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kas's Issues

Grabbing child parts

Grabbing a part will also grab all child parts connected to it.
Need work to determine how that will work (weight limit ?)

Loading crash

With the new KAS, KSP is no longer stable, when reloading from a save point there is a good chance of screwing up the game such that instead of focusing the ship its focusing god knows where. Restarting fix the game.

Picking up part to fast from a container collide them

Commander Gizmo report :

When getting lots of pipe ends (and I imagine other items) out of the containers, it is useful to simply keep clicking the button to get them out. They all fall on the ground, but it's much easier to get them than opening the box each time. However, this often causes the fourth or fifth item to go flying through to air at tremendous speed. While this may be a new way to reach orbit quickly, it does pose a problem if you wanted to use said part.

Remove magnet on/off on grab

Commander Gizmo report :

What is the magnet on off when a kerbal is holding it for? Without a power source, you can't turn it on and off. However, when it is hooked to the winch and powered, the kerbal cannot turn it on and off anymore. Thus, he can only attach it to a surface, not magnetize it there. This is an issue because of the next problem listed.

Magnet lock not working

Commander Gizmo report :

A fully retracted winch with an electromagnet plugged in does not pull the connector and hook up and lock in place. Instead, they just hang from the end as if it is slightly extended. Is this intended behavior?

Docking hook

Find someone for modeling a new hook with a docking port integrated.

Typos

Small typo but the Vertical Radial Winch is labeled as Vertical STACK winch in the VAB

Warp with plugged in winches leaves the plugs behind

I had a skycrane docked to it's cargo, I put 4 radial connectors round it and connected to winches (this was to 'tie' the load down so to speak while I took it in to land). It worked fine but as soon as I hit time warp, the radial connectors stayed where they were while the ship moved on. Take the warp off and the parts come flying back at great speed destroying the ship. This effect was completely repeatable.

In the end I unplugged all the cables and retracted the winches. The radial connectors then stayed plugged where they were while I time warped etc and landed. I was just lucky that the load wasn't too heavy and didn't rattle about much.

dedicated part for pipes ?

Use current connector port as end point for pipes (so combine two functionnality on one part) or create a dedicated part for it ?

Context menus show invalid options which can be hidden

Many right-click context menus show options that aren't valid for the current state of the part. Examples:

  • Container mounts and hook supports and have a "release" option even if there's nothing there.
  • Winches have a "grab connector" option even if the connector is already deployed.
  • Hooks have "plug" options even if you're not holding a connector.

Separate fuel transfer from other usages

Have cable winches, fuel line winches and combo winches. Right now, transferring fuel through a lifting cable seems hard to believe, even for KSP.

Just making winches with a yellow cable that allow fuel transfer, winches with normal black cable without fuel transfer for lifting, and a large combo cable (yellow and black).

Fuel cables would have a lower cableSpring value (not made of lifting), and combo cables would be fatter (cableWidth set to 0.08 or something), with slightly lower cableSpring (weaker) connections. Larger cable width's would also mean slower motor speeds and/or use more power

Dropped parts can be placed far from their location

If a part is dropped on the ground and a Kerbal right-clicks and clicks Attach, the part can be placed anywhere within a radius of the Kerbal. This becomes a problem if the Kerbal moves long distances, because the part will remain on the ground and appear to teleport long distances when attached.

Magnet can be attached without power source

Commander Gizmo report :
Once an electromagnet is attached to something, you cannot remove it again without a kerbal. Therefore, the magnet feature is no longer useful once it is attached via EVA. Is the method of attachment not magnetism? If not, what? Perhaps we need an option to fire a large solenoid from the center of the magnet and release the kerbal's chewing gum that's holding it in place?

Finish rotor & telescopic parts

Finish rotor and telescopic part module for KAS v0.5.
That will need new models and textures. (current prototype use placeholder)

Under ground part spawning after warp/load

Sometime after a load/warp, parts is spawned under the ground for an unknow reason.

It seem that is a KSP issue, however KAS connecting things seem to increase the frequency of the problem.

On the mun, It seem to always happen after a weird bug : sometime the kerbal eva get crazy and start to "slide" on the ground without any control. Each time that bug happened, saving/loading spawned ships under the ground caused explosions.
I do not see the connection, but avoiding to save after that seem to be a good solution for now

Provide a settings file

Will be used to define grab, attach, winches keyboard shortcut and some others common things related to KAS

Add button on the connector for mounting the hook

Commander Gizmo report :

There is no longer a way to plug in the connector of a winch to the hook on your back without first putting the hook down. This would seem to be very inconvenient when in space or otherwise have no where to put said hook.

Dedicated part for ressource transfer

Create a smaller radial part dedicated for ressource transfer.
This will use the winch module with the motor disabled.
A port module will also be added to the part for enabling two way connection.

Starting attach mode on a pipe linked lag severly

I'd like to report that attempting to select attach and then moving a pipe connector that is already linked to another pipe causes the game to lag severely as if the plugin is stuck in a loop. The lag seemed to continue even once the escape menu finally came up and I attempted to revert to launch.

Pipes don't have colliders

Adding capsule colliders wouldn't be too difficult, but it could be problematic with the way pipes are allowed to clip through objects. If clipping were solved (maybe by raycasting while linking) colliders would make the pipes feel more realistic.

Detaching container makes my ship explode

Hi... didn't quite see this one elsewhere, but the thread in the Kerbal forums mention explosions with pipes. I'm getting explosions just when I try to detach a container from my space ship. It doesn't matter if it's in space or landed... it explodes either way. Is this particular issue known?

Physic grab

When a part is grabbed, the part is docked to the eva part, the fixed joint are removed and the grabbed part position are constantly updated related to the eva.
This as been done like this because it's the only way to not disrupt the eva RCS in space. (It get mad with a part physically attached, at some point, the kerbal start spinning and you completly lost control)

However, that will be nice to find a solution for keeping the fixed joint and let's the physic handle the grabbed part directly. It will allow physic interaction of the part with the eva, so jetpacks, parachutes, etc... will be possible

After eject, instant stretch make it longer rather than shorter

Commander Gizmo report :

After ejecting a winch, the instant stretch option appears to make it longer rather than shorter. Perhaps I misunderstand the purpose of this option, but in previous versions it appeared to very quickly shorten the extended cable to only what was needed for whatever was attached. If I miss an attempted grapple, do I have to wait for the winch to wind back in each time? My winches are modified to 300m of cable, which can take some time to get in even at full throttle.

Changing focus

Commander Gizmo report :
However, if I change focus to a ship about 1k away and then back I notice that most KAS items seem to float up for a second and then suddenly drop as physics are applied. They then return to their original positions. This even applies to containers attached to the ship via the container housing thing. When I connected a pipe port to the ground (why can you even do that?) and linked it to the rest of the ship, it did explode when the physics were applied after a switch away and back. A few more switches later and I did indeed have a total ship explosion. It would seem that this rather large variance when physics are first applied to a scene is the main culprit of the exploding. It'd be nice if there were a way to minimize the amount of variance before the physics return to normal.

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