AKANexus Posted December 10, 2014 Share Posted December 10, 2014 (edited) Can you add a manual on how to add parts from other mods please?What I need is to add the ScanSAT "Been There Done That" component to the attachable items I can put in a container. I have put a bunch of sats in orbit and would like to add this part to all of them without having to relauch, reposition, rephase all of them.I second that. I'm looking forward to replace halogen Illuminators with Aerospace's Led Spotlights On a side note: I think it would be interesting if radial winches (winch3 and winch4) could be taken from a container, soldered onto a part through EVA, but not be able to be removed after added. It would still be "realistic", and wouldn't require reconstructing complex structures lifted before the mod was installed.Since I can't edit my post yet, here's a double post:I did try adding the following to MM_Squad.cfg:@PART[A1_White]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}Which SHOULD add Aerospace's non-protected Spot Light x1, with the same size as Illuminator Mk 2. However, it doesn't appear on the list when I right click a container.Please, mod, merge all these posts...According to KAS's Github, KasModuleGrab should "add the possibility to grab, attach, store and mount a part from Eva.". But I just tested it, and Aerospace's Spots are still ungrabbable (hence, unstorable). Also, note that ScanSAT's BTDT is not grabbable (haven't added it onto the MM_Squad.cfg though) Edited December 10, 2014 by Master Tao merged by request Link to comment Share on other sites More sharing options...
Holyvision Posted December 10, 2014 Share Posted December 10, 2014 (edited) Having an issue getting this to work for some strange reason and would be very appreciative of any assistance. I've been using KAS for a long time, along with many mods, with no issue at all. Yesterday I installed an additional copy of KSP onto my computer in a different location from the first, as I wanted a game to play with different mods than my stock game. After installing mods including KAS -- I found that every time I would go to launch a ship, the game pops up an error telling me that sound files cannot be located such as grab, attach, EVA grab, etc. When flying the ship, EVA and like sounds that are reported in errors are totally muted. I have repeatedly verified that the the reported-to-be-missing sound files are correctly located as .ogg files within GameData/KAS/Sounds. It's almost like the mod isn't looking in the correct place for the sound files. So, I've deleted and redownloaded/installed mod again correctly into GameData folder, deleted other mods besides KAS, ensures the game is running as administrator... and so on. Yet I am still getting this list of errors whenever I launch a new ship from KSC. What's really nuts, is if I install KAS onto my initial KSP install, it works fine. I only get this error when the mod is installed on a subsequent installation of KSP. Has anyone had anything like this before? Any tips or recommendations? It certianly is most likely not this mods fault at all, but I've been using KSP mods for years now and have never encountered this error/issue before.Thank you for any wisdom, --Holy::EDIT::Update: After getting help and wisdom from the KSP Kiwi chat, and a lot of testing, it seems that my computer takes issue with any KSP install after the first on the same hard drive -- regardless of the install location of the subsequent installs after the first. If I install my second game into a different hard drive, I register no errors. So my first install in C:/KSP/KSP install works fine. The second KSP install in C:/KSP/KSP install #2 gives sound files errors. So does other second installs in C:/games/KSP install #2 and C:/KSP install 2. However, a second install on F:/KSP/KSP gives no errors. This is clearly not the mods fault and is some crazy windows issue.UPDATE 2:Figured it out, KSP will not load anything inside a folder with the "#" symbol. I renamed the folder from "KSP install #2" to "KSP install 2" and it works fine. Will type a report for squad! Edited December 10, 2014 by Holyvision Update Link to comment Share on other sites More sharing options...
asdfCYBER Posted December 10, 2014 Share Posted December 10, 2014 (edited) Can you add a manual on how to add parts from other mods please?What I need is to add the ScanSAT "Been There Done That" component to the attachable items I can put in a container. I have put a bunch of sats in orbit and would like to add this part to all of them without having to relauch, reposition, rephase all of them.You may like https://github.com/KospY/KAS/wiki/KASModuleGrabOr you need to do a persistent.sfs edit to make a part automagically require what you want.You can press Ctrl-K to bring up the debug menu for easier grab positioning.EDIT: forgot something...This module can be applied to parts with a ModuleManager config file, like@PART[<part name*>]{ MODULE { name = KASModuleGrab <some more config lines> }}*the name is not the name displayed in-game, but the name in the config file of the part itself.I did try adding the following to MM_Squad.cfg:@PART[A1_White]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}Which SHOULD add Aerospace's non-protected Spot Light x1, with the same size as Illuminator Mk 2. However, it doesn't appear on the list when I right click a container.Change A1_White to B9_Utility_Light_A1_WhiteAlways use the name in the config file itself.EDIT 2: ModuleManager tutorial: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29/post#2 Edited December 11, 2014 by ExtremeTrader Link to comment Share on other sites More sharing options...
winn75 Posted December 12, 2014 Share Posted December 12, 2014 (edited) Hey guys,One more WIP of new models for the small containers and container bay that will replace the actual ones. We planned to have 3 size of them and this one should be able to contain most of the 0.625 parts and fit in 1.25 cargo bays :There were not many real world references for those but i tried to keep a realistic design. Stock-alike texturing wasn't easy neither but I think (hope) I'm getting good at it I also realised that my own KSP game is getting very long to load as I have so many mods (mods with many parts and neat but oversized textures).That is why I tries to improve my edgeflow and UV unwrapping skills in blender. Now both of those models are less than 140 triangles with 256px textures, which is almost half of what i was used to do before.Anyway, work goes pretty well and Kospy showed me many great features he's working on (but i'll let him talk about that ). Edited December 12, 2014 by winn75 Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 12, 2014 Share Posted December 12, 2014 Oh my, those look brilliant! Link to comment Share on other sites More sharing options...
Climberfx Posted December 12, 2014 Share Posted December 12, 2014 (edited) I'm loving all the news, this is a mod for indispensable.I read about the fork to KAS and KIS, and in my opinion, they could be in the same package, just put separated folders for each one in the install tree folder, and let people manage what they wan't. Like we do with the parts that we don't wan't for all the mods.But, do like you think must be.Waiting for the release. Edited December 13, 2014 by Climberfx Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 12, 2014 Share Posted December 12, 2014 Those look great! I can't wait for the next version to land...EDIT: Also, agree with what Climberfx says above, that's easy enough. Link to comment Share on other sites More sharing options...
mrmcp1 Posted December 13, 2014 Share Posted December 13, 2014 The new models look great, I really like the fact you have used stock- alike textures it makes them look really good. Thanks for giving us a preview. Link to comment Share on other sites More sharing options...
curtquarquesso Posted December 13, 2014 Share Posted December 13, 2014 Hey guys,One more WIP of new models for the small containers and container bay that will replace the actual ones. We planned to have 3 size of them and this one should be able to contain most of the 0.625 parts and fit in 1.25 cargo bays :Looks great! Any chance the three sizes could be one part with a TweakScale config so the parts catalog doesn't get too crowded? Shouldn't be too memory intensive because they all use the same texture, right? Link to comment Share on other sites More sharing options...
Tealc Posted December 13, 2014 Share Posted December 13, 2014 I'd like to be able to assemble a ship off world, like at a Munar base...For example, say I've brought up two pieces of a simple lander module, each assembled on Kerbin separately, then brought up to my Mun base on two separate missions. The first part is the tank and engine, the second part is the command module. Can I use the KAS components to put these two pieces together while on the Mun? Link to comment Share on other sites More sharing options...
kcs123 Posted December 13, 2014 Share Posted December 13, 2014 I'd like to be able to assemble a ship off world, like at a Munar base...For example, say I've brought up two pieces of a simple lander module, each assembled on Kerbin separately, then brought up to my Mun base on two separate missions. The first part is the tank and engine, the second part is the command module. Can I use the KAS components to put these two pieces together while on the Mun?No. I don't think so. You can't grab/attack/put in container that kind of item. However you can bring fuel tank and engine as one pice and put in Mun orbit and in second mission you deliver command module in Mun orbit. Both pieces should have dock port, so you can connect those together.Then you can use KAS container with some items in it and then attach additional parts to your previously connected engine/fuel/command module. As additional KAS parts you can use small RCS thrusters, struts, lights, solar panels, parachutes etc. Whatever is not too heavy for Kerbal in EVA suit to manage. Link to comment Share on other sites More sharing options...
Melfice Posted December 13, 2014 Share Posted December 13, 2014 Somebody has made a KAS assemblable rover mod.I think it may have been roverdude (who seems to be making all the mods these days ).Have a look around. Link to comment Share on other sites More sharing options...
Tealc Posted December 13, 2014 Share Posted December 13, 2014 No. I don't think so. You can't grab/attack/put in container that kind of item. However you can bring fuel tank and engine as one pice and put in Mun orbit and in second mission you deliver command module in Mun orbit. Both pieces should have dock port, so you can connect those together.Then you can use KAS container with some items in it and then attach additional parts to your previously connected engine/fuel/command module. As additional KAS parts you can use small RCS thrusters, struts, lights, solar panels, parachutes etc. Whatever is not too heavy for Kerbal in EVA suit to manage.The idea was not to put the tank/engine piece in a container, but just to "drop" the piece on the surface like you would a normal rover.I guess my question is really about attachment points...I know you won't get VAB-type "green ball" attachment points, but are there pieces that sort of act like docking ports (but maybe more structurally stable)? So the fuel tank/engine assembly would have an attachment point, the command module would have an attachment point, then I use a crane to lift the command module and place it on the engine/tank and connect the two points? Link to comment Share on other sites More sharing options...
kcs123 Posted December 13, 2014 Share Posted December 13, 2014 So the fuel tank/engine assembly would have an attachment point, the command module would have an attachment point, then I use a crane to lift the command module and place it on the engine/tank and connect the two points? Yes.Sort of.Outside of SPH/VAB editor you can only use dock port as sort of "green ball" attachment point. But KAS will alow you to use surface attached parts to put on any surface of ship as you like.So, in space or other celestial body in "flight" you can attach strut points and use those points to connect different vesel parts, two different vesels or even vesel and planet surface.That kind of parts you can put in those mentioned conteiner. Those are made to be structurally stable, to help make stronger connection between two parts of vesels previously connected only with dock ports. For example, you can grab two pipe connectors (one at a time) with EVA, put it on different places on craft an then you can create a link between them.Also KAS brings some other parts that could be used to build crane for lifting different parts and connect larger pieces together. Like winches, magnets, hooks, stuff like that.You will get more insight if you just install mod and try it in sandbox game. You will not be disappointed. Link to comment Share on other sites More sharing options...
Vespene Posted December 16, 2014 Share Posted December 16, 2014 I refuse to play 0.90 without KAS support. Link to comment Share on other sites More sharing options...
jimmyjack Posted December 16, 2014 Share Posted December 16, 2014 Will it not work I was fixing to try it? Link to comment Share on other sites More sharing options...
Vespene Posted December 16, 2014 Share Posted December 16, 2014 I'm testing it in a few minutes. Link to comment Share on other sites More sharing options...
Holyvision Posted December 16, 2014 Share Posted December 16, 2014 Any updates on testing? Link to comment Share on other sites More sharing options...
OuTLaW66613 Posted December 16, 2014 Share Posted December 16, 2014 So I couldn't get the wenches to work. It wouldn't recognize either the wench or grappling hook as parts when I tried to select them. Both while piloting and EVA. Link to comment Share on other sites More sharing options...
jimmyjack Posted December 16, 2014 Share Posted December 16, 2014 Outlaw is right, just got done testing them and they wouldn't do anything I couldn't even get the menu to pop up for them. Just trying to save people time and let them know. Can't wait till it does though!! Link to comment Share on other sites More sharing options...
Glorious Dear Leader Posted December 16, 2014 Share Posted December 16, 2014 I'm unable to play right (busy). Does the container system work? It sometimes plays up with updates. Link to comment Share on other sites More sharing options...
taniwha Posted December 16, 2014 Share Posted December 16, 2014 So I couldn't get the wenches to work.Dude, you gotta treat those girls better. They're sweet things and deserve to be treated well. Link to comment Share on other sites More sharing options...
SirSnoopy Posted December 16, 2014 Share Posted December 16, 2014 So what's the verdict with 0.9 and KAS atm? What works and doesn't work? Is it just winches throwing a wobbly, or is it all remote attachment gear (pipes/ports)?Sorry for not testing myself, but I don't have time atm. Link to comment Share on other sites More sharing options...
Dr. Dingo Posted December 16, 2014 Share Posted December 16, 2014 Latest KSP update, 0.90.0, renders the vast majority of KAS useless. Fortunately, it doesn't corrupt any saves or remove any parts from your ships, but it does remove the ability to edit containers. I haven't had time to mess with wenches and such and I am admittedly new to this mod, but none of my storage boxes can be edited nor do they show the ability to be edited in the extra-info screen. Hope they get this fixed soon, this is my favorite mod after MechJeb and I've been building my repair ship for three days. Link to comment Share on other sites More sharing options...
Kowgan Posted December 16, 2014 Share Posted December 16, 2014 Tested those here: Containers, fuel and strut ports.None are working right now. You can't edit the container's content, and Kerbals can't interact with the ports or containers.Give the mod maker some time, I'm sure we'll have it updated soonâ„¢. Link to comment Share on other sites More sharing options...
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