DMagic Posted March 15, 2014 Share Posted March 15, 2014 Update: Fixed a problem with the last updateadded DMagic Science parts added (some) FASA parts. Part count now at 257 individual modifications.Awesome, thanks for adding my parts. I'll link to this thread for anyone looking for KAS integration. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 15, 2014 Share Posted March 15, 2014 A few stock docking ports are missing (only dockingPort3 is in the file).And I don't really understand why more parts are not attachable in EVA (parachutes or wheels for example) ? Especially in space where weight is not in the party. Link to comment Share on other sites More sharing options...
GavinZac Posted March 16, 2014 Author Share Posted March 16, 2014 And I don't really understand why more parts are not attachable in EVA (parachutes or wheels for example) ? Especially in space where weight is not in the party.Those are already moveable in KAS by default (addModule.cfg), and I add a couple more of the semi-realistic ones - by using the pack, only the very large "drop dead on the spot" wheels are not included.A few stock docking ports are missing (only dockingPort3 is in the file).I'd intended dockingPort2 to be in there too, it is now. Thanks. The other 3 are not really surface attachable - the clampotron snr is massive, the inline clampotron is... inline, and the shielded docking ports... well I guess there's no harm. I'll throw that one in too. Updated. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 16, 2014 Share Posted March 16, 2014 ok, thank you . Link to comment Share on other sites More sharing options...
SciMan Posted March 16, 2014 Share Posted March 16, 2014 Have you considered adding things from the RLA stock-alike, ion engine, and power generation packs?Plenty of small parts in those packs that a kerbal in a suit should be able to grab and move around.A few selected examples; a smaller RTG, a radially-mountable ion engine, radially-mounted monopropellant engines, and RCS thruster blocks in more configurations than I know what to do with. IIRC, the RCS blocks were the first offering from this author, and they're still useful to this day.I don't know how I made probes before I found these parts, they're just that useful.The monopropellant engines are great for space tugs, because they already carry around a lot of monopropellant. Sure beats holding down 'H' for a minute or two, and it's much more suited to making precision maneuvers than an RCS thruster is. There's even a 1 thrust version, same thrust as an RCS port. Link to comment Share on other sites More sharing options...
CaptainKipard Posted March 18, 2014 Share Posted March 18, 2014 Here's another one. It's just one part but still. KDEX Link to comment Share on other sites More sharing options...
GavinZac Posted March 18, 2014 Author Share Posted March 18, 2014 Have you considered adding things from the RLA stock-alike, ion engine, and power generation packs?Plenty of small parts in those packs that a kerbal in a suit should be able to grab and move around.A few selected examples; a smaller RTG, a radially-mountable ion engine, radially-mounted monopropellant engines, and RCS thruster blocks in more configurations than I know what to do with. IIRC, the RCS blocks were the first offering from this author, and they're still useful to this day.I don't know how I made probes before I found these parts, they're just that useful.The monopropellant engines are great for space tugs, because they already carry around a lot of monopropellant. Sure beats holding down 'H' for a minute or two, and it's much more suited to making precision maneuvers than an RCS thruster is. There's even a 1 thrust version, same thrust as an RCS port.Yeah sounds useful in the event of wanting to add a little booster to an errant probe or something.Here's another one. It's just one part but still. KDEXNice, will do that too, tomorrow (it's 3AM) Link to comment Share on other sites More sharing options...
GavinZac Posted March 19, 2014 Author Share Posted March 19, 2014 Added RLA stockalike pack, and the KDEX. More RLA stuff tomorrow. File and description updated. Link to comment Share on other sites More sharing options...
ofan Posted March 20, 2014 Share Posted March 20, 2014 can I use conditions like (mass <= 1 and attachRules=1,1,1...) to select all attachable parts? I did some search, it seems there's no manual or documentation for it. Link to comment Share on other sites More sharing options...
GavinZac Posted March 20, 2014 Author Share Posted March 20, 2014 can I use conditions like (mass <= 1 and attachRules=1,1,1...) to select all attachable parts? I did some search, it seems there's no manual or documentation for it.No, it's not possible. That's the reason I made this. In fact, it's in the very first paragraph of this thread. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 27, 2014 Share Posted March 27, 2014 (edited) Hi,here are settings to ad some parts from my advertizing partsIMPORTANT NOTICE: don't grab and attach the two adpanels, for now, there are placed perpendicular to the tangent of the surface, inside the part like a sword , unless you want to kill the kraken if you find it.AFAIK with the current KAS version, there is no fix for that.UPDATE: you can use Left-Alt/Right-Alt with b/n keys to rotate part along any of the three axis.// Kerbice Marketing advertizing display v0.9 @PART[KMIADSUCUB1] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = True attachOnStatic = False }}@PART[KMIADPAN11] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.3, -0.14) evaPartDir = (-1,0,0) storable = True storedSize = 1 attachOnPart = True attachOnEva = True attachOnStatic = False }}@PART[KMIADPAN12] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.3, -0.14) evaPartDir = (-1,0,0) storable = True storedSize = 2 attachOnPart = True attachOnEva = True attachOnStatic = False }}@PART[KMIADCYL0] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 3 attachOnPart = True attachOnEva = True attachOnStatic = False }}@PART[KMIADHEX0] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 3 attachOnPart = True attachOnEva = True attachOnStatic = False }}@PART[KMIADOCTO0] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 3 attachOnPart = True attachOnEva = True attachOnStatic = False }} Edited March 27, 2014 by Justin Kerbice add KAS rotate keys for attaching part info Link to comment Share on other sites More sharing options...
GavinZac Posted March 27, 2014 Author Share Posted March 27, 2014 Hi,here are settings to ad some parts from my advertizing partsThanks, I'll add it the next time I work on it, I've been procrastinating from doing the rest of the million or so other RLA parts by doing actual work, which is a good thing I guess! Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 29, 2014 Share Posted March 29, 2014 (edited) I think there is a balance issue with stock toroidal aerospike engine: mass 1.5t, space 4.0, I think it might be better to increase it's space requirement (just due to shipment protection for example)And this is the Mechjeb case config (with it, each kerbal can have his own super-gps system):@PART[mumech_MJ2_AR202] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 1 attachOnPart = True attachOnEva = True attachOnStatic = False }} Edited April 1, 2014 by Justin Kerbice Link to comment Share on other sites More sharing options...
GavinZac Posted April 8, 2014 Author Share Posted April 8, 2014 I think there is a balance issue with stock toroidal aerospike engine: mass 1.5t, space 4.0, I think it might be better to increase it's space requirement (just due to shipment protection for example)As I said in the Predictably Asked Questions, it's not balanced at all yet. I'm very open to suggestions for appropriate space-sizes. The weight still matters though; in other words, adding 40 of those engines to a box will add 60 tons to your craft and isn't a great idea. I've been mostly dog-fooding it against 0.23.5 and Module Manager 2.0. At the moment it seems to have some issues with MM2.0 and may require a little rewrite.And this is the Mechjeb case config (with it, each kerbal can have his own super-gps system):Interesting, will add on the next 'build'. Link to comment Share on other sites More sharing options...
somnambulist Posted April 9, 2014 Share Posted April 9, 2014 @GavinZac -- could you add in the strut connector in the next version? Being able to remove the ends of disconnected struts on EVA is nice for those of us with ocd. Link to comment Share on other sites More sharing options...
GavinZac Posted April 10, 2014 Author Share Posted April 10, 2014 @GavinZac -- could you add in the strut connector in the next version? Being able to remove the ends of disconnected struts on EVA is nice for those of us with ocd.Sure, although you can only detach one end, the other end is 'fake'. I don't want people to get the idea that it can be used like KAS struts either.It'll need to be tested, too. I'm not super confident that it wouldn't cause explosions.Quick tip you've probably already figured out but I will give anyway for interested readers: If you always build the struts from the lower stages up, so that you first click on a stage that will be discarded, when the stage is separated and the strut breaks, the end that remains on the upper stage is only a temporary graphical representation and won't be there the next time you reload. Can help keep things clean. Link to comment Share on other sites More sharing options...
somnambulist Posted April 12, 2014 Share Posted April 12, 2014 It'll need to be tested, too. I'm not super confident that it wouldn't cause explosions.So far so good in my install. I've also done the stronger (and more aesthetically pleasing) strut from B9 with no ill effects. And most of my strut remnants come from strutting two docking-port connected modules during launch that are later reconfigured in orbit. Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 26, 2014 Share Posted April 26, 2014 Hey GavinZac, Have you had a look at the new MM? Any plans? Link to comment Share on other sites More sharing options...
SHiRKiT Posted April 26, 2014 Share Posted April 26, 2014 Can you please add support to KOS (Kerbin Shuttle Orbiter System) http://forum.kerbalspaceprogram.com/threads/68429-0-23-5-Kerbin-Shuttle-Orbiter-System-v2-08-aka-Kerbin-Mini-ShuttleThanks! Link to comment Share on other sites More sharing options...
sarbian Posted April 30, 2014 Share Posted April 30, 2014 @PART[Kerbal Dust Experiment]Should be @PART[Kerbal?Dust?Experiment]Space are evil Link to comment Share on other sites More sharing options...
Pondafarr Posted May 3, 2014 Share Posted May 3, 2014 sarbian, would that throw a ModuleManger error on load? Link to comment Share on other sites More sharing options...
BrutalRIP Posted May 5, 2014 Share Posted May 5, 2014 sarbian, would that throw a ModuleManger error on load?Yeah its what causes the error on load Link to comment Share on other sites More sharing options...
skbernard Posted May 5, 2014 Share Posted May 5, 2014 Yeah its what causes the error on loadagreed, removing that part block removes the load error Link to comment Share on other sites More sharing options...
volkkeslate Posted May 7, 2014 Share Posted May 7, 2014 I'd like to request the Kosmos pack to be added in, also thank you greatly for this EVA has more meaning and i spend a good portion of time around my station in EVA moving things about. Link to comment Share on other sites More sharing options...
G'th Posted May 8, 2014 Share Posted May 8, 2014 Something I think would be great for this mod would be some kind of configuration tool so users can select which mods they actually have.The way it is now, when you use the .cfg all the parts listed in it show up in the container editors even if you don't have the mods. Granted, this may just be a bug of some kind (in which case a configurator might not be necessary) but even so. Link to comment Share on other sites More sharing options...
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