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IgorZ

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Everything posted by IgorZ

  1. In case of you're missing the harpoon parts: https://www.patreon.com/posts/65529113
  2. @BTAxis RTS part only works when the vessels are separate. Based on the screenshot, your vessels are docked via a klaw that makes them one vessel. It effectively disables the RTS function. Using RTS to overcome the stock game's "obey crossfeed" setting may be considered as a feature request. However, at this point it's not supported. You cannot pump fuel between different parts of the same vessel using RTS part.
  3. You can install the KISv2 Alpha and use it to pull out the part. Then, use KIS functionality to put it into the KIS inventory.
  4. The only working solution is drop the item from one inventory, and then pick it up from the other. E.g. if you've put the screwdriver into the stock inventory, you need to use the stock functionality to remove it from there and put on the ground. Then, you'll be able to pickup the item using native KIS functionality. However, here is trick: only an engineer can drop items from the stock inventory. So, if you have not any in your team, then it's a dead-end. There is another way: install KISv2 Apha3 It allows dropping parts from the stock inventory to any kerbal. Alpha3 has a compatible mode for the carrier games.
  5. Alpha-3 New features to this build Supported dragging parts between inventory and scene. To grab a part from scene press and hold key "J", then hove over the part. Added compatibility mode that automatically turns on when loading science or carrier game. In this mode the KIS inventory works exactly the same way as the stock inventory, fully respecting all stock limitations. In this mode it's safe to use KIS2-alpha3 in the carrier games.
  6. This log record may or may NOT indicate a real problem. It sounds weird, but this is how this code works. Here you need to know if you have a real problem in the game. If your KIS is installed properly, then you should not have any issues, even though there is the error record in the logs. TL;DR; This error happens due to `KSPDev_Utils` DLL is version dependent, and the addon binder expects the DLL name to match exactly to the namespace (no version suffix). There are cases when it's a problem, but with the versioned DLLs (like KSPDev_Utils), it's not.
  7. Nope, it wont' work. The EVA module can only work on a kerbal. And having this module on kerbal is not the only requirement.
  8. I think I get it now. Are you looking for a feature to "pre-attach" the winch connector in the editor with the cable deployed? If yes then, this feature is unlikely to be made anytime soon. I considered it once, but implementation complications made me give up. With KISv2 being developed (and I'm already well behind the schedule) I don't think I could invest into this feature. Btw, to not confuse terms, let's name the attaching cable to the JS-1 part as "attach" or "plug". The "dock" term is used by the KAS parts to indicate that the connected parts become one vessel (from the game's perspective). There are parts that support both modes: "just connect" and "connect and dock". That's why I got confused.
  9. Not sure if I get the point. If they sit on the same vessel, why would they need to "dock"? What properties does it suppose to give? Btw, the winch and anchor cannot dock until they are "locked". It's different to the TJ parts that are always "docked".
  10. Some of them will, but some of them may not. I will do my best to keep the backwards compatibility, but it may not be feasible under some circumstances. Let's wait till at least Beta1.
  11. By no relation I meant KIS as a root case (e.g. if the game was broken due to incorrect manual setup). Indeed in your case upgrading KIS was a trigger of the problem. However, I tend to think it's not KIS that made the trouble, it's the upgrade itself (as an action) that caused troubles. Module manager rebuilds its database on every new mod installed, and this time something went wrong. And you mentioned that after KIS removal you still had the problem with the game. Try reinstalling MM (ensure the caches are dropped) and then add KIS again. If you get the problem again, please share the log.
  12. Afaik, ZeroMiniAVC does the renaming. However, absence of this module should not affect the main mod behavior. How do you install KIS? If you do it via CKAN, then there can be no relation between KIS upgrade and the issue you've observed. If you install manually, ensure that ModuleManager from the KIS package matches your KSP version.
  13. 1.29 (January 4th, 2022): [Enhancement] Support game's UI scale in all dialogs. [Enhancement] Reduce the EVA canister dry mass to 1kg. [Fix] Total mass is not adjusted when fuel is expended from the EVA tank. [Fix] Recalculate the resources mass on load to fix wrong state of the EVA tank. [Fix #394] Refuel tank throws error on refuel action. Fun facts: Today is almost a round anniversary since the v1.28 release. The mod has born 7 years ago. And it's still alive. Fixing #394 was a real challenge and took 3 days to get solved. However, the time was not wasted - the experience gained will be used in KISv2.
  14. I'm not sure which KAS version you are using, but given the error, I guess it's the latest one (v1.10). KAS v1.10 is not compatible with KSP 1.10.
  15. I didn't have a chance to investigate it at that time. Now, I'm focused on KISv2, which is a total code rewriting, so fixing non critical bugs in the old code is not rational. They are supposed to be functional, but there is a bug https://github.com/ihsoft/KIS/issues/394. Thanks for refreshing my memory on it. I'll make a quick fix for it once I'm back from the vacation.
  16. The "tumbleweed effect" is indeed out of scope. The main issue is static attach of the parts. It can be a known stock issue too. If so, then I'll skip it, but at this point I believe there is something to be done from KIS to let the game know the part was moved and the related vessel need to be re-evaluated.
  17. Yes, it's a known bug that is not going to be fixed. Squad team has significantly changed physics in the game in the last year. The static attach thing in KIS is no more reliable. Avoid using it.
  18. I really tried to make Alpha-3 before the end of the year (the main feature: being able to place items in/out of the inventory and move them in the scene). Alas, I've discovered too many issues with the physics. So, instead of a new release, I'm sharing a video with my findings You may have asked "why not using the old KIS approach?". Well, the short answer is: it has even worse problems. I know how to break my mods, and this video is a proof. The old KIS has really bad edge cases that just cannot be fixed in scope of that mod KISv2 is focused to use the stock logic as much as possible. And it consumes a lot of time for the investigation. I'm going to vacation till the end of the year. So, Marry Christmas and happy New Year to everyone! See you in 2022.
  19. Definitely. KSP2 uses Unity engine, so no extra skills will need to be learned. But let's see what will be in the stock game first.
  20. I meant the detachment pat. Once harpoon or hook attached (both attach on impact), they can only be detached by an EVA kerbal. There will be option to remotely detach winch from the harpoon/hook, but this would mean loosing the part.
  21. @LievenX @adriangm44 FWIW, KAS does modify the pre-built parts. However, it's done via a ModuleManager patch. I.e. if anything gets broken on the way, the MM mod is the first to check. I'd verify if the version is fresh, and then checked the log for exceptions.
  22. When a part is moved or placed via KIS, there is no force applied to any vessel, including the kerbal. And as far as I'm concerned, no cases lake that were reported this far with regards to the KIS actions. I cannot say for the stock system behavior though.
  23. The key difference between the stock system and KIS is that KIS doesn't create any parts until it's placed, either attached or free floating. And when it happens, the target part is explicitly aligned to the target vessel orbital velocities. I tried to track the stock logic with regard to it, but it's not that simple. Btw, KISv2 will follow the same approach: no material part is created until user finalized the choice on the placement. This approach has its drawbacks, but it eliminates the unexpected physical behavior.
  24. If you can reproduce this issue on an unmodded game, then a good place to post the problem explanation is this forum: https://forum.kerbalspaceprogram.com/index.php?/forum/69-technical-support-pc-unmodded-installs/ If the only way to reproduce the issue is having some mods in the game, then try reducing their number to the bare minimum and report to this forum: https://forum.kerbalspaceprogram.com/index.php?/forum/70-technical-support-pc-modded-installs/ Here and there I heard about weird behavior of the construction mode on the orbit, which doesn't surprise me much. The stock system creates a material part in a special "construction" state, and then constantly drops and re-creates it as you do your EVA work. It's a very easy way to get hit by some edge case. Especially, when there are mods in the game.
  25. To start with, KAS doesn't deal with attaching parts. It's KIS that does. And you say you haven't used KIS to attach the panel. So, what part of KIS or KAS have you used? Why do you believe any of these mods are related to the issue you observe?
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