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KospY

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Everything posted by KospY

  1. Can you tell me if everything else is working with KJR? @ferram4: GameEvents.onVesselWasModified is correctly fired when part is docked/undocked in both KAS and KIS (in fact, simply using couple/decouple fire this event). However, I think the eject issue is related to the way I detach the grapple/magnet from the winch. When ejected (or deployed), the part is not decoupled but only detached physically (joint are removed). I'm using part.attachJoint to find and remove the joint. I assume KJR add new joints that can't be referenced here. I can add a GameEvents.onVesselWasModified on eject/deploy too, but I wonder if KJR will detect the detached part and remove others joints in this case? (by checking if the part.attachJoint exist or not?)
  2. There is no difference, it's just that the pylon look more suited for pipe linking.
  3. I think it's related to the "launchid" not being set by KIS on stored part. I fixed this in the next update, but I not tested contracts yet. Can you try to edit your save and set the launchid of your antenna to the launchid of your vessel (the one that brought antenna) ? Keep me informed if it work Well, fun pack is not my priority, but I will see what I can do. I add it to my list of ideas (which is already long ... )- - - Updated - - - As the title says, ModuleKISItemEvaPropellant is only for EVA propellant. However, I can change this if needed. Can you tell me what you want to do exactly ? Also, what the point to transfer resource to another part ? There is already the stock transfer resource system no ?
  4. Internal node is needed for KIS. I'm not sure if the "Placeholder" internal still exist in 1.0, but you can try this MM patch : @PART [*]:HAS[#CrewCapacity [*],!INTERNAL[]]:FINAL { INTERNAL { name = Placeholder } }
  5. The command seat tooltip icon is missing in the VAB. It's an annoying bug as I use this icon for my mod (KIS). Right now the command seat can't be used because of this. Thanks to fix this issue.
  6. Thanks for your feedback and tests ! It's nice to get the confirmation that it work fine now It's a KSP related bug. You can check this ingame : the command seat tooltip icon are empty too. I currently use icons generated by KSP. I'm waiting Squad to fix this issue.
  7. I should have guessed that it would end like this Leaking part is a nice idea, however I'm not sure everyone will like it. How to inform player that the part start leaking/losing resources ? I can show a message in game everytime a part is "harpooned", but it's maybe too much. Also, only part with resource will be affected. It will be still possible to harpoon other parts without any constraint. I rather prefer to wait squad to implement some kind of "health bar" for parts, or maybe create an interface with dang-it Not at the beginning. Currently I use KIS to move old KAS container content to KIS container (KAS container module is rewrited to do that). Sure I can move this KAS container module to KIS, but I'm some people will lost their old KAS container content if I do this, because they forgot to install KIS. So I wait 1-2 month before removing KIS reference from KAS, to let the time to people to migrate. Ejection force can be tweaked with the "ejectForce" parameter in the winch part.cfg. I will take a look. Did you install the latest version of KIS (1.1.4) ?
  8. KAS 0.5.1 released ! Just a small fix about the first main issues. Changelog : - Added a warning if KIS is not detected - Fixed radial winch not allowing stack attach Thanks for your fast feedback
  9. I made a mistake on the attach rules... It's not "attachRules = 1,1,0,0,0" but "attachRules = 1,1,1,0,0" in the part.cfg of the winch. I will upload a fix.
  10. I think you didn't use the last version of KIS (1.1.4)
  11. Thanks ! Some people saw it, KAS 0.5 is released ! Changelog : 0.5.0 Updated for KSP 1.0.2 Integrated KIS (KIS is now mandatory) Updated port and winch to use KIS "mount" behaviour for attaching hooks on winches Parts models update : Connector port, Stack and radial winch, magnet and grappling hook New part : harpoon Connector port can now be used for linking pipes Struts is now a lot stronger Disable pause menu when canceling a strut/pipe link (using escape key) Updated module 'KASModuleContainer' to move content to KIS storage system if detected Module manager is no more needed Removed modules depreciated by KIS : KASAddonPointer, KASAddonAddModule, KASModuleGrab, KASModulePartBay, KASModuleTimedBomb. Removed parts : Container Type A & B and bay, Stack connector port, Hook Support, Pipe end point and Horizontal & Vertical radial winch Hope you enjoy it !
  12. 1.1.4 file is "under review" since 45 min on Curse... It take longer than normal, I don't know why... Edit : 1.1.4 is online !
  13. Finally found a way to fix the delayed ship explosion after attaching parts in deep space. Tested in kerbin orbit, minmus orbit and "deep space". No problem so far ! I released 1.1.4 with the fix. Hopefully all major bugs are fixed. I'm now ready to release KAS v0.5 soon
  14. 1.1.3 released ! Change log : [Fix] fix explosion after moving/attaching a part (hopefully) [Fix] Prevent equipped part to explode after loading (when using equipmode = part) [Fix] Prevent item to be carried even if no slot is available [Fix] Explosive now show up in the left hand according to the equip slot [Fix] Prevent unequipping when dragging an item on another [Fix] Eva propellant will now remove resource from the equipped part (when using equipmode = part) [Change] Guide and wrench item moved to engineering101 tech node [Change] Created a SendKISMessage method (to communicate with KAS or other mods) EDIT : Unfortunatly, this update do not fix the delayed vessel explosion after attaching a part in deep space. I just replicated this issue on my game after updating KIS, so it seem there is two bugs related to attaching stuff. Big thanks to cordilon who made a video showing how to replicate this issue on github !
  15. Does it happen in space or on the ground ? Can you try to drop the part first and attach it after ?
  16. Squad released 1.0 too early for me, I was even not ready for KIS... I'm keep working on KAS but I need to do some change in KIS before. Difficult to give any ETA, I'm trying to fix a major bug remaining, that can take 1 hour or 1 week... (if I not find another one after !). Integrating KIS is not a small task, the next release will even not use all the KIS features (for exemple grabbing connector will always be handled by KAS), but at least KAS will work with KIS on KSP 1.0. KAS polishing will come next for v0.6 Meanwhile, you can use the compatibility fix from EOD, but be aware that some parts is removed/changed in KAS v0.5 so you will need to clean up things after (detaching old part one by one).
  17. Can you provide your log file ? What part did you try to attach ? What is the target part too ?
  18. The missing icon is related to a KSP bug, introduced since one of the latest release unfortunatly. You can check ingame and see that the tooltip icon in the vab are empty for the external seat. I much prefer squad fixing this issue rather than taking time to implement something to fix it, so I'm waiting the next update of KSP. Thanks for the report, I will take a look. Unfortunatly, I can't do anything about that. Squad hard coded the mouse click to rotate the kerbal on eva. EDIT : I'm working on a fix for KIS, currently if you attach a part from the inventory to another part and grab the same part after, you will get explosions. Currently it broke my develop version of KAS so I need to fix this before KAS release.
  19. It's related to the KAS winches connectors.
  20. KIS 1.1.2 Released ! Changelog : Compatibility fix for KSP 1.0.2 [Feature] Add "mountedPartNode" parameter in module "ModuleKISPartMount" to set the part node used on mount [Feature] Allow mount to be set on a moving attach node (KAS compatibility) [Feature] Send messages on part drop/attach (KAS compatibility) [Fix] Fix velocity reset on part creation in space [Fix] Prevent part node to be changed on mount [Fix] Prevent KIS dll reference error after recompile [Fix] Ingame user guide updated to 1.1 [Fix] Some spelling fixes [Change] Move KIS static item module to part module [Change] Allow carried container to be used This update will be needed for the next version of KAS
  21. An eva tether is planned for KAS v0.6. (not for the incoming v0.5, I need to update KAS to KSP 1.0 first).
  22. The more I work on KIS, the more I think I need to rework the attach system... Currently, the main problem is the [x] key. This key is used to use the right hand tool, so the attach mode can only be activated when the screwdriver (or wrench) is used. I think it's a design flaw as I can't actually allow a part to be attached without a tool. Moreover, when mechanical help will be available, I will need a key to enable/disable attach mode from the part (and not the kerbal with a tool). I suggest something like this : 1) Add a new key (H ?) to enable/disable attach mode. 2) Add two parameters to ModuleKISItem : allowStaticAttach = none / withTool / withoutTool allowPartAttach = none / withTool / withoutTool 3) Add two parameters to ModuleKISItemAttachTool : AllowStatic= true/false AllowPart = true/false 4) While in attach mode, check item parameters (and equipped tool if any) to allow or not the current part to be attached on target (static/ground or part) What do you think? - - - Updated - - - 1)Bring the kerbals near the part you want to move (min 3 meters from the part). Also, bring ladders, it help a lot to maintain kerbal at proximity in space. 2) Right click on the EVA Propellant and use "refuel". You can also refuel the eva propelant itself with the same action from the pod inventory.
  23. I changed the method for creating a part and the problem is gone on my dev build. I think the problem was related to the part being "packed" on spawn. I need to do more tests but I hope that will also fix the explosion issues when dropping parts on the ground. The bad news is I broke my implementation for mounting hooks on KAS winches with this change... Need another evening/night to work on it. equipMode = part is new since 1.1. I'm a little bit worried because containers will be used like giant backpack. But well, you may be right as it's a pain to drop container each time (especially in space). I wonder what other people think about that ?
  24. I cannot prevent a kerbal entering a pod. I can only get a "event" when the kerbal enter/exit a pod. Why do you want to set your parts as carriable ? If it fit in the kerbal inventory, don't use it, that will be a lot more easier no ? Also, ModuleKISItemEvaTweaker is for tweaking some kerbal parameters, not for setting the part as carriable, I don't understand what you mean about this module ? Did you check the wiki for more information about KIS modules ? - - - Updated - - - It seem that the EAS-1 ECS do not have any icon in the VAB since one of the last update of KSP. If you check the tooltip of the part in the VAB, the part preview is empty... (can you confirm this ?) I use this icon for drag & drop. If Squad fix this issue drag & drop will work again.
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