kcs123 Posted January 12, 2015 Share Posted January 12, 2015 Is the difference between pipes and struts and winches actually documented anywhere? I did check the wiki, and the changelog, but I couldn't find it.I know pipes enable resource transfer, and I know winches used to, at least in docking mode, but do they still do that? (If so, is there an option to turn that off now we have pipes? I guess if you're docked it's one ship, so no, unless you have some other mod that checks the fuel graph...)Generally a little more explanation of when it's best to use each type would be really nice, if anyone knows please.I think that you guessed right. With struts you can only strengthen up conection of different parts and make craft less wooble when you turn on engines.Pipes are usefull when you need ability to transfer resources, but does not provide same strength force as struts.Whinches can be used for easier docking, you don't have to be precise to be able to dock with another craft and transfer resources between parts. You need to have docked connection for that.If you don't have docked connection than whinches are still very usable to move heavier parts around, those that you can't carry with EVA.I think that latest is most obvious whinch purpose. Link to comment Share on other sites More sharing options...
Sampa Posted January 12, 2015 Share Posted January 12, 2015 Just one page before this:Ok, thanks Link to comment Share on other sites More sharing options...
DMSP Posted January 13, 2015 Share Posted January 13, 2015 How do I make parts KAS Compatible? (Kerbals can pick them up, and store them) I would like to build cool equipment using KAS but I cannot because some parts that are not compatible.Is there a way I can (On Mac?)Thanks, DMSP Link to comment Share on other sites More sharing options...
RainDreamer Posted January 14, 2015 Share Posted January 14, 2015 How do I make parts KAS Compatible? (Kerbals can pick them up, and store them) I would like to build cool equipment using KAS but I cannot because some parts that are not compatible.Is there a way I can (On Mac?)Thanks, DMSPYou can add a KASModuleGrab to them through an MM patch. Look in the cfg of KAS parts to find examples. Link to comment Share on other sites More sharing options...
UristMcKerbin Posted January 14, 2015 Share Posted January 14, 2015 Updated KAS up to .4.10 (from version which was compatible with previous version of the game), and all my old crafts started desintegrating on load. Any ideas on workaround? My crafts relied on it, so it will be a lot of save-editing to remove KAS completely. Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 14, 2015 Share Posted January 14, 2015 post a log file, tell us more about the crafts that are breaking up (what KAS parts they had on them), and what KSP version you are running. For starters. Link to comment Share on other sites More sharing options...
UristMcKerbin Posted January 14, 2015 Share Posted January 14, 2015 (edited) Updated KAS up to .4.10 (from version which was compatible with previous version of the game), and all my old crafts started desintegrating on load. Any ideas on workaround? My crafts relied on it, so it will be a lot of save-editing to remove KAS completely.Version is obviously 0.90 (not sure that KAS is reverse-compatible). Actually any old craft that was created before updating and contains KAS modified parts (I had no crafts without them) is affected. Log contains probably only one KAS-related message, '[Warning]: File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../GameData/KAS/addModule.cfg' does not exist'. But mentioned file neither exists in archive. Somethimes parts are flying away at lightspeed (actually at NaN speed), crafts disassemble or start rotating insanely. I've been noticing same weird behaviour since the time when I've started playing KSP with KAS (0.21), but it used to happen only when I start assembling enormous crafts. Edited January 14, 2015 by UristMcKerbin Link to comment Share on other sites More sharing options...
CorBlimey Posted January 14, 2015 Share Posted January 14, 2015 (edited) is there any way to change the default controls? They conflict with my use of the numpad for rover wheels.Also, what is the usage of an anchor? I can't seem to think of a situation when I would prefer it to a grapple. Edited January 14, 2015 by CorBlimey Link to comment Share on other sites More sharing options...
smjjames Posted January 16, 2015 Share Posted January 16, 2015 Idea here, would it be possible to increase the length of the winch cable? You would of course, get the penalty of the added weight. Link to comment Share on other sites More sharing options...
ahappydude Posted January 16, 2015 Share Posted January 16, 2015 (edited) Yes you can =) Just be carefull when changing the numbers in the part config file"name = KASModuleWinch maxLenght = 80" Edited January 16, 2015 by ahappydude Link to comment Share on other sites More sharing options...
Andrewmacor Posted January 18, 2015 Share Posted January 18, 2015 So I've been trying to make the NABULA's Handrails pack KAS grabble on eva and storable, But so far it appears like an error in MM load, and I dont know much about programming. Can someone help? This is what I have so far, but it fails to work.@PART[EVA handrail type 1]:HAS[!MODULE[KASModuleGrab]]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.48, -0.15) evaPartDir = (0,-0.3,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[handle type1]:HAS[!MODULE[KASModuleGrab]]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.48, -0.15) evaPartDir = (0,-0.3,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }}@PART[EVA handrail type 2]:HAS[!MODULE[KASModuleGrab]]:FOR[KAS]{ MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.48, -0.15) evaPartDir = (0,-0.3,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False }} Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted January 19, 2015 Share Posted January 19, 2015 Replace the spaces in the part names with "?" (e.g "EVA?handrail?type?1"). Link to comment Share on other sites More sharing options...
lextacy Posted January 19, 2015 Share Posted January 19, 2015 (edited) Why is it the winches fire(eject) by themselves in flight? Also the winches have been triggering on action group #8, despite only having parachutes set on #8. A few bugs to fix in the next version please. Edited January 19, 2015 by lextacy Link to comment Share on other sites More sharing options...
mjl1966 Posted January 19, 2015 Share Posted January 19, 2015 How does career mode affect availability? I installed what I think is the latest (KAS Master) and none of the parts are in my list. I'm up to tech level 4. Link to comment Share on other sites More sharing options...
POllik Posted January 20, 2015 Share Posted January 20, 2015 (edited) At present, struts cannot be used between two vessels, meaning that vessels need to be docked before struts can be used. But when the ships become undocked, all struts just disappear.Is there something I can change in the cfg so that the struts would stay in place after the pipe or winch undocked? Edited January 20, 2015 by POllik Doubled post Link to comment Share on other sites More sharing options...
lextacy Posted January 21, 2015 Share Posted January 21, 2015 At present, struts cannot be used between two vessels, meaning that vessels need to be docked before struts can be used. But when the ships become undocked, all struts just disappear.Is there something I can change in the cfg so that the struts would stay in place after the pipe or winch undocked?Heres the fix, really this should be stock in KAS or otherwise struts are only usefull in space stationsMODULE { name = KASModuleStrut nodeTransform = strutNode type = "StrutSize1" maxLenght = 8 maxAngle = 100 breakForce = 1 [B][I]allowDock = True [/I][/B] hasCollider = false tubeScale = 0.05 jointScale = 0.05 tubeSrcType = Rounded tubeTgtType = Rounded textureTiling = 4 evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (190.0, 0.0, 0.0) tubeTexPath = KAS/Textures/strut }The italicized/bold bit is the line of code responsible for nerfing your struts I had found this to be a problem becasue you could not do anything with the struts unless you build a space station. However I wanted to capture old satellites and hold them down in my shuttle bay and land them so they can be displayed at a museum. Life is now better. Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 22, 2015 Share Posted January 22, 2015 (edited) I've read all the posts since the update and haven't seen this issue, but after unlinking a pipe between two craft in orbit, attempting to grab the pipe endpoint causes a nasty kraken to appear, flinging my kerbal and both ships around violently. I thought maybe he was grabbing the pipe endpoint while too close to the other craft so after reloading and unlinking the pipe, I switched to one of the craft to roll it over and have the end point facing the other way. However both craft rotated together as if they were still connected. After some testing I've concluded that if I reload a save file where the craft were connected, unlinking them will release the kraken. However if I link and unlink without reloading a save file, then everything is okay. It's probably something to do with the craft I'm linking to was first created back in 0.24. If anyone has an idea what might be causing this (perhaps the way the craft tree is built?) please let me know. I tested linking and unlinking craft created in 0.90 with reloading from a save and there was no kraken.Log fileEdit: I found a work around. I noticed after doing some additional testing that when I unlinked from the craft, I could page through all three vessels in orbit (kerbal on EVA and two ships). However when I tried to maneuver one of the ships it acted like they were both still linked. So I saved the game and reloaded it. That fixed the issue, and the craft were once again two different ships with independent movement and I could then pull the pipe end point off. Edited January 22, 2015 by Gaiiden Link to comment Share on other sites More sharing options...
RainDreamer Posted January 22, 2015 Share Posted January 22, 2015 @Gaiiden: That sounds like a stock bug with docking action. Link to comment Share on other sites More sharing options...
lextacy Posted January 22, 2015 Share Posted January 22, 2015 When are the winches going to get fixed? They never retract and lock when mounting magnets,anchors, or grapples. Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 22, 2015 Share Posted January 22, 2015 @Gaiiden: That sounds like a stock bug with docking action.Never heard of it. And seems like a pretty nasty problem that Claw would have fixed, but I have all his stock bugfixes Link to comment Share on other sites More sharing options...
vardicd Posted January 22, 2015 Share Posted January 22, 2015 (edited) Has anyone had an issue where its no longer possible to transfer fuel through a Kas pipe? I've been doing it fine for some time since the .9 update, but today when I tried, it was no joy. Ideas?Edit: Nevermind, something in my save file got borked, it works in a clean save Edited January 22, 2015 by vardicd Link to comment Share on other sites More sharing options...
Huub Posted January 23, 2015 Share Posted January 23, 2015 I'm new to KAS and was trying it out using two rovers off the runway. I can't seem to connect a pipe end winch to a radial connector port. The instructions on the KAS wiki say I should grab the winch connector but that just rips the whole thing off the rover. I tried 'Link' but that only allows me to link to another pipe end winch not a radial connector?? All the commands on a radial connector (plug (docked), plug (undocked), unplug) don't work because I just get a you-don't-have-anything-to-plug message. Am I missing a manual, FAQ or tutorial somewhere that tells me how to do this? Link to comment Share on other sites More sharing options...
lextacy Posted January 23, 2015 Share Posted January 23, 2015 I'm new to KAS and was trying it out using two rovers off the runway. I can't seem to connect a pipe end winch to a radial connector port. The instructions on the KAS wiki say I should grab the winch connector but that just rips the whole thing off the rover. I tried 'Link' but that only allows me to link to another pipe end winch not a radial connector?? All the commands on a radial connector (plug (docked), plug (undocked), unplug) don't work because I just get a you-don't-have-anything-to-plug message. Am I missing a manual, FAQ or tutorial somewhere that tells me how to do this?reminds me of another flaw in KAS.....try mounting a magnet on a connector from the winch. The only way you can do it is if you drop the magnet on the floor. But then that means you have to wind up the winch to retract it where it wont lock b.c. of the failed mechanics in all the winches. Link to comment Share on other sites More sharing options...
Runescope Posted January 25, 2015 Share Posted January 25, 2015 So ... I'm messing about with KAS and I'm having a bit of trouble getting things to attach to other things the way I want. I was hoping someone might be able to help me. I want to be able to attach a thing to another thing using the node it uses in the SPH/VAB. I've gotten it to attach to the Kerbal using that node, but when I try to attach it to anything else, it uses the center of mass or something.An image to illustrate. Here's the part cfg if it helps:PART{ name = MMK7-TS module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_toptrussPiece1x24 = 5E-05,2.55299,-0.23106,0,1,0,1 node_stack_bottomtrussPiece1x0 = 5E-05,-2.56557,-0.23106,0,1,0,1 node_attach = 0,-0.55927,0,0,-1,0,1 CrewCapacity = 0 TechRequired = start entryCost = 165000 cost = 1655 category = Structural subcategory = 0 title = MMK7-TS manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0.355 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.175 angularDrag = 1 crashTolerance = 75.94039 breakingForce = 192.459 breakingTorque = 192.459 maxTemp = 2900 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-2.00629,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-2.00629,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,-2.00629,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,-2.00629,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,-2.00629,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,-2.00629,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-1.00629,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-1.00629,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,-1.00629,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,-1.00629,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,-1.00629,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,-1.00629,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-0.00629,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-0.00629,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,-0.00629,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,-0.00629,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,-0.00629,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,-0.00629,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,0.99371,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,0.99371,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,0.99371,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,0.99371,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,0.99371,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,0.99371,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,1.99371,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,1.99371,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,1.99371,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,1.99371,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,1.99371,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,1.99371,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/structuralIBeam200/model position = 5E-05,0.02859,1.69182 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/adapterSmallMiniTall/model position = 5E-05,0.02859,3.6026 scale = 1,1,1 rotation = 270,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapterShort/model position = 5E-05,0.02859,4.16682 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Aero/standardNoseCone/model position = -0.0015,0.0286,3.12509 scale = 1.25,1.25,1.25 rotation = 270,0,0 }MODULE{ name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottomtrussPiece1x0 storable = true storedSize = 1 attachMaxDist = 30 attachOnPart = True attachOnEva = True attachOnStatic = True customGroundPos = true dropPartPos = (0.0, -0.2, -0.7) dropPartRot = (-10.0, 0.0, 0.0)}} Link to comment Share on other sites More sharing options...
imBobertRobert Posted January 25, 2015 Share Posted January 25, 2015 Hi, I'm having an issue with my winch not releasing, because it says it's blocked by whatever part is attached to it. Am I missing something here? I feel like I'm just making a stupid mistake. Link to comment Share on other sites More sharing options...
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