Sean Mirrsen Posted October 26, 2013 Share Posted October 26, 2013 In general, I consider the two nodes the bracket has to be a hindrance. Even with careful placement, the containers always jitter between the two nodes when I'm placing them. They're just too close together. It's easier to use angle snap to position brackets on surfaces accurately than to constantly struggle with placement of containers. Link to comment Share on other sites More sharing options...
urablahblah Posted October 26, 2013 Share Posted October 26, 2013 I used the unoffical module manager method of adding this to the tech tree, and now I have access to everything that can be added in the container parts. I have enough self-restraint not to cheat, but I was under the impressing that only unlocked parts appeared in the container edit menu. Any ideas of what might have gone wrong? Link to comment Share on other sites More sharing options...
Thourion Posted October 26, 2013 Share Posted October 26, 2013 I used the unoffical module manager method of adding this to the tech tree, and now I have access to everything that can be added in the container parts. I have enough self-restraint not to cheat, but I was under the impressing that only unlocked parts appeared in the container edit menu. Any ideas of what might have gone wrong?From what i understand, the plugin reads the addModule.cfg file to add the parts you can use with the container (except those from the KAS mod themseleves who have this code already in their cfgs). Now without looking at the plugin code, from what you say i guess it only fetches the parts from that cfg and doesnt see if they are locked or unlocked yet. Link to comment Share on other sites More sharing options...
neamerjell Posted October 27, 2013 Share Posted October 27, 2013 I have been working on a script that will eventually extract parameter values from the cfg files and output them into a csv file. During a test, I discovered a misspelling in several KAS cfg files:...\GameData\KAS\Parts\hook_grapplingHook\grapplingHook.cfg...\GameData\KAS\Parts\pipe1\pipe1.cfg...\GameData\KAS\Parts\strut1\strut1.cfg...\GameData\KAS\Parts\winch1\winch1.cfg...\GameData\KAS\Parts\winch1\winch2.cfg...\GameData\KAS\Parts\winch1\winch3.cfg...\GameData\KAS\Parts\winch1\winch4.cfgAll of these files have maxLength misspelled as "maxLenght" Link to comment Share on other sites More sharing options...
urablahblah Posted October 27, 2013 Share Posted October 27, 2013 From what i understand, the plugin reads the addModule.cfg file to add the parts you can use with the container (except those from the KAS mod themseleves who have this code already in their cfgs). Now without looking at the plugin code, from what you say i guess it only fetches the parts from that cfg and doesnt see if they are locked or unlocked yet.KAS 0.4.4 has been released. The download on Spaceport (link in the first post) has been updated.This is a compatibility update for KSP 0.22. KAS does not yet integrate with the new Research and Development system.Changes in this version:The container editor will only show parts that have been unlocked when in career mode.This sounds to me like it is only supposed to show parts that have been unlocked. Link to comment Share on other sites More sharing options...
Morgan Posted October 27, 2013 Share Posted October 27, 2013 There's -two- nodes to the container bracket. The lower one (When the bracket is placed horizontally) is actually for the bracket to attach to something with a node; if you lock the container into that one, the container won't eject. I found that the easiest way to load containers is to put the brace atop something with a node on top (Just about any part) and THEN load the container into it- then move it to a radial attachment.OMG! Thats it! They overlap like 95%, hardly to see the 2nd.Thanks! Link to comment Share on other sites More sharing options...
KhaosCorp Posted October 27, 2013 Share Posted October 27, 2013 In general, I consider the two nodes the bracket has to be a hindrance. Even with careful placement, the containers always jitter between the two nodes when I'm placing them. They're just too close together. It's easier to use angle snap to position brackets on surfaces accurately than to constantly struggle with placement of containers.Zoom in and look at your work area from a proper angle....I have no issues attaching boxes...and the 2 nodes add versatility. Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted October 27, 2013 Share Posted October 27, 2013 Not sure what sort of versatility it adds, but to me, mostly, it adds a few seconds to the placement of every container. I can far easier surface-attach the bracket precisely.Still, that's just a few seconds, and not tremendously difficult. It'd be better if some different kind of system could be used for this. Or if the stack nodes deactivated if placed facing a surface. Link to comment Share on other sites More sharing options...
rhoark Posted October 27, 2013 Share Posted October 27, 2013 This is what I use for KAS in VetTech@PART[KAS_Container1]:Final { @TechRequired = start}@PART[KAS_Container2]:Final { @TechRequired = generalConstruction}@PART[KAS_ContainerBay1]:Final { @TechRequired = start}@PART[KAS_CPort1]:Final { @TechRequired = generalConstruction}@PART[KAS_CPort2]:Final { @TechRequired = generalConstruction}@PART[KAS_Hook_Anchor]:Final { @TechRequired = landing}@PART[KAS_Hook_GrapplingHook]:Final { @TechRequired = generalConstruction}@PART[KAS_Hook_Magnet]:Final { @TechRequired = advElectrics}@PART[KAS_HookSupport]:Final { @TechRequired = advElectrics}@PART[KAS_Pipe1]:Final { @TechRequired = fuelSystems}@PART[KAS_Pylon1]:Final { @TechRequired = advConstruction}@PART[KAS_Strut1]:Final { @TechRequired = advConstruction}@PART[KAS_Winch1]:Final { @TechRequired = generalConstruction}@PART[KAS_Winch2]:Final { @TechRequired = generalConstruction}@PART[KAS_Winch3]:Final { @TechRequired = specializedConstruction}@PART[KAS_Winch4]:Final { @TechRequired = specializedConstruction} Link to comment Share on other sites More sharing options...
johnsonwax Posted October 27, 2013 Share Posted October 27, 2013 Is there any way to store flags in a container? I forgot that my mun science rover prevents me from refilling my flags, but I could stash a bunch in a part container instead. Link to comment Share on other sites More sharing options...
Sean Mirrsen Posted October 27, 2013 Share Posted October 27, 2013 Flags aren't parts, I think. The containers can only be filled with parts. Link to comment Share on other sites More sharing options...
Secret Squirrel Posted October 27, 2013 Share Posted October 27, 2013 (edited) Is there any way to store flags in a container? I forgot that my mun science rover prevents me from refilling my flags, but I could stash a bunch in a part container instead.I think it is TT that has the "re-flaginator" it allows you to put the part on your rover and refill and or change your flags the Kerbals carry. I will look for the thread and edit with a link if I can find it.Edit: Ok its not TT its MSI and here is the thread not sure if it still works though. http://forum.kerbalspaceprogram.com/threads/48736-0-22-Magic-Smoke-Industries-Reflaginator-RCS-Refueler-0-2 Edited October 27, 2013 by Secret Squirrel Link to comment Share on other sites More sharing options...
johnsonwax Posted October 27, 2013 Share Posted October 27, 2013 Thanks, I'll check that out. Seems like a logical thing to add to KAS so you can add flags in the VAB, though. Link to comment Share on other sites More sharing options...
Gameguru Posted October 28, 2013 Share Posted October 28, 2013 hey how do you put the KAS parts into a tech tree? Link to comment Share on other sites More sharing options...
RabidMonkey Posted October 28, 2013 Share Posted October 28, 2013 hey how do you put the KAS parts into a tech tree?You read back 5 posts. Link to comment Share on other sites More sharing options...
brienne Posted October 28, 2013 Share Posted October 28, 2013 KAS is listed as [0.20] mod in Spaceport search results. Link to comment Share on other sites More sharing options...
K3-Chris Posted October 28, 2013 Share Posted October 28, 2013 (edited) If I might make a feature request? Pipes makes it make more sense that you can transfer fuel between different craft linked up by them, would be nice if there was another system above that to make walkways; metal circles/D shapes that hold up an inflated tube of clear/partially clear plastic for transfer of power, fuel, and kerbals (using crew manifest).On the ground could make several parts/landers/etc link up into a more base like structure and in space could be used like the accordion like extending part at an airport to make a docking seal with ships. Edited October 28, 2013 by K3|Chris Link to comment Share on other sites More sharing options...
johnsonwax Posted October 28, 2013 Share Posted October 28, 2013 On the ground could make several parts/landers/etc link up into a more base like structure and in space could be used like the accordion like extending part at an airport to make a docking seal with ships.Then all we need is a big plastic wheel for Jeb to run in for exercise, and a giant clear ball for Bill to run and roam the lunar surface in. Link to comment Share on other sites More sharing options...
Tassyr Posted October 29, 2013 Share Posted October 29, 2013 (edited) Question. Out of nowhere between two reboots the linking action has started detonating the part that the pipe end is attached to. Considering this has cost me a lander, a rover, and three pylons, this is more than a little annoying. What just happened...?Note this is NOT when I make the link; I can't get that far. All I get is 'right click' 'select link' 'BOOM' Edited October 29, 2013 by Tassyr Link to comment Share on other sites More sharing options...
hawkwing Posted October 29, 2013 Share Posted October 29, 2013 I'm having an unexpected problem getting EVA attached radial engines to work...Connected them directly to the fuel tank, but its still saying there's no fuel. Works fine if I turn on infinite fuel in the debug menu... Link to comment Share on other sites More sharing options...
Tassyr Posted October 29, 2013 Share Posted October 29, 2013 Hawkwing: Hit F5 to quicksave, then reload. It'll update. Link to comment Share on other sites More sharing options...
KhaosCorp Posted October 29, 2013 Share Posted October 29, 2013 If I might make a feature request? Pipes makes it make more sense that you can transfer fuel between different craft linked up by them, would be nice if there was another system above that to make walkways; metal circles/D shapes that hold up an inflated tube of clear/partially clear plastic for transfer of power, fuel, and kerbals (using crew manifest).On the ground could make several parts/landers/etc link up into a more base like structure and in space could be used like the accordion like extending part at an airport to make a docking seal with ships.Look for a mod called ID Strong Struts, they should still work in 0.22, if not I think will only be fast config edit. Its a set of very durable and one of a kind struts...one of them makes a tube kerbals can walk in..another makes walls/walkways..all are placed in VAB same as strut connector. Link to comment Share on other sites More sharing options...
elind21 Posted October 29, 2013 Share Posted October 29, 2013 Have not yet done this to this thread so: BOOKMARKED Link to comment Share on other sites More sharing options...
SnappingTurtle Posted October 29, 2013 Share Posted October 29, 2013 Are the pipes and ground nodes working without exploding now? Link to comment Share on other sites More sharing options...
cy-one Posted October 29, 2013 Share Posted October 29, 2013 Is there a way I can make the EVA-struts stronger? I'm currently building a huge ship (own interpretation of the ISV Venture Star from James Cameron's Avatar) and I fear even with some struts, the docked radiator-arms will wobble horribly.This is really important for me Link to comment Share on other sites More sharing options...
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