Mystique Posted April 9, 2014 Share Posted April 9, 2014 Noticed "pump here" option in fuel line part's context menu. But it doesn't seem to produce any effect. Is that working as intended? Link to comment Share on other sites More sharing options...
curiousepic Posted April 9, 2014 Share Posted April 9, 2014 ********** Magnets, how do they work?Seriously... how do they work? Is there a better guide the docs on Github? Specifically, explanations of each part and how they should/can be hooked up. Link to comment Share on other sites More sharing options...
Erethron Posted April 10, 2014 Share Posted April 10, 2014 Are the Winches broken? When I try to extend the winch just falls off of my craft.I have this problem too. In one particular quicksave where I try to tow an asteroid, the winch will be ripped off the craft randomly 10-30 seconds after loading, even when I extend the cable and both the tug and the asteroid are standing still to each other (I saved while being in docked mode).I have tried extending the cable, retracting it or just leaving it alone, both in docked and undocked mode and restarting the game, but no matter what I do at some point the winch suddenly falls off the craft, seemingly without reason (the cable has absolutely no tension at this point). I have changed the maximum distance of the cable to 250m in the config file prior to this, could this cause this behaviour? Link to comment Share on other sites More sharing options...
Maelin Posted April 10, 2014 Share Posted April 10, 2014 Noticed "pump here" option in fuel line part's context menu. But it doesn't seem to produce any effect. Is that working as intended?Just did a little experimenting with that, that seems to be the way to give the KAS pipe (with the bright orange attachment valves) similar functionality to a stock fuel line (the yellow hose).Right-click the attachment point on the DESTINATION tank and click "pump here", and that tank will then start to draw fuel from the OTHER tank to keep itself at its current level, just like a fuel line. Note that if the destination tank is half-depleted, it looks like it won't automatically refill itself from the other tank - you'd need to use the fuel transfer function for that.I've noticed one problem with using the KAS pipes like fuel lines in this way - if you try to jettison a tank that is connected by pipes (not fuel lines), it won't detach itself fully - the KAS pipes stay attached, they don't automatically sever themselves in the way that stock fuel lines and stock struts do. Has anybody worked out a solution to this? Link to comment Share on other sites More sharing options...
Darkona Posted April 10, 2014 Share Posted April 10, 2014 Hello, just want to ask: Is there a particular reason for the stack mounted winch not having a GUI? I mean, bug or feature? Link to comment Share on other sites More sharing options...
GavinZac Posted April 10, 2014 Share Posted April 10, 2014 I have this problem too. In one particular quicksave where I try to tow an asteroid, the winch will be ripped off the craft randomly 10-30 seconds after loading, even when I extend the cable and both the tug and the asteroid are standing still to each other (I saved while being in docked mode).I have tried extending the cable, retracting it or just leaving it alone, both in docked and undocked mode and restarting the game, but no matter what I do at some point the winch suddenly falls off the craft, seemingly without reason (the cable has absolutely no tension at this point). I have changed the maximum distance of the cable to 250m in the config file prior to this, could this cause this behaviour?Sounds suspiciously like node-size problem, since KSP now cares about nose sizes for joint strength. Link to comment Share on other sites More sharing options...
Javster Posted April 10, 2014 Share Posted April 10, 2014 (edited) I have an issue with 0.23.5 career mode where I can't right-click on any KAS parts on EVA or on ship.EDIT: issue fixed, I had an incomplete download without the plugins folder. Still an issue. Downloaded from spaceport. Edited April 10, 2014 by Javster Link to comment Share on other sites More sharing options...
Runescope Posted April 11, 2014 Share Posted April 11, 2014 (edited) So, just did a test and the KAS grappling hook won't attach to asteroids Edit: Did another test. I can mount the asteroid grappler onto the hook anchor and eject that towards the asteroid and pull myself in. Though I wouldn't mind finding a way to slow down the retraction rate. Edited April 11, 2014 by Runescope Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 12, 2014 Share Posted April 12, 2014 My very first use of this mod was to save what would've been a complete disaster in stock KSP. I forgot to put solar panels (or any source of power) on my ascent stage for a manned mission to Minmus. Things would've been very, very dicey had I not been able to just swipe a solar panel and stick it on the ascent stage.So, thanks. For saving my ass. Jeb is also quite thankful I'm sure. Link to comment Share on other sites More sharing options...
Superfluous J Posted April 12, 2014 Share Posted April 12, 2014 My very first use of this mod was to save what would've been a complete disaster in stock KSP. I forgot to put solar panels (or any source of power) on my ascent stage for a manned mission to Minmus. Things would've been very, very dicey had I not been able to just swipe a solar panel and stick it on the ascent stage.That's step 1. These days, I build my ships with the intention of doing this Link to comment Share on other sites More sharing options...
TMS Posted April 13, 2014 Share Posted April 13, 2014 My very first use of this mod was to save what would've been a complete disaster in stock KSP. I forgot to put solar panels (or any source of power) on my ascent stage for a manned mission to Minmus. Things would've been very, very dicey had I not been able to just swipe a solar panel and stick it on the ascent stage.So, thanks. For saving my ass. Jeb is also quite thankful I'm sure. Your experience just mirrored my own.I used KAS back in the day (bungee jumping from balloons on Jool), but it's really grown since then.Solar panel rescue mission complete... Link to comment Share on other sites More sharing options...
a.g. Posted April 13, 2014 Share Posted April 13, 2014 (edited) So, just did a test and the KAS grappling hook won't attach to asteroids Edit: Did another test. I can mount the asteroid grappler onto the hook anchor and eject that towards the asteroid and pull myself in. Though I wouldn't mind finding a way to slow down the retraction rate.I just tried to understand what's going on with these hooks and asteroids, and it seems that the problem might be that they are ejected too fast (at more than 30m/s), and that somehow allows them to clip right through. Reducing ejectForce to something like 8 in the winch config seems to fix it, but then it may make it hard to hit things when there is gravity. Another problem is that the connection between the hook and asteroid seems to be very wobbly for some reason.The winch GUI window has a slider that controls retraction speed.I've noticed one problem with using the KAS pipes like fuel lines in this way - if you try to jettison a tank that is connected by pipes (not fuel lines), it won't detach itself fully - the KAS pipes stay attached, they don't automatically sever themselves in the way that stock fuel lines and stock struts do. Has anybody worked out a solution to this?The problem here is that pipes are supposed to be a way to connect vessels, so they cannot detach just because you detached some other pipe in a pipe cycle. It's hard to distinguish this from a decoupler. Edited April 13, 2014 by a.g. Link to comment Share on other sites More sharing options...
ayana Posted April 13, 2014 Share Posted April 13, 2014 Is there any way to let me pick and replace fuel lines that are already on a craft with some fancy ModuleManager work? There may have been a little mistake that I overlooked until I had a lander sitting in orbit around Ike. Link to comment Share on other sites More sharing options...
MNSRSkittles Posted April 14, 2014 Share Posted April 14, 2014 So pressing the close button on the storage box GUI over any part in the VAB will cause you to grab itAlso having radially mounted parachutes on your back in EVA causes you to spin rather randomly. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 14, 2014 Share Posted April 14, 2014 The first is a problem with many dialogue boxes being clickable through. Not sure if there's a fix for it as it could be Unity hardcoded.. I think KER does it though (its box isn't clickable-through). And the parachutes things, it's so the parachutes can be used as such for kerbals. The parachutes add mass to your kerbal (normally, things don't) and the little EVA jets aren't balanced for the large mass on the back and don't really know what to do. Link to comment Share on other sites More sharing options...
MNSRSkittles Posted April 14, 2014 Share Posted April 14, 2014 The first is a problem with many dialogue boxes being clickable through. Not sure if there's a fix for it as it could be Unity hardcoded.. I think KER does it though (its box isn't clickable-through). And the parachutes things, it's so the parachutes can be used as such for kerbals. The parachutes add mass to your kerbal (normally, things don't) and the little EVA jets aren't balanced for the large mass on the back and don't really know what to do.so what would be a better way to transport parachutes? Link to comment Share on other sites More sharing options...
a.g. Posted April 14, 2014 Share Posted April 14, 2014 And the parachutes things, it's so the parachutes can be used as such for kerbals. The parachutes add mass to your kerbal (normally, things don't) and the little EVA jets aren't balanced for the large mass on the back and don't really know what to do.More precisely, parachutes are added as a separate physical object. All other parts are made non-physical, and their mass is added to the kerbal itself, so movement becomes properly more sluggish, but the CoM remains in the same place.This is controlled by the "physicJoint = true" setting in one config file, so if you don't like it, you can disable it and make parachutes the same as all other parts. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 14, 2014 Share Posted April 14, 2014 so what would be a better way to transport parachutes?As a.g. said, making the physicJoint false in the relevant section will make the chutes just like any other KAS part. I don't know if they'll still work as EVA parachutes though. Link to comment Share on other sites More sharing options...
MNSRSkittles Posted April 14, 2014 Share Posted April 14, 2014 I found a way to make it a BUNCH easier and still have EVA parachutesPhysically take the box the chutes are in, park near the ship you're going to put them on, drop the box take the chutes and put them on the ship without moving. Reposition the box to reposition where you want to stand when putting the chutes. Link to comment Share on other sites More sharing options...
Andrewmacor Posted April 14, 2014 Share Posted April 14, 2014 How can i make other parts grabbable with KAS? Parts like mod RCS ports and stuff. I have also seen people that can restart science experiments from EVA w/o a lab. Can u do that two? How? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 14, 2014 Share Posted April 14, 2014 (edited) How can i make other parts grabbable with KAS? Parts like mod RCS ports and stuff. Make a Module Manager config with this in:@PART[partnamehere]]{MODULE{ name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 2 attachOnPart = True attachOnEva = False attachOnStatic = False}}Change the stored size to something reasonable and the position and direction may need some editing, but the KAS debug menu can help with that.The lab thing though.. As far as I can tell, it can't be done on EVA, but I may be wrong. Were they collecting and then resetting an experiment or just resetting it? Because if it's the latter, it's stock and as I said, I think the former needs an actual part to contain the science lab module. Edited April 14, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Andrewmacor Posted April 15, 2014 Share Posted April 15, 2014 Make a Module Manager config with this in:@PART[partnamehere]]{MODULE{ name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 2 attachOnPart = True attachOnEva = False attachOnStatic = False}}Change the stored size to something reasonable and the position and direction may need some editing, but the KAS debug menu can help with that.The lab thing though.. As far as I can tell, it can't be done on EVA, but I may be wrong. Were they collecting and then resetting an experiment or just resetting it? Because if it's the latter, it's stock and as I said, I think the former needs an actual part to contain the science lab module.Sorry for the bother but im not that good with the codes so can u help me with a little bit more detail or examples on how to? And about the resetting experiments I saw it with scott manley he does it all the time on EVA and I wanna do that. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 15, 2014 Share Posted April 15, 2014 Sorry for the bother but im not that good with the codes so can u help me with a little bit more detail or examples on how to? And about the resetting experiments I saw it with scott manley he does it all the time on EVA and I wanna do that.Ok, you presumabely have Module Manager installed, yes? It's in your Gamedata folder, yeah? Well, make a new text file anywhere in that folder (but it makes most sense to put it in either a folder of your own for safekeeping or the actual mods folder). Copy the above text into that text file and then save it as whateveryouwant.cfg (though, something logical like modname_KAS or something). Module Manager does the rest What mod and part are you wanting to make KAS compatible? If you want, I'll make up a cfg for you Hmm, resetting experiments.. Could you link me a video where he does that? I can't remember off the top of my head. Link to comment Share on other sites More sharing options...
CEIII2000 Posted April 17, 2014 Share Posted April 17, 2014 Very new to KSP, KAS and this forum.I purchased and downloaded the latest version of KSP and the latest versions of both Mech Jeb and KAS. These are the only two mods I have at the moment. KSP says they are both not compatible though Mech Jeb seems to work fine. KAS however is very weird. The winches are doing all sorts of random stuff. Falling off, turning into two 'flashing' winches, etc. And as mentioned by another person above I can't grab anything. I can move it around using attach but I can't grab it. He said it 'randomly fixed itself'. I have had no such luck. Any ideas? Link to comment Share on other sites More sharing options...
Majiir Posted April 17, 2014 Author Share Posted April 17, 2014 I purchased and downloaded the latest version of KSP and the latest versions of both Mech Jeb and KAS. These are the only two mods I have at the moment. KSP says they are both not compatibleYou don't have the latest version of something (probably KSP). The ARM pack counts as a version and is required by the latest versions of these mods. The warning displayed comes from CompatibilityChecker, which is built into both KAS and MechJeb, among others. Link to comment Share on other sites More sharing options...
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