Starstrider42 Posted April 2, 2014 Share Posted April 2, 2014 I was wondering: since the new Klaw is TL5, and the electromagnet is TL9 (and uses a ton of power, to boot), does the ARM patch basically make the electromagnet obsolete? Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted April 2, 2014 Share Posted April 2, 2014 I'm trying to make some parts KAS compatible, namely using the KASModuleGrab and KASModulePartBay modules.As a starting point I copied the module code from the Container1 and ContainerBay parts of KAS, with the view that this would give me a starting point from which to tweak things and understand how the variables work.But I can't grab the part on EVA (the actual Container parts work just fine so I know it's the part causing the problem not the mod).Is there a reason copying across the code as I've described would not allow me to grab the part on EVA? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 2, 2014 Share Posted April 2, 2014 I'm trying to make some parts KAS compatible, namely using the KASModuleGrab and KASModulePartBay modules.As a starting point I copied the module code from the Container1 and ContainerBay parts of KAS, with the view that this would give me a starting point from which to tweak things and understand how the variables work.But I can't grab the part on EVA (the actual Container parts work just fine so I know it's the part causing the problem not the mod).Is there a reason copying across the code as I've described would not allow me to grab the part on EVA?What does your KASModuleGrab code look like? Is it a MM config or direct cfg editing of the part? Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted April 3, 2014 Share Posted April 3, 2014 What does your KASModuleGrab code look like? Is it a MM config or direct cfg editing of the part?Direct editing, I took the code from the Container 1 and copied it into my part.cfgMy part has a node called node_stack_bottom and I've set the node to allow collision just in case that was a requirement (it is set to 1 on the KSA container)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 = containerA bayNode = bottom bayRot = (0.0, 0.0, 0.0)} Link to comment Share on other sites More sharing options...
KerbMav Posted April 3, 2014 Share Posted April 3, 2014 I was wondering: since the new Klaw is TL5, and the electromagnet is TL9 (and uses a ton of power, to boot), does the ARM patch basically make the electromagnet obsolete?Not for me, but I like an electromagnet to look like an electromagnet. Link to comment Share on other sites More sharing options...
KerbMav Posted April 3, 2014 Share Posted April 3, 2014 Is there any way to get as much fixes as possible to previous release ?What is stopping you from copying over your save file into a 23.5 install?(You should always play a copy of your original downloaded KSP.) Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 3, 2014 Share Posted April 3, 2014 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 = containerA bayNode = bottom bayRot = (0.0, 0.0, 0.0)}Not sure why you copied the bay code, rather than an actual part similar to what you want KASify, but I think I'm right in thinking you should use this code insteadMODULE{ evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) dropAtGroundPos = false dropPartPos = (0.0, 0.0, -0.55) dropPartRot = (-10.0, 0.0, 0.0) addPartMass = false storable = true storedSize = 3 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False}What exactly is it you want to KASify? Do you want it to be a container or just something that can be carried and stored? Because this code is for the latter.. Link to comment Share on other sites More sharing options...
PringleMan Posted April 3, 2014 Share Posted April 3, 2014 Not sure why you copied the bay code, rather than an actual part similar to what you want KASify, but I think I'm right in thinking you should use this code insteadHe is probably trying to make the universal containers he is working on function like KAS bays and containers. Probably partially due to my bugging him about it lol.Here is his mod. You will pretty much understand right away what he is probably trying to do. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 3, 2014 Share Posted April 3, 2014 Ah yes, I see now. Well, I don't see why it wouldn't work in that case.. Sorry, I can't help you more Link to comment Share on other sites More sharing options...
GavinZac Posted April 3, 2014 Share Posted April 3, 2014 I was wondering: since the new Klaw is TL5, and the electromagnet is TL9 (and uses a ton of power, to boot), does the ARM patch basically make the electromagnet obsolete?No. The grappling hook, maybe. The Klaw requires an impact, whereas the electromagnet is the opposite - it will attach from some distance. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted April 3, 2014 Share Posted April 3, 2014 Ah yes, I see now. Well, I don't see why it wouldn't work in that case.. Sorry, I can't help you more So this is embarrassing.....I have several dev installs of KSP and pointed my shortcut to the wrong one. So I was updating one file and running a different one (I'll get my coat).The good news is that it's now working and I'm tweaking the values, so Universal Containers will be KASable. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 3, 2014 Share Posted April 3, 2014 So this is embarrassing.....I have several dev installs of KSP and pointed my shortcut to the wrong one. So I was updating one file and running a different one (I'll get my coat).The good news is that it's now working and I'm tweaking the values, so Universal Containers will be KASable.Hah, it happens to the best of us.. Recently, I was configuring some CoolRockets effects for KW engines.. change the value a little bit, load game, no visible change, change value more, reload game, still no change.. It took me a while before I realised I was editing a different cfg than KSP was loading.Glad yours is all working now though Link to comment Share on other sites More sharing options...
erkha343 Posted April 3, 2014 Share Posted April 3, 2014 I don't know if anyone has tied this, but I'm going to report it anyways. In case there's something that can be done.http://imgur.com/TFVDGll Link to comment Share on other sites More sharing options...
Tic-Tac Posted April 3, 2014 Share Posted April 3, 2014 SoooSince the update, the KAS one, not the ARM one, I can't seem to grab parts, I've seen things that might be related there but i'm not sure...Any news about that? Link to comment Share on other sites More sharing options...
RuBisCO Posted April 4, 2014 Share Posted April 4, 2014 (edited) SoooSince the update, the KAS one, not the ARM one, I can't seem to grab parts, I've seen things that might be related there but i'm not sure...Any news about that?I'm having a similar problem: once a kerbal grabs a part I can't click on the part to get him to let it go, no menu will appear on any part that a kerbal is carrying. Keys still work. Edited April 4, 2014 by RuBisCO Link to comment Share on other sites More sharing options...
Tic-Tac Posted April 4, 2014 Share Posted April 4, 2014 I can't even grab anything, I can attach them somewhere close to where it was, but not grab them (put it on the kerbal's back).Tried a clean install, doesn't change anything. Link to comment Share on other sites More sharing options...
GavinZac Posted April 4, 2014 Share Posted April 4, 2014 I can't even grab anything, I can attach them somewhere close to where it was, but not grab them (put it on the kerbal's back).Tried a clean install, doesn't change anything.Are you saying that you can pick things up, and put them back, but not move around? Link to comment Share on other sites More sharing options...
Tic-Tac Posted April 4, 2014 Share Posted April 4, 2014 No, I can use the "Attach" action(On part already on a ship, for example a cubic octogonal strut on my space station), and place it somewhere else , but I can't grab it (take it on my kerbal), nor can I grab parts from the containers. Link to comment Share on other sites More sharing options...
Taki117 Posted April 4, 2014 Share Posted April 4, 2014 Question: Can I attach various parts to an asteroid? (i.e the radial connector port) Link to comment Share on other sites More sharing options...
landeTLS Posted April 4, 2014 Share Posted April 4, 2014 Idea: kas subassembliesExecution: Drop subassembly into the kas container (would probably need a bigger container) once dropped all parts appear as a tree list with the root name being the name of the subassembly. Why: easy in-space assembly of rovers etc. Or allow building of vessels too wide for the vab(would need very big containers(and/or splitting the storage to several containers)Who: mod makers who reference the kas api for their mod. Also perhaps a nice feature for the core plugin. Link to comment Share on other sites More sharing options...
GavinZac Posted April 4, 2014 Share Posted April 4, 2014 Question: Can I attach various parts to an asteroid? (i.e the radial connector port)Yup. Strutting the ship to the asteroid once you've caught it is a Very Good Idea. Link to comment Share on other sites More sharing options...
Taki117 Posted April 4, 2014 Share Posted April 4, 2014 Yup. Strutting the ship to the asteroid once you've caught it is a Very Good Idea.Oh good, because I keep getting the "KAS Winch Blocked by Advaned Grabbing unit" Message and I was hoping I could use the winches to tow and asteroid into an orbit. Link to comment Share on other sites More sharing options...
Tic-Tac Posted April 4, 2014 Share Posted April 4, 2014 No, I can use the "Attach" action(On part already on a ship, for example a cubic octogonal strut on my space station), and place it somewhere else , but I can't grab it (take it on my kerbal), nor can I grab parts from the containers.Issue randomly fixed itself. I love this game.Thanks anyway We can't change the angle of a part when we're attaching it, right? Link to comment Share on other sites More sharing options...
GavinZac Posted April 4, 2014 Share Posted April 4, 2014 Oh good, because I keep getting the "KAS Winch Blocked by Advaned Grabbing unit" Message and I was hoping I could use the winches to tow and asteroid into an orbit.Warning: the grappling hooks (KAS edition) don't seem to work, and pass through it. But I think the radial attachments will work just fine. Link to comment Share on other sites More sharing options...
BigD145 Posted April 4, 2014 Share Posted April 4, 2014 We can't change the angle of a part when we're attaching it, right?That is correct. Link to comment Share on other sites More sharing options...
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