smjjames Posted May 14, 2015 Share Posted May 14, 2015 (edited) I am doing sheneinighans with harpooning the VAB, lol.These harpoons are really sticky.... as if they're barbed. Edited May 14, 2015 by smjjames Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted May 14, 2015 Share Posted May 14, 2015 Yay now I can start my MKS bases properly. Never realized just how much reliance I had on the KAS Pipes until I didn't have them lol.I've got an abundance of RAM.Going to guess a nice 64bit Linux install? One of these days I am going to get annoyed enough to reformat & rig up dual boot lol Link to comment Share on other sites More sharing options...
DaniAngione Posted May 14, 2015 Share Posted May 14, 2015 I am amazed you have Environmental Visual Enhancements and Distant Object working together. It's usually choose one or the other. And no Active Texture Management?Really? I've always used them together and never ran into any issues. Curious Anyway... I think the name is quite self-explanatory but... just out of curiosity (until I get home) is the harpoon literally a "shootable" harpoon? Like... to ease landings, grab stuff, attach stuff, kill ker-- ermmm, I meant monsters, etc? I could put them to work (or not work, rather - he he he) like the Philae lander, for example? AWESOME! Link to comment Share on other sites More sharing options...
Monthar Posted May 14, 2015 Share Posted May 14, 2015 Since KIS is now required for KAS, why not just include both in the KAS zip? You can still keep a separate KIS only download for those that only want KIS. Link to comment Share on other sites More sharing options...
Lumaro Posted May 14, 2015 Share Posted May 14, 2015 Going to guess a nice 64bit Linux install? One of these days I am going to get annoyed enough to reformat & rig up dual boot lolYou'd be wrong. Windows 8.1 , KSP 32bit. Link to comment Share on other sites More sharing options...
smjjames Posted May 14, 2015 Share Posted May 14, 2015 Would be nice if the winch control could control multiple winches simultaneously, and yeah I know, action groups, but still. Link to comment Share on other sites More sharing options...
DaniAngione Posted May 14, 2015 Share Posted May 14, 2015 Since KIS is now required for KAS, why not just include both in the KAS zip? You can still keep a separate KIS only download for those that only want KIS.It could become KUSKerbal Useful Stuff Link to comment Share on other sites More sharing options...
Lumaro Posted May 14, 2015 Share Posted May 14, 2015 I just reinstalled KAS; this time with version 0.5.1, instead of 0.5.0. I'm still having the same issue. Ksp will get stuck loading at "KAS/Parts/cPort1/part/KAS_CPort1". Link to comment Share on other sites More sharing options...
PickledTripod Posted May 14, 2015 Share Posted May 14, 2015 yesyesthank you so much kospy! Link to comment Share on other sites More sharing options...
DaniAngione Posted May 14, 2015 Share Posted May 14, 2015 I just reinstalled KAS; this time with version 0.5.1, instead of 0.5.0. I'm still having the same issue. Ksp will get stuck loading at "KAS/Parts/cPort1/part/KAS_CPort1".Did you convert the textures to DDS? This sometimes happens to me when I convert textures to DDS in mods that are not DDSified yet.Converting back and into DDS again usually fixes it, or deleting your Module Manager files (cache, etc... other than MM itself) works for me too Link to comment Share on other sites More sharing options...
smjjames Posted May 14, 2015 Share Posted May 14, 2015 SHENEINIGANS! lol Link to comment Share on other sites More sharing options...
Lumaro Posted May 14, 2015 Share Posted May 14, 2015 Did you convert the textures to DDS? This sometimes happens to me when I convert textures to DDS in mods that are not DDSified yet.Converting back and into DDS again usually fixes it, or deleting your Module Manager files (cache, etc... other than MM itself) works for me too Nope, I dislike DDS Conversions. It makes my game look like it's been dragged through the mud. I'll try the module manager thing now. Link to comment Share on other sites More sharing options...
Temeriki Posted May 14, 2015 Share Posted May 14, 2015 WOOOOOO! Now I can finally try out 1.0.2 ! Thank you so much Kospy! Link to comment Share on other sites More sharing options...
impyre Posted May 14, 2015 Share Posted May 14, 2015 WOO, donations for you sir! Thanks KospY! Show some love ppl! Link to comment Share on other sites More sharing options...
Lumaro Posted May 14, 2015 Share Posted May 14, 2015 Nope, I dislike DDS Conversions. It makes my game look like it's been dragged through the mud. I'll try the module manager thing now.I fixed it. My KIS was slightly out of date. Link to comment Share on other sites More sharing options...
smjjames Posted May 14, 2015 Share Posted May 14, 2015 Rofl, I managed to harpoon a kerbal and um, I'll let the image speak for itself. XDI'm not sure if I should put these in spoilers because it's, well, you know.Also, bug, when stuck into a kerbal, and while controlling said kerbal, you can't have the kerbal remove the harpoon from themselves. You can from the craft that the harpoon is from though. Link to comment Share on other sites More sharing options...
UAL002 Posted May 14, 2015 Share Posted May 14, 2015 Yea... CKAN needs an update. Just reiterating for visibility. Link to comment Share on other sites More sharing options...
Snarfster Posted May 14, 2015 Share Posted May 14, 2015 It could become KUSKerbal Useful StuffI vote for KMS - Kerbal Mandatory Stuff. Link to comment Share on other sites More sharing options...
zengei Posted May 14, 2015 Share Posted May 14, 2015 (edited) Yea... CKAN needs an update. Just reiterating for visibility.Since KAS is only distributed via Curse it needs manual intervention with every update. I've submitted a pull request to do that.Also, most mod authors don't maintain their CKAN metadata, you're better off raising the issue in the CKAN thread or as an issue in the CKAN repositories, after a reasonable amount of time has passed (at least a day) since someone will likely get to it before then. Edited May 14, 2015 by zengei Link to comment Share on other sites More sharing options...
NeoAcario Posted May 14, 2015 Share Posted May 14, 2015 (edited) EDIT: NVM, I'm an idiot.~Steve Edited May 14, 2015 by NeoAcario Link to comment Share on other sites More sharing options...
Nereid Posted May 14, 2015 Share Posted May 14, 2015 Cool. KAS is back Link to comment Share on other sites More sharing options...
smjjames Posted May 14, 2015 Share Posted May 14, 2015 Anyone else not getting audio errors and no wench cable gfx error?~Stevewhat graphics error are you talking about?Is there a way to increase the eject strength? because it's kind of weak. Link to comment Share on other sites More sharing options...
DaniAngione Posted May 14, 2015 Share Posted May 14, 2015 (edited) Just checking in to say that Jeb and Bill were testing the harpoons and they seem perfectly safe to me.EDIT:As a suggestion, it would be really cool if "harpooned" parts would start leaking/losing whatever resources they hold over time...This would not only add a cool thing to deal with/feature (you can't just go around harpooning your stuff as please) but it would also be... quite interesting... for people with Life Support mods... with things like... let's say......... oxygen. Edited May 14, 2015 by DaniAngione Link to comment Share on other sites More sharing options...
smjjames Posted May 14, 2015 Share Posted May 14, 2015 I've only managed to harpoon them in the, well, their equivalent of the groin so far. Link to comment Share on other sites More sharing options...
DaniAngione Posted May 14, 2015 Share Posted May 14, 2015 I've only managed to harpoon them in the, well, their equivalent of the groin so far.With Infernal Robotics and Hullcam VDS, I'm already working on an auto-reloading rotating harpoon minigun with camera aiming Oh, god, I really should go back to... you know... space exploration. Link to comment Share on other sites More sharing options...
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