaticSndPath = KAS/Sounds/grappleAttachStatic
detachSndPath = KAS/Sounds/detach
}

// ----- DO NOT EDIT BELOW THIS POINT ------
}

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Would it be possible to develop some sort of repair system?

While taking a look at the containers and the various parts that can be stored inside, I thought about all the times I carelessly broke a part like a rover tire by landing too hard to a solar panel because my Kerbal got too excited on his EVA. I would love to be able to do an EVA to retrieve the spare part from a container and place it on the broken attachment point.

Of course this is assuming the broken part leaves some sort of damaged form or attachment point that can be interacted with, and obviously the replacement part has to be exactly the same as the broken part.

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Regarding tires - I've read on forums that they can be repaired in EVA (stock feature). Never tested though, because I've ready about that when all my rover projects were shot from orbit at KSC research building. Violently and on purpose. Too slow, too useless :)

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Regarding tires - I've read on forums that they can be repaired in EVA (stock feature). Never tested though, because I've ready about that when all my rover projects were shot from orbit at KSC research building. Violently and on purpose. Too slow, too useless :)

Wow, you're right. Had no idea.

I don't think the same is true for solar panels because the wheels simply enter a damaged state whereas the panels just shatter and fly away. So it would still be useful in that case.

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So I have some communications satellites in orbit that require occasional service. I slapped a radial connector port on, thinking that I'd just fly a service vehicle out and use the winch to transfer resources. The problem is, as soon as the EVA kerbal connects the winch to the port, both craft "bounce" against the winch and end up crashing into (well, through, since it's docked mode) each other. I've cancelled out rotation via time warp, but it's impossible to not have two craft in orbit not move at all relative to each other. Does anyone have any tips for avoiding this? Any way to put slack in the winch cable? Are pipes rigid, and I should just use those instead?

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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.

I meant it because the forum post was about the fact that the pod itself is a storage container and it would be nice if you could turn off opening containers on right click (temporarily) so that you can move the screen around without opening the container :P

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I'm trying to make it so I can make the ER-7500 Computer Flight Unit from the Kerbal Engineer mod grabbable from EVA. I added a KASModuleGrab module copied to the ER-7500 part file so it looks like the code below. Right clicking on the part from EVA I can click the grab option on the part but it doesn't seem to do anything. Anyone know how to fix this?


-snip-

When Kerbals grab solar panels and place them, they only work when you quicksave and quickload. So, try quicksaving and quickloading to see if it works.

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... I've cancelled out rotation via time warp, but it's impossible to not have two craft in orbit not move at all relative to each other. Does anyone have any tips for avoiding this? Any way to put slack in the winch cable? Are pipes rigid, and I should just use those instead?

I find using the pipe ends generally easier and less troublesome than winches, and after getting the vessels close together, disabling any reaction wheels, cancel any residual movement by exit to space center and return before linking.

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I'm trying to make it so I can make the ER-7500 Computer Flight Unit from the Kerbal Engineer mod grabbable from EVA. I added a KASModuleGrab module copied to the ER-7500 part file so it looks like the code below. Right clicking on the part from EVA I can click the grab option on the part but it doesn't seem to do anything. Anyone know how to fix this?

What it looks like is you have all interaction disabled, you don't have it attachable,

attachOnPart = false

needs to be set to

attachOnPart = true

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Looking again, you don't have a point set for where the part should be on EVA. Also, you don't need the whole block of code, below should be all you need.

    MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.00, -0.09)
evaPartDir = (0,0,-1)
storable = true
storedSize = 1
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}

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Anyone built a crane with this system they are willing to share? I'm looking for something to help put together my Mun Base.

I've built a crane in the past. It had a horizontal U-shape and gantry arm connected at the base of the U with a winch a little forward of center that came over top. It had three wheels to a side and the center of mass, minus any load, was as close to the ground as I could get it and centered between the middle wheels. Space tape the U to the gantry arm around the winch and you're good to go. I made it big enough to handle the 3 seater pod between the wheel/sides and gantry arm. To get it lifted I put it all at the tip of a rocket, centered under the winch, and space taped all over. The center of mass was designed around the winch, so it looked awkward but was quite balanced.

Whatever you build has to be designed around the load and how it'll land at its destination.

Edited by BigD145
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OK, new forum poster but I've been playing KSP since .18 and I have a question.

I don't know if this has been asked yet or not (and sifting through 52 pages of posts is a little daunting), but does KAS work with other mods? Specifically I am wondering about the Kethane mod and the Extra-planetary Launchpads mod. In other words will the KAS pipes also transfer ore, metal, and kethane from say a drill rover to some 'extra-planetary launchpad' silos for storage and transfer ship parts to a 'launchpad' for construction? If so, then the capability of a fully functional Mun base is within reach.

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... will the KAS pipes also transfer ore, metal, and kethane ...

The KAS pipes effectively form a temporary link between vessels, once the link is established, any configured resource can be transferred between parts in the same way as it can be between tanks on an ordinary vessel.

* Disclaimer - mods that incorporate resource-specific DLLs in addition to physical parts may be subject to usual potential software conflicts.

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The KAS pipes effectively form a temporary link between vessels

So the next question is will the like be there after I exit and reload? If not is there a method for a more permanent connection between different modules?

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So the next question is will the like be there after I exit and reload? If not is there a method for a more permanent connection between different modules?

Yes. The KAS connection is the same in all practical regards as a docking port connection, including breaking things if the combined frame is stressed.

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So the next question is will the link be there after I exit and reload? If not is there a method for a more permanent connection between different modules?

The answer is yes... HOWEVER... when physics kicks in after reloading, the link and anything connected to it MAY explode. Surprisingly, it seems to happen more often when linking vessels on a moon/planet surface than if everything is floating in orbit, I suspect due to interactions with the surface and gravity. The other options are docking ports or a mod that allows contactless resource transfer. http://kerbalspaceprogram.com/lazor-system/ is the only one I am aware of that is operational with KSP version 0.23.

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One idea that's just occurred to me is that for an application like you're considering where a permanent resource link on a surface is the desired result... with KAS you can also fit struts, so maybe with a few strategically-placed struts in addition to the pipe, the combination would be more robust against the physics reloading issue. Time to experiment :)

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There is a pair of buttons in the gui. Right click on the winches to bring it up, or press p. (Which is also used by precisenode if you're in map view.)

I haven't yet looked for a way to remap it.

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