Vesparco Posted January 24, 2014 Share Posted January 24, 2014 Sadly, I can save you the bother, by telling you that kethane scanners on a single vessel are all considered to be at the center of mass of the vessel when determining what hex they are scanning. In other words, no matter how big your ship, it will only ever scan one hex at a time.This has been discussed and tried a few times over in the kethane thread, and Majiir has explained that it will never succeed with the way Kethane (currently) operates.Personally, I once my SCANsat maps are fully covered, I just turn on Kethane's debug mode and "simulate" complete scanning.I must say thanks and thanks. The first one for the response so I could stop spending time on the idea ( although may some time be suited for other projects). The second one goes to the SCANsat, I didn't check it yet ans seems a very nice plugin.K3|Chris: I was trying to finish the idea before checking if it worked properly but yep you're right, now I noticed. Link to comment Share on other sites More sharing options...
Wahgineer Posted January 24, 2014 Share Posted January 24, 2014 Sadly, I can save you the bother, by telling you that kethane scanners on a single vessel are all considered to be at the center of mass of the vessel when determining what hex they are scanning. In other words, no matter how big your ship, it will only ever scan one hex at a time.This has been discussed and tried a few times over in the kethane thread, and Majiir has explained that it will never succeed with the way Kethane (currently) operates.Personally, I once my SCANsat maps are fully covered, I just turn on Kethane's debug mode and "simulate" complete scanning.what if you had three separate probes that attached via winches? wouldn't they all be considered separate vessels? Link to comment Share on other sites More sharing options...
K3-Chris Posted January 24, 2014 Share Posted January 24, 2014 what if you had three separate probes that attached via winches? wouldn't they all be considered separate vessels?Yes but it doesn't matter, again, in orbit moving 2.5km away (as far away as you can go before stuff unloads) you still won't hit more than one hex unless you manage to line up perfectly on the divider, it's not a viable concept. Link to comment Share on other sites More sharing options...
Crater Posted January 24, 2014 Share Posted January 24, 2014 what if you had three separate probes that attached via winches? wouldn't they all be considered separate vessels?Yes but it doesn't matter, again, in orbit moving 2.5km away (as far away as you can go before stuff unloads) you still won't hit more than one hex unless you manage to line up perfectly on the divider, it's not a viable concept.Any anyway, if they were separate vessels, only the actually focussed one would scan. Link to comment Share on other sites More sharing options...
K3-Chris Posted January 24, 2014 Share Posted January 24, 2014 Any anyway, if they were separate vessels, only the actually focussed one would scan.Sure? If they're less than 2.5km apart both are active and both should be able to scan, but again, still not viable. Link to comment Share on other sites More sharing options...
Hitokiri Posted January 24, 2014 Share Posted January 24, 2014 Well, guys from Kethen should fix it in way that it will work like scan sat, so more (independent) scanners more results, but I guess it is all kind a off topic here... Link to comment Share on other sites More sharing options...
Tex_NL Posted January 24, 2014 Share Posted January 24, 2014 Forgive me if this is already asked before but digging through nearly 600 posts is a bit much.I recently joined the KAS user pool and ran into a little snag while using KAS struts. I have strut connectors on two docked parts and try to link the struts. Sometimes I get a nice solid connection, other times the moment I link the second parts the connector is catapulted away, sending my station into a spin. On one attempt half my station exploded.Is this a bug? Am I doing something wrong? Can this be avoided? Link to comment Share on other sites More sharing options...
Albert VDS Posted January 24, 2014 Share Posted January 24, 2014 IIRC it's a know bug. Quick save before you hook up anything together with KAS. Link to comment Share on other sites More sharing options...
Mecripp Posted January 24, 2014 Share Posted January 24, 2014 Better to use QuantumStrut safer that way. Link to comment Share on other sites More sharing options...
Tex_NL Posted January 24, 2014 Share Posted January 24, 2014 IIRC it's a know bug. Quick save before you hook up anything together with KAS.I was afraid this would be the case. Too bad.I guess I'll be quicksaving a lot in the near future.Better to use QuantumStrut safer that way. Never liked Quantum strut. I looks a bit too sci-fi. I always preferred Docking Strut but that sadly doesn't work anymore. Last thing I heard Quantumstrut didn't work anymore either. Link to comment Share on other sites More sharing options...
Galane Posted January 25, 2014 Share Posted January 25, 2014 Use the strut guns. Does the same thing as the blue glowing ones. Link to comment Share on other sites More sharing options...
Tex_NL Posted January 25, 2014 Share Posted January 25, 2014 Use the strut guns. Does the same thing as the blue glowing ones.You're talking about the QuantumStrut mod. I don't like Quantumstrut, I don't want Quantumstrut. Link to comment Share on other sites More sharing options...
Roxette Posted January 25, 2014 Share Posted January 25, 2014 the moment I link the second parts the connector is catapulted away, sending my station into a spin ... Can this be avoided?While random explosions like this can still happen, it's less likely if there's minimum random movement, so a quick exit to the space center and back to put the vessel 'on rails' before linking struts is a good idea. Link to comment Share on other sites More sharing options...
Albert VDS Posted January 26, 2014 Share Posted January 26, 2014 This might have been suggested before, but it would be nice to be able to attach the strut end points in VAB/SPH. Link to comment Share on other sites More sharing options...
Roxette Posted January 26, 2014 Share Posted January 26, 2014 This might have been suggested before, but it would be nice to be able to attach the strut end points in VAB/SPH.They can be attached there, did you mean the ability to actually link them to create struts? Link to comment Share on other sites More sharing options...
Albert VDS Posted January 26, 2014 Share Posted January 26, 2014 Yeah, that's exactly what I mean. Link to comment Share on other sites More sharing options...
boberts314 Posted January 27, 2014 Share Posted January 27, 2014 I'm having an issue with my winches.The short version of this is that I can't directly control them anymore. The extend and retract options are absent from the context menu(although I'm still able to access them with action group manager), and if I try to open the GUI all I get is the box that you can see to the right of the timewarp controller.I'm reinstalling KAS now to see if maybe that will help. Has anyone seen this before? Link to comment Share on other sites More sharing options...
Sochin Posted January 27, 2014 Share Posted January 27, 2014 Is there any extra containers yet for resources in the KAS style? Link to comment Share on other sites More sharing options...
MrMeeb Posted January 27, 2014 Share Posted January 27, 2014 Is there anywhere I can still get the 0.22 version? Still playing on it, but never downloaded it Link to comment Share on other sites More sharing options...
Roxette Posted January 27, 2014 Share Posted January 27, 2014 ... I try to open the GUI all I get is the box that you can see to the right of the timewarp controller.This problem was reported by another user some time ago, I suspect its a conflict with another mod, I can see you have a bunch installed - if you could try and identify which one it is, that would be most helpful, or at least provide a list of the mods (and versions) you are using. Link to comment Share on other sites More sharing options...
Roxette Posted January 27, 2014 Share Posted January 27, 2014 Is there any extra containers yet for resources in the KAS style?No, but assuming by 'KAS style' you mean functionally rather than visually, it's fairly easy to create one, for example from a fuel tank part, or add some storage capacity to another part like a command pod. Link to comment Share on other sites More sharing options...
Wheffle Posted January 27, 2014 Share Posted January 27, 2014 Been using KAS for a while, but I just tried out all the new-ish features (pipes, struts, ground pylons) in-earnest last night. I just needed to give major kudos to this mod. It's incredibly awesome. Link to comment Share on other sites More sharing options...
User Unrelated Posted January 27, 2014 Share Posted January 27, 2014 (edited) Hi, I am loving KAS so far. I tried to use it a while back before science was introduced, but could never get it to work quite right.I decided to try again, and it works great!I am just having one small problem. I have a few other mods that contain parts that I want to be able to put into the containers, and place on EVA (most notably, small radial radiators from the Interstellar mod, and the smallest battery from KW Rocketry.I am looking at the Wiki, and I see that it "explains" how to do something with modules?But I know nothing about modding, and am having a hard time understanding what to do.I already tried going into the "addmodule.cfg" and making a "grab" clause using the correct name for the part, but it doesn't do anything in-game. Looking at the wiki, I suspect it might be a bit more difficult than just that.Can anyone give me a hand? thanks!I'm definitely having fun, though! I love the on-site building. I want to try and look for a small construction part pack to include in the KAS place-able parts, too.As soon as I unlock the micro cubic strut, these guys will be getting a monster shipment of containers, and fun stuff!Also, not sure if this is a known bug or not (I'm going to look for a bug-tracker right now), but boarding other Kerbals that are holding a command seat, and renaming them to "Jonzer Kerman Kerman Kerman Kerman", and changing their designation to "base" seems to break their tiny little brains, and turns them into a space-vegetable. Edited January 27, 2014 by User Unrelated Link to comment Share on other sites More sharing options...
Deredere Posted January 27, 2014 Share Posted January 27, 2014 (edited) It's actually really easy. Just go into a part .cfg that's already enabled in KAS, like... lights, or the KAS parts themselves. This is done by using just about any word editing program, like notepad. In there is the KAS module, which is a block of text delineated by {} brackets and preceded by MODULE.Copy paste that, MODULE and the brackets plus their contents, into the .cfg for the part you want to enable in KAS, editing the space required and any other factors you deem fit. Restart KSP, boom, done.boarding other Kerbals that are holding a command seat, and renaming them to "Jonzer Kerman Kerman Kerman Kerman", and changing their designation to "base" seems to break their tiny little brains, and turns them into a space-vegetable.That is awesome. Edited January 27, 2014 by Deredere Link to comment Share on other sites More sharing options...
User Unrelated Posted January 27, 2014 Share Posted January 27, 2014 (edited) That was very easy, and totally works!Now I can go save my comms satellites from overheating I didn't think it would be a problem, but it was... One of them has 835/1000 waste heat already!I couldn't figure out the weirdness that was going on with Jonzer Kerman, so I just "terminated" his "flight", and I'm going to clone him in the persistence, and send him up with the habitation module. Edited January 27, 2014 by User Unrelated Link to comment Share on other sites More sharing options...
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