That "weld the docking ports" feature may be the coolest thing I've seen since... I don't know when. I've had so many large ships I've joined together in orbit ultimately destroy themselves in some sort of resonant oscillation when pushed from behind. So cool!
I do think that it's worth noting that WildBlueIndustries *also* released a weldable docking port (with a few different options) at about the same time, in their DSEV pack. With all the rush to congratulate this mod for that feature, I believe that one is getting overlooked a bit. Of course, this mod is solely focused on construction, and has all the other parts. In DSEV, it's a single part in with a selection of mostly ship-building parts.
I had no idea he had done so, but understandable that people are missing it as the DSEV files haven't been updated in a few months to reflect that new part. whereas Roverdude has indeed released the part for use now rather then having to wait for a future release. But good on Wildblue for also going down this route these welding parts are a great idea
Also I've had this out there and been streaming these for several months now :) Most of that on KSPTV (the port welding was done long before I finished all of the other parts). I expect it's where WBI got the inspiration ;)
All good here, just waiting for the power to go out and come back on. Unfortunately was born here so these thing don't bother us to much. Got food got water and wait thats all you can do.
glad to hear it, and I know how you feel man I used to live in FL a long time and remember storm season back then ... was always happy we had a generator lol
I really like your videos but for mods like this wouldn't it be cool if you make a comparison video with similar mods? As you mentioned for this video it would be Infernal Robotics combined with KIS/KAS ?
i have an interesting question, if you have 2 ships each with 2 construction ports docked to each-other, and used an action group to weld them both at the same time, what happens?
The whole animation control thing was looked at by lo-fi back when we were looking into adding the animation control from KF into things like the orbital tug boat. Good to see that RoverDude has picked up the proverbial fishing pole and taken it to the next level. I would agree, however, that the misc feature of welding the docking points is seriously awesome, though will require planning due to the fact that the parts are also collapsed towards each other instead of just becoming a welded docking port. I might've liked a new part to replace the ports that would simply add a shroud between the welded parts to simulate the docking ports being permanently sealed... but this is a good way to do it as well I guess.
Agreed. It is of course an insanely useful mod and I'm sure it wouldn't be too much work to get used to it, but that docking port welding is a bit of an issue, since it means you have to consider just how close the pieces are while building.
Do you know what we need? A stock-alike counterweight of sorts, to balance out a craft: *star*Customizable weight +relatively small +does not require attachment point -only available in mid-endgame -higher weight = higher cost
Weldable docking ports work ok. But the crane parts and magnets etc still need a lot of work. They're very clumsy and don't work very well at all. This is using the latest KSP 1.3 and the 1.3 version of the Konstruction mod.
***** Very true. But mabie if they had some white accents or stripes in areas it woudl break up the yellow a bit. Its not so bad when the parts aren't made to be used on stock like creations and are all for their own craft thow.
There is something wrong with my install then? The parts themselves are there. But they have no functionality and the control server button isn’t there either. It’s the same with the Wolf mod that comes kolonisation. And also the hangar mod. Am I doing something wrong with the installation? I have redownloaded it multiple times yet nothing really changes
use a program called CKAN it installs the mods for you or as best it can, you can download tonnes of mods and your game won't crash, it will be just a little laggy on the title screen, but just be patient and wait for it to catch up
for some reason, whenever I use the akita cabs, they just sit there. the wheels are unresponsive, and I need help getting them to work. I am running ksp 1.2 with the updated mod version. Halp pls!
Hello guys! A very important function of welding docking ports. Is there this mod or other mod with welding docking ports for the current version 1.4.х?
damn that magnet chews through the power!, need a reactor to run the bloody thing hehe. as usual top shelf modding by roverdude... thx for posting Kottabos, i just love your jolly videos, keep em coming :-) gg
Me:wants to update ksp Realizes you need email and pass Forgets pass Looks for a pass change button Wants to buy a new ksp Looks for refund button But seriously I can't update my game
When I dock two ships it starts to lag a bit. Would this fix that problem? (I don't think part count is the problem. Because when I make a big ass rocket, it doesn't lag at all.)
I installed this mod, and the only new parts were the welded docking ports. There were 2 "construction" tabs in the craft building menu, both identical. I use a mac. Can someone solve this issue?
one year later and the parts still count as command pods. I'm not sure if it's a bug, it could be intentional to allow creation of unusual controllable vehicles. Though the extra Electric storage is pretty cheap.
The connection bar at the top left is from the 1.2 update, which is still in Beta mode, assuming you didn't know this already. And assuming you DID know that, have you actually changed the properties through Steam? Betas are always opt-in options, not automatic downloads.
hmm, bringing counter weights in space is not a good strategy, maybe design the crane in a way you do not need it.Any idea how much it cost to bring tons of useless mass in space? ;-)
Hoi Arjen, it sure would be a questionable design choice since it's just dead weight. You could fill a bin with dirt from the planet surface to serve as counter weight. A counter weight is needed in typical crane design with a boom - hinge - counter weight A better choice is designing a "hollow" crane rover that lifts modules inside it's wheel base like the concept rovers you see for future extra-planetary missions. A classic crane is designed to lift heavy weights high and far from it's rotation base, not something you would need on other planets.A planet's gravity will also determine the counter weight's mass.
such an amazing mod !! one of the reasons i quit playing ksp was base construction glitches . I.E. docking ports coming undocked in reloads of saves . or the base sliding around . being able to weld the parts together after assembly is amazing . then the parts !! omg this parts ar why i originally down loaded the infernal robotics mod to make cranes and rovers with the extendable legs with the wheel on the end to pick up base parts and assemble them on duna or the mun and having them per made as one part in stead of 6-8 parts really helps with frame rates and lag wich made building large bases a bitch and an all day event .. (not to mention a crazy IR mod glitch i have where the parts disappear from stuff?) great review as always Kottabos!!
Your videos are great.. but for god's sake man, stop the ridiculous voice modulation. I literally can't watch them anymore beyond your introduction. please, just talk like a human.
Love the idea, but the implementation seems op, mainly the amount of energy and use of fuel cells in some of these parts. Not sure how well that fits in the stock game. But you have my gratitude, because now I can go an test that ;-)
Well, I got a chance to test it, and I do love it, but it is somewhat unbalanced. Structural parts (meaning parts used purely for the structure, without any other purpose) have batteries, are cheaper and lighter yet have more battery power than the stock parts... This is somewhat offset by the position in the tech-tree, but it also means that if a craft gets damaged, there is an unrealistic level (even for KSP standards) of survivability, with each component having their own power. The fuel cells use monopropellant instead of LFO, and are more efficient at it? Granted, the guy has done a tremendous job in getting it right and providing a beautiful job on the parts and their function, and I'm probably nitpicking here...
Roland ten Napel Look, Ron, you're not wrong. Nothing is ever perfect and balanced from the get go. And your critiques, being constructive, are warranted. I'm sure Roverdude's reading it, as we speak, and taking note of it.
Since I don't move nodes around, you would still need something like IR for that. These are all discreet parts - it's why I view it as a supplement not a replacement.
A long time ago Sirkut was looking in to animated parts like this that could move nodes around. I can't remember what happened to them though. Certainly nothing was ever released.