Hodo Posted October 29, 2013 Share Posted October 29, 2013 Are the pipes and ground nodes working without exploding now?Yes as long as you don't put them at some extreme angle. Link to comment Share on other sites More sharing options...
Payload Posted October 29, 2013 Share Posted October 29, 2013 (edited) I have a question. Are the winches supposed to have extend and retract control now? Because they don't. Or at least the one I tested didn't.Newest version I DLed yesterday, sent a ship to refuel Jeb's Lander on the moon so he could get home.I could not grab the connector from the winch with Jeb. I had to eject the head of the winch from the vehicle control it self.Then I had to send Jeb over to pick it up. Grab is now changed to "Y" but still says "G" in the context menu. I grabbed it and then refueled the ship for Jeb's return no problem.Then there was no way to retract the winch and the GUI only said close and rename. No other options were available. It was a probe ship so I just terminated it.I did try and reload the flight from the com-station a few times but I never got the option to extend or retract the winch.I use those winches all the time for various things. If they are not working anymore then why include them in the pack?Bug Number 2.If you try to connect a pipe from a ground pylon to a ship, you get spontaneous combustion of the pipe end point on the ship. It works just fine when you try to connect it from the ship to the pylon. It was almost a direct shot. Not a harsh angle or anything.In terms of functionality, this mod is now less functional than it was before. All of the new things are nice. Ultimately, the changes are not worth giving up the reliability the mod had before. It was to a state where I almost never quick saved before making a connection and I never thought twice about refueling a ship. Now you never know what is or isn't going to work or if parts of your craft will just explode for no known reason. Edited October 29, 2013 by Payload Link to comment Share on other sites More sharing options...
dsgsdgdgrgeaevd Posted October 29, 2013 Share Posted October 29, 2013 Hi,are Kethane and Airships part of this mod or are they seperate? Link to comment Share on other sites More sharing options...
viperwolf Posted October 30, 2013 Share Posted October 30, 2013 Hi,are Kethane and Airships part of this mod or are they seperate?Separate http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-Art-pass-terrain-conforming-grid-and-miscellaneous-improvements?highlight=Aerospace+Pack Link to comment Share on other sites More sharing options...
Gnipu Posted October 30, 2013 Share Posted October 30, 2013 How do I change the default controls? I'd like to remove or alternatively temporarily deactivate the NumPad controls as I'm using those for rover controls. (If "Toggle control" is supposed to temp deactivate, it's bugged, 'cause it's not doing anything) Link to comment Share on other sites More sharing options...
Sporkmonger Posted October 30, 2013 Share Posted October 30, 2013 Honestly it seems kinda pointless to me to fracture the tree like this...we are gonna end up with 100 tech trees and updating mods is gonna become a nightmare....The stock techtree is aranged in a resonable manner, there are a fair amount of nodes...and ANYONE can put anything into anynode on the current tree... If you dont like something it takes a couple seconds to change the node the part is in....I completely agree. This is one of the things I've been most concerned about w/ Mods + Career mode. I tend to play with a ton of mods and I really don't want a crazy tech tree as a result. That said, I already mod most of my mods anyway, so I assume I can just set it up the way I want without too much trouble as it is. The interstellar mod is the one that I suspect will always give me the most trouble with tweaking because it does science a little bit differently. Link to comment Share on other sites More sharing options...
automcdonough Posted October 30, 2013 Share Posted October 30, 2013 So, after adding aviation lights to the KAS config to make them grabbable and all the wonderful fun i've had with them since.. I have to ask. Is there any harm in just adding parts to popular mods to this file? Things that seem like they should fit, such as the MJ AR202 case, protractor, engineer, aviation lights.. maybe the small kethane scanner. stuff like that. we could vote on them or something, don't need to clutter it up too bad but the popular ones would be handy.Would errors happen if a part is listed there but someone doesn't have that mod installed? Link to comment Share on other sites More sharing options...
kiwiak Posted October 30, 2013 Share Posted October 30, 2013 (edited) I planned to use anchor to stop my landers from toppling over on low gravity bodies.However, ist seems that upon releasing, anchor moves with freefall speed! Which on minmus is low.I imagined it like that: im 4 meters over ground, i eject anchors that immediatly are placed in ground and i retrack ropes to place lander firmly.But anchor is too slow. Retraction forse seems small too. Edited October 30, 2013 by kiwiak Link to comment Share on other sites More sharing options...
automcdonough Posted October 30, 2013 Share Posted October 30, 2013 did you try ejecting it instead of releasing it? could also use grapple hook into the ground.. Link to comment Share on other sites More sharing options...
Ciber Posted October 30, 2013 Share Posted October 30, 2013 For some strange reason every time I try to connect my fuel ferry with my kethane miner via pipes and ground pylons, the things tip over or, in one case, start floating off into the air. Link to comment Share on other sites More sharing options...
Sparker Posted October 30, 2013 Share Posted October 30, 2013 Is there a way to prevent struts from destroying my vessel?Sometimes the vessel isn't destroyed, but starts spinning after a kerbal picks one end of a strut. Link to comment Share on other sites More sharing options...
dc4bs Posted October 31, 2013 Share Posted October 31, 2013 This is fun!Thanks for the great laugh I just got out of this picture...That isn't "Cartman Kerman" is it?Stan Kerman: "Cartman, there's a 80 foot satellite dish sticking outta your a**!"Cartman Kerman: "Sure, you guys. What-ever..." Link to comment Share on other sites More sharing options...
eclipsen413 Posted October 31, 2013 Share Posted October 31, 2013 Hi i am also having the same problem as Gnaar_mok, when i place the container on my craft and then right click it to edit the contents. no menu comes up i've also tried re installing ksp and only using KAS as the active mod. Please help, i would love to play with this mod Link to comment Share on other sites More sharing options...
kiwiak Posted October 31, 2013 Share Posted October 31, 2013 did you try ejecting it instead of releasing it? could also use grapple hook into the ground..it has same effect. Link to comment Share on other sites More sharing options...
zxczxczbfg Posted November 1, 2013 Share Posted November 1, 2013 (edited) Hmm. An idea: Add Separatrons to the list of grabbable parts. Fun rocket pack, or useful emergency escape system?PS: Built a small one-man LKO ship specifically to test the parachute thing. Put Jeb in it, since a triple-aerobraking followed by a high-speed skydive, both while on EVA, seem like exactly the thing Jeb would do. Edited November 1, 2013 by zxczxczbfg Link to comment Share on other sites More sharing options...
marius86000 Posted November 1, 2013 Share Posted November 1, 2013 Majiir.Can you alter the strust to be connectable in SPH/VAB? Link to comment Share on other sites More sharing options...
automcdonough Posted November 1, 2013 Share Posted November 1, 2013 I like the separatron idea. They are small enough and useful as a backup plan if things go wrong with the engines. Still waiting on question about adding other mod parts to cfg..I have another suggestion.. the right click menu in VAB is still bugging me. Is there a way to change it so you have to mouse over and hit a key? Much like the procedural wings/tanks interface. This way you don't have accidental menu in the face. Link to comment Share on other sites More sharing options...
AtomicOne Posted November 2, 2013 Share Posted November 2, 2013 (edited) For those that want access to the parts in career mode, or who want to integrate the KAS parts into the existing tech tree here is what you need to do...Go into the KAS parts folder and open each part's config file. Add the following under the "Editor Parameters" heading:TechRequired = basicRocketry Change basicRocketry to whatever node you want. if you just want everything use: TechRequired = startFor example the file should look sort of like this when you're done:// --- editor parameters ---TechRequired = startcost = 1category = Utilitysubcategory = xtitle = Title of partmanufacturer = whatever Labsdescription = description hereNote: some of the files dont have the editor parameters section so just add the techrequired part above the cost in the cfg files.Note2: after you do this and start the game, you have to go in to the r&d building and unlock the parts individually if you placed them in a node you've already researched.hope this helps. Edited November 2, 2013 by AtomicOne Link to comment Share on other sites More sharing options...
Lazro Posted November 2, 2013 Share Posted November 2, 2013 This plugin is completely broken for me. On a clean stock install. I attach a part to the stack winch-any part will do-bind a key to extend, and it either doesn't even extend or it drops forever through the craft and the terrain. I was really looking forward to using this in my Curiosity/spirit-esque rover, but I guess not. Oh well. Time to spam parachutes Link to comment Share on other sites More sharing options...
nater Posted November 2, 2013 Share Posted November 2, 2013 (edited) Yeah, I'm having issues extending it too, but I'm running a lot of mods. Edited November 2, 2013 by nater Link to comment Share on other sites More sharing options...
khaine Posted November 2, 2013 Share Posted November 2, 2013 (edited) For those that want access to the parts in career mode, or who want to integrate the KAS parts into the existing tech tree here is what you need to do...Go into the KAS parts folder and open each part's config file. Add the following under the "Editor Parameters" heading:TechRequired = basicRocketry hope this helps.Thank you so much for the simple and clear explanation of how to do thisit is so simple but makes a huge differenceI was too lazy to dig around int he game files myself to figure out how the tech tree workedyour effort is greatly appreciatedThank you again good sir Edited November 3, 2013 by khaine Link to comment Share on other sites More sharing options...
Olaf Posted November 2, 2013 Share Posted November 2, 2013 First of all thank you for this great mod. It works fine for me (most times) but I have one major issue i wasn't able to fix. Whenever I'm building some sort of "solar power module" for my base ( which i connect with pipes) I end up wondering myself why the power transfer from the solar panels to the other parts of the network doesn't work. The energy flow inside the network itself is fine, don't get me wrong but whenever I'm attaching a solar array while EVA it doesn't work. I can retract and extend the panels from my control module (and usually this means they are connected) and I'm also getting the feedback from the solar panels that the solar panels indeed produce energy and nothing is in their way. Link to comment Share on other sites More sharing options...
Secret Squirrel Posted November 3, 2013 Share Posted November 3, 2013 First of all thank you for this great mod. It works fine for me (most times) but I have one major issue i wasn't able to fix. Whenever I'm building some sort of "solar power module" for my base ( which i connect with pipes) I end up wondering myself why the power transfer from the solar panels to the other parts of the network doesn't work. The energy flow inside the network itself is fine, don't get me wrong but whenever I'm attaching a solar array while EVA it doesn't work. I can retract and extend the panels from my control module (and usually this means they are connected) and I'm also getting the feedback from the solar panels that the solar panels indeed produce energy and nothing is in their way.I think a quick save and reload solves that problem, could be wrong but I think last time I tried it worked. Deep in the carrier mode so haven't messed with too many KAS parts recently. Link to comment Share on other sites More sharing options...
Psykikk Posted November 3, 2013 Share Posted November 3, 2013 (edited) hi,essential mod and i did the editing of the parts config to enjoy KAS in career mode.works like a charm. Edited November 3, 2013 by Psykikk Link to comment Share on other sites More sharing options...
Olaf Posted November 3, 2013 Share Posted November 3, 2013 I think a quick save and reload solves that problem, could be wrong but I think last time I tried it worked. Deep in the carrier mode so haven't messed with too many KAS parts recently.Thank you, it fixed the bug, now works like charm:wink: Link to comment Share on other sites More sharing options...
Recommended Posts