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[DEV HALTED][0.90] ChopIt! Detach parts in flight! [v2.6.0; 2015-01-03]


marce

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  • 2 weeks later...

I used an inconventional way to launch two rovers by attaching them to the centerline via the underused Structural Pylon.

Due to reasons after decoupling them the pylon is still there - might be visible in the second picture.

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Apart from being hard to click on, it also does not have the option to ChopIt in its right-click menu.

Is something missing, am I doing something wrong?

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I used an inconventional way to launch two rovers by attaching them to the centerline via the underused Structural Pylon.

Due to reasons after decoupling them the pylon is still there - might be visible in the second picture.

http://imgur.com/a/FfgnN

Apart from being hard to click on, it also does not have the option to ChopIt in its right-click menu.

Is something missing, am I doing something wrong?

Can you show a picture after decoupling? Can't really see anything in the second picture...

Are you talking about the KAS pylon? Is the part you want to chop maybe stack attached? I'm positive it has a right-click menu at all?

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I mean this part here.

Structural_Pylon.png

In the second picture it is under the rovers between the wheels - the pylons do not serve any purpose anymore and I want to get rid of them.

Edit: They already have been used/staged/decoupled from the launch vehicle, I have to add - this here is their transfer vehicle to Mun.

Edited by KerbMav
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I mean this part here.

http://wiki.kerbalspaceprogram.com/w/images/0/0e/Structural_Pylon.png

In the second picture it is under the rovers between the wheels - the pylons do not serve any purpose anymore and I want to get rid of them.

Edit: They already have been used/staged/decoupled from the launch vehicle, I have to add - this here is their transfer vehicle to Mun.

It works fine for me:

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So here's what I think: you decoupled whatever was attached and now wnat to chop the remains of the pylon, which is impossible, because it is not attached anywhere anymore (it was surface attached to the part you decoupled it from).

It might even be the root part of the decoupled part now? Nothing you can do here, I suggest using docking ports for stuff like that (plus it doesn't look very aerodynamic from the picture as well and hopefully won't work good in 1.0 :P).

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So here's what I think: you decoupled whatever was attached and now wnat to chop the remains of the pylon, which is impossible, because it is not attached anywhere anymore (it was surface attached to the part you decoupled it from).

I made the rovers subassemblies with attached pylones (by re-rooting a bit left and right) and glued them to the center of the launch vehicle.

Depending on which part gets to be the root ... yup ...

It might even be the root part of the decoupled part now? Nothing you can do here, I suggest using docking ports for stuff like that (plus it doesn't look very aerodynamic from the picture as well and hopefully won't work good in 1.0 :P).

Just for clarification, this is not the launch vehicle. The rovers stuck to some girders and were encased by fairings - I use FAR, which would have punished me hard otherwise, and rightfully so. :wink:

So, ChopIt does not work on root parts?

I wanna go home, I wanna try chopping the cockpit it is attached to. :P

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Just for clarification, this is not the launch vehicle. The rovers stuck to some girders and were encased by fairings - I use FAR, which would have punished me hard otherwise, and rightfully so. :wink:

Good! :D

So, ChopIt does not work on root parts?

I wanna go home, I wanna try chopping the cockpit it is attached to. :P

It can't. "Chopping" decouples a part from its parent. A root part does not have a parent.

So to enable it for root parts I'd have to build in a select root functionality in-flight which automatically unroots the root parts. Yeah... no, sorry :confused:

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Oh come on, dont be lazy! :D:wink:

Thank you, I will think of something ... the Kerbal floated right through it, maybe it will not interact with the ground either and just look like a weird science scoop ... :P

Less lazy than not bored :wink:

That's possible! Since decouplers are "useless" after decoupling it may be possible that the colliders are destroyed.

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  • 2 weeks later...

Quick question, I downloaded this so I could remove the wheel assemblies of colony structures once they are in place. I have module manager installed but when I get my kerbal close to the part I want to 'chop' no context menu comes up after right clicking. Am I missing something here?

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Quick question, I downloaded this so I could remove the wheel assemblies of colony structures once they are in place. I have module manager installed but when I get my kerbal close to the part I want to 'chop' no context menu comes up after right clicking. Am I missing something here?

...log...?

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Not home right now, I apologize, I thought logs were just for crash reports. Which log will be needed?

you don't see anything, because the plugin is crashing (silently).

the output.log

oh and I suppose you have installed the util lib?

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This mod would be perfect to rescue my mission stranded in orbit around Moho. The docking ports are all frozen - I've given up hope that Squad will ever fix the docking port bug.

Unfortunately, there seems to be a problem loading your mod. Here is the relevant section of the log:

Non platform assembly: /Applications/KSP_osx 0.90/GameData/CIT/ChopIt/Plugins/ChopIt.dll (this message is harmless)

AssemblyLoader: Exception loading 'ChopIt': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)

at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0

at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0

Additional information about this exception:

System.TypeLoadException: Could not load type 'KSP_ChopIt.Config' from assembly 'ChopIt, Version=2.6.1.0, Culture=neutral, PublicKeyToken=null'.

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