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You mean the green attachment nodes? Yup, the whole thing is built around the small 6-way structural connector so there are tiny girder segments going up and down to attach to the last/next rover in the stack. Next time I'm on the game I'll try to get a screenie or two to better illustrate what I mean.
You mean take out the control module? Sure that may work, but then how would I control the rover when it hits the surface? I wouldn't be able to patch one in in orbit or anything, so I'd end up just depositing a battery, some wheels and a bunch of generators/science debris without any way of operating them.
I hope that's not the case, because that would defeat the whole objective of the subassembly feature in my view. I like to be festidious in my rocket designs, so I make everything I build capable of self-control and deorbit should the need arise. Even with launch and orbit stages, if there's a chance that they may get stuck in orbit and not return to Kerbin, I place a small computer module on them to make sure they don't just become space debris clogging up my sky.
So if the subassembly system doesn't accept anything with a control module on it, then it's pretty much useless to me and I'll have to continue building everything from scratch piece by piece.
I'll continue to experiment and see if I can figure out what's going on. If anyone else has any further ideas I'd be interested to hear them too. Thanks for the replies so far^^
Just hopped into KSP to check it out for you and yep, control must not be on to make part a subassembly template (Main launch Vehicle for example that you can attach landers, controls, etc. to)
The reason you can't just choose the part you want to connect to other designs when you stick them in subassembly is the way the parts are coded to join together, they're all branching with parent-child relationships. It's the same reason you can't join any part you want back onto your ship from groups of parts you copied with alt-click.
There may be some sort of work around, but the chances are to change this would require the developers recoding the way the part editor works from the ground up, and something like that would require a ton of development time. Probably not all that worth it for what's pretty much just a minor inconvenience with the workarounds you can do, at least not at this stage in development.
*[Any part you grab off your main design is the parent of its group, all the parts attached are child parts. It was the child to the part it was disconnected from, meaning it will be able to be attached to a new parent part on a different design. This means any group of parts you take off of a design should, in theory, work in sub-assembly]
So basically if I want to make my rover work, I'll have to start out with a command pod and rebuild the whole thing beneath that initial command pod, then detatch the girder (and the rest of the rover below it) from the command pod and save -that- as a subassembly?
Do we know wether the subassembly system will accept command pods as part of the save if they are not the initial part in the build then, only a secondary part? Or do they just not work in asseblies regardless of what order they are added to the ship?
Thanks again for the responses, keep them coming :)
It’s actually kinda nice that sub-assembly tells you rather than lets you copy a bunch of parts across you have no way of connecting up again.
The idea was that those girder sections would connect to each other (rover B would link to the underside of rover A, rover C would attach to the bottom of rover B, etc) and could break off with decouplers, allowing one rover at a time to drop from the stack onto the surface, while the others hang from the crane above, ready to deploy.
So those two girder sections, above and below, have connection nodes on them. But they are children to the rover's command unit in the nose of the vehicle, which is the parent. I thought that the system would just allow me to save the whole rover as an assembly, then import it and connect those girders together to form the stack.
So basically I'm going to have to rebuild the rover and make everything from the upper girder, down through the body of the rover (including the rover's control unit) through to the lower girder, a child of some other parent part? And then detatch the whole rover from the parent at that upper girder section, and save that girder and everything below it as an assembly?
Hmm, that's a bit irritating as the rover I have now is very nicely balanced and handles well - hope the rebuild doesn't come out unbalanced or off-center in any way. Guess I could do it if it saves me having to send all four rovers up one at a time though...
http://imageshack.us/a/img28/4485/htag.png
(I gave up on it and SA'd the rocket instead)
Still, hope the mission you're sending them out on goes well for you, and putting the rover together again isn't too fiddly. :)
Anyways thanks for the help all. Bit of a pain to find out that I've got to redo my work like that, but at least we got to the bottom of the issue, so the assistance is much appreciated. Now if you'll excuse me, I'll be off to my SPH to drag a bunch of rover parts around...
Well, it doesn't matter if the core part is a command pod or not, it just has to have at least one attachment point. What I did was take the structural part with a battery built in and put a command chair on top of it, since radial attachments don't take up attachment points. Maybe you can apply this idea to your design.
Build the parent and save it.
Before you start to build the child pick up a small command pod. The little remote guy usually works for me. Think of it as an anchor.
Then get the actual command pod for the child and attach it to the anchor.
Build your child as normal.
When you wish to create a subassembly of your child, it is then simply a matter of taking your command pod, with everything attached to it away from the anchor and saving it as a sub-assembly.
It may be useful to know that when you attach the command pod of your child to the anchor, it is best to attach it by the same node with which it will eventuall attach to the parent craft.
I hope this helps.
What they need to do is allow the players to make a rocket, save it immediately as a subassembly, start building a new rocket to which they add the previous one as (for example) the final stage. Currently, doing this with workarounds is next to impossible, especially if the subassembly ends with a rocket engine or a docking port and you want to stick that to the top of the main command module structure.