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
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
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
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.
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.
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?
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 ?
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!!
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!
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.
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
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?
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
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?
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.
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.
***** 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.
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.
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
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.
I like how they look kinda similar to the little service vehicles driving around the VAB.
there's a mod for those now :D
@@seucheanemone5652 I mean it's listed for 1.7.1 but it works in 1.9.1
You mean drifting
@@TheAechBomb what is it called
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!
Exactly why that is my favorite part, I've lost too many ships to docking ports which weren't strong enough.
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 ;)
D
Yay something to watch while riding out a hurricane !!!
hopefully you aren't getting hit by it too badly, stay safe
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 know the feeling, I live in cape Canaveral, my home was hit really hard.... Atleast I still have Kottabos to watch!!
KottabosGames Fun fact I built my 2nd rover to duna and the rocket exploded on launchpad :3 500,000 kerbal dollars lost :D
7:22 Hes saying its very handy, and its a claw.
Why.
That "welding" thing NEEDS to be stock
well well well (1.11)
Amazing mod, probably the least amount of parts with the maximum amount of functions, i love it!
Wow, this is exactly what I want for Planetary Base System mod
I'm just starting out in the game and this is the first mod and my favorite so far
This looks like a fantastic mod. Thanks for bringing it to my attention.
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.
It works really well with the planetary base mod because it helps you build the base modules
FYI the Cradles are for adding legs to stack items laid out horizontally :)
i love you for this mod, Kot! :D awesome one!
I just saw this and the first thing I thought of when I saw the support legs was building bases on uneven terrain. now i can level a base anywhere.
TIME TO MAKE A RIPLEY MECH
get away from her you bitch
SShhshshhshh
Thats exactly what i thought when i saw the cabin.
*****
Its a quote, from the movie.
Are you simply referring to the movie Alien or are you referring to the APLU RIPLEY Exosuit from SS13
Heck yeee
Roverdude is now a part of the KSP Devs and he also made the new Mk2 Lander Can
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
I love roverdude. I have awesome talks with him on twitch while he streams
the publish date is 10/7/2016, that's when Matthew came to our house :(
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
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.
these are high quality enough to go into the vanilla game, doesnt roverdude already do some work for squad?
And now he leaves Squad.
Incorrect - I am still with Squad.
Bob Palmer Oh, I'm sorry for the mistake.
What do you do for Squad? If I'm allowed to ask
Mostly coding, sometimes artwork and general cat herding.
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.
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?
Making jets with the docking ports, like the 747
Am I the only one having trouble with the wheels not actually moving the rover?
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 ?
THE CLLLAAWWW
Yay I built a base on kerbin :3
I think theres one thing, make space stations and weld them together with these ports
That claw looks like it was lifted straight from Aliens :)
Jcewazhere ikr
Oh.... My.... Kerbalness.... And downloading.
maybe the trusses are unmanned command pod so you can spawn them by themself to construct.
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!!
Did you ever report the "crazy IR mod glitch"?
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!
could they make the weldable docking port thing it's own standalone mod? cause that would be very useful.
Kinda wish he'd made an extra crane part without the magnet (to mount a winch on)
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.
Yep I remember when he was working on them - the original beta arm was a part I made for him This is a lot more simplistic, no sense in rebuilding IR.
Is there a way to control the speed that the PAL wheels extend? Mine extendvery quickly and flip the craft.
Sorry, I have a question, I installed that mod, but I do not see the menu of the servo controller how can I solve that problem?
I cant get mods! i do everything right but never works. it says its loading the mods when i open it up but they just dont work! >:-(
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
Probably the earliest to a video I have ever been. I am the 112th view.
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?
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
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.)
1:19 Akita likes Minecraft
I think it would be great if there's a mod that add weather in planets to make a harder challenge to live in Duna
The rover parts are actually not that good but the docking ports.... Need that Mod.
so its infernal robotics on steroids?
Low Flying Gamer Infernal Robotics, coupled with KAS.
I wish this mod was updated for 1.4x
hello I'm having trouble installing the mod I download the mod put it in ksp game data and it only gives me the docking ports please help
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?
That kind of thing generally happens when you have a mod installed twice, Maybe theres 2 copys of Konstruction.dll in the folder somewhere?
Is the length of the Stabilizer adjustable? I was wondering if I can use it to lower my payload safely.
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 ;-)
Roland ten Napel well, it's like with Roverdude's Karborundum-fueled engines, the kind that require buttloads of electrical power to maintain. ;)
Ya, but electrical power is REALLY easy to get...
Unless it's with Karborundum (Gigantor Panels and isotope rods together are your friends ;) )
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.
any one else have problem with the akita wheels? the seam to get stuck.... .(wont drive at all)
not megnets. electro magnets. u cant turn normal ones on or off
How do you stow the PAL Crane I wonder?
why I don't see connection bar at top left , but I updated the game?
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.
Kohdabooooh space program
I will konstruct a krazy kraken drive SSTO
Is it a good replacement for Infernal Robotics?
So a stock Canadarm is ppossible now?
Can please someone reupload this mod to mediafire or mega? Can't download from github, it goes at 0 kb/s
You sir have a radio voice.
I can barely get through any of his vids because of it!
I do love rover dude but i wish there was a texture pack for this stuff to make it more stock alike. Just not a fan of the yellow.
See for me I love the color, they are construction parts after all. how many construction vehicles have you seen that weren't yellow
***** 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.
a fair point, perhaps they could used some accent colors
first thing i do when i DL a roverdude mod.. open texture files in paint. net and hit desaturate ;)
I should probably clarify.. I dont like bright colours. Disney stores give me the fear o_o
omg so amazing
how do you flip the parts wile holding them like that???
wasdq ane e, for pitch yaw and roll on the part
anyone thinking BDA flak cannon with konstruction stabilizer?
A little sad on the dev but I was going to get this until I saw the controls
Even though they are simple
I may get it if someone rates the mod in the comments
+David Arias hey
Why.... What did I do
Emanuel Gendusa It was 1:04 and I felt like being an ass.
ok then
Please be nice!!!!
can you pls mention if it's CKAN in the description
also the versions it works with e.g. this one does it work with 1.1.3
Sorry to gripe
It is not in ckan. It is 1.2 compatible only.
Are there not any 1.2 mods in CKAN yet?
were was update 21!!!
i can't find this mod
Construction beginning word start with a c. Not k.
1.1.2?
Yey
You got very... very voice ;)
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? ;-)
Btw, i really like the pincers in this mod, we now can build the loader from the Alien movies.
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.
Is the mod 1.2.2 supportive ??
Yes
I LOVE WLEDINGGI N
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
1.2
You use the word "frankly" alot!
Frankly, you're right
this mod is not working for me on 1.2.1 ;((
Guy seems to have too much time on his hands xd
which is a good thing, he keeps making great mods
Aye it is
Ya I don't see how he does it, he works for Squad, makes mods, and has a main job.. And a family.. Dude is super productive.
You sound like weasel zone lol
if he speaks any slower I may die before the end
Unruly Monster speed it up
Just imagine lol
Kertable! Space program.
PLEASE learn how to say kerbal. Ker Bal
May I say first
Hey its construcrtion not konstruction
3rd :)
ЫЫЫ
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.
nice joke with the title...
too much talk less substance
do I need another mod beause the only thing showing up is the docking ports
Where did you download from?
The link
And the space port thing
That's odd. You're running KSP 1.2, right?
Ya 1.2