SnappingTurtle Posted January 10, 2014 Share Posted January 10, 2014 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 ------} Link to comment Share on other sites More sharing options...
Bobe Posted January 10, 2014 Share Posted January 10, 2014 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. Link to comment Share on other sites More sharing options...
Mystique Posted January 10, 2014 Share Posted January 10, 2014 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 Link to comment Share on other sites More sharing options...
Bobe Posted January 10, 2014 Share Posted January 10, 2014 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. Link to comment Share on other sites More sharing options...
SpeedDaemon Posted January 10, 2014 Share Posted January 10, 2014 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? Link to comment Share on other sites More sharing options...
Boamere Posted January 10, 2014 Share Posted January 10, 2014 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 Link to comment Share on other sites More sharing options...
mythbusters844 Posted January 11, 2014 Share Posted January 11, 2014 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. Link to comment Share on other sites More sharing options...
Mecripp Posted January 11, 2014 Share Posted January 11, 2014 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.by looking at ,think his code is wrong. Link to comment Share on other sites More sharing options...
Roxette Posted January 11, 2014 Share Posted January 11, 2014 ... 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. Link to comment Share on other sites More sharing options...
Nachocuban Posted January 11, 2014 Share Posted January 11, 2014 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 = falseneeds to be set toattachOnPart = true Link to comment Share on other sites More sharing options...
SnappingTurtle Posted January 11, 2014 Share Posted January 11, 2014 Thanks Nachocuban that let me grab and re-attach a part, but when I grab it it doesn't go to the Kerbal's back like most parts do. I tried enabling attach on EVA which let me attach the part to my Kerbal's helmet but then I couldn't take it off again. Link to comment Share on other sites More sharing options...
Nachocuban Posted January 11, 2014 Share Posted January 11, 2014 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 } Link to comment Share on other sites More sharing options...
SnappingTurtle Posted January 11, 2014 Share Posted January 11, 2014 Perfect, thanks Nachocuban you know your stuff. Link to comment Share on other sites More sharing options...
Mecripp Posted January 12, 2014 Share Posted January 12, 2014 Snappingturtle why not just add it to the part ? Link to comment Share on other sites More sharing options...
SupremeSoviet Posted January 12, 2014 Share Posted January 12, 2014 Anyone built a crane with this system they are willing to share? I'm looking for something to help put together my Mun Base. Link to comment Share on other sites More sharing options...
BigD145 Posted January 13, 2014 Share Posted January 13, 2014 (edited) 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 January 13, 2014 by BigD145 Link to comment Share on other sites More sharing options...
Steelrose Posted January 14, 2014 Share Posted January 14, 2014 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. Link to comment Share on other sites More sharing options...
Roxette Posted January 14, 2014 Share Posted January 14, 2014 ... 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. Link to comment Share on other sites More sharing options...
Steelrose Posted January 14, 2014 Share Posted January 14, 2014 The KAS pipes effectively form a temporary link between vesselsSo 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? Link to comment Share on other sites More sharing options...
Deredere Posted January 14, 2014 Share Posted January 14, 2014 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. Link to comment Share on other sites More sharing options...
Roxette Posted January 14, 2014 Share Posted January 14, 2014 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. Link to comment Share on other sites More sharing options...
Steelrose Posted January 14, 2014 Share Posted January 14, 2014 Hurm... While it is possibly a great mod, I don't really like the idea of lasers transferring resources. Just a personal preference I guess. I'll look into a couple of ideas though. Thanks. Link to comment Share on other sites More sharing options...
Roxette Posted January 14, 2014 Share Posted January 14, 2014 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 Link to comment Share on other sites More sharing options...
minerman30 Posted January 15, 2014 Share Posted January 15, 2014 How do I rotate winch heads? I can't use B and N to do it, as the GitHub page says. Link to comment Share on other sites More sharing options...
MaHuJa Posted January 15, 2014 Share Posted January 15, 2014 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. Link to comment Share on other sites More sharing options...
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