ahappydude
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Posts posted by ahappydude
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Dude/dudette, big thank you for documenting this =) WIll make mod parts for kis so much easier =)
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Don't worry, I taken a look as I say and it's already done for 1.1
Hehe, nice to hear =)
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Similar to my post # 443, Nehemiah Engineering - Kerbal Environmental Effects Study (KEES) also depends on KAS Take/Store functionality. It uses a container which uses KAS/Container functionality. The player must actually place/get objects (another KAS function) on the container to operate the experiment. I may tinker with it to see if I can make it KIS-compatible.
Don't spend too much time on it. I, and others, can live with the current situation until AlbertKermin does his thing. You shouldn't have to change your mod to satisfy other mod requirements.
Its not like we are "demanding" it lol. But if its done albert, me and others can use the functions of modules in eva. and making own mod parts easier =) cheers
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Ok I think I understand, the context menu for reading didn't show up from eva with ModuleScienceExperiment (unfortunatly it seem to not allow to be used unfocused).
I will take a look to see what I can do about that.
Great to hear! cheers
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Hm, if you made an test arm, and using the same drill module, its certainly possible. Would have that increased range and so on. But, opening the arm with anims is harder. Beacuse as i wrote before, when you attaching the things in the part dissapears. FUctions in modules and so on. Def worth a try thou =)
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I have made some test mod parts, like a handheld camcorder, an backpack with an transmitter, a very sketchy jetpack to, that has resoruces, and the engine module active when attahing it to a ship, but when attaching and equiping it on a kerbal those functions dissapers.
Binarybad Yes we need that! With a big "keep calm" on haha. of note: if you havnt seen the hgttg tv series from 80-s check it out!
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Sorry but no roverdude wasn't it was ALEX ASET but that don't matter it's all good.
EDIT- LOL really it was KAS.
Yes like you said, its all good =) Yes i cant see myeslft these day playing ksp without kas/kis.
Kospy, can you look over the "use from eva" function till the next version? Would be great to have it more usuable(in lack of a better term) when we make own mod parts that uses kis =)
Like, when you have a science module, engine module on a part, and you attach it, you lose control and function of that said part. Another thing, have you seen the armoury plugin? It caught my eye with their aiming system, is this a thing that could be done with a kis item futher along?
cheers
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There was a mod doding this way back, it had the kerbal getting cramped when not doing evas. Glad to see its alive again but in another form =)
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MeCripp
Roverdude was the first one to do this, and what its is he make a lot of good nodes that snaps on and of using the kis/kas bay functions. Its okey you got confused with what i was meaning =)
Yes its still in an early stage which people seem to forget(not all people
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It must be you having bad luck I played with PRC it still don't work like KAS did but all the modules for the animation still works or are you talking about on the kerbal ?
As i wrote, "attached" so yes on the kerbals
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am i the only one that would like to see more tools for this mod such as portable radar, and science tools?
Well its not that easy, haveing a part that has modules that activate with the right click menu, these function dissapears in the current version as you attach them, or its me having bad luck getting it to work haha =)
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Could you kospy look inot adding back the control function from kerbqest? So if you have a engine module on a kis mod part, you can use that in eva and no-eva? Cheers for the hardwork, the update fixed the debug menu so extra thanks for that!
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Hard to assemble in eva? Looks sleak =)
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Actually, if you make an eva tether, you'll be my hero. Even if it behaves like kas winch cable.
Not sure if it goes to KAS thread tho.
Til then activestruts got a good teather mechanic
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Possible to add an record function? Would be neat to find "lost" footagge of prev travels haha. Thanks for the hotfixes to
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Known bug, will be fixed for the next update.
Ty for the reply =)
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Im better at making models and ideas then actually texxtuering them, so dont feel bad =) Its always nice to see new modders here, welcome!
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Clown_baby, you can actually set the kerbal to use all the armour parts with kis just saying hehe
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Any ideas why some parts are ok to place on the munar ground (and be there after the next reload WITHOUT weird jumps or explosions) and others do strange things after a reload or explode right away?
Just the thought of getting this mod krakenfree would be fantastic
Its ksp, have patience
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Oh, debug menu is in the rightclick context from inventory, nifty.
Having a bug with the debug menu , with my own mod part not the kis parts.
To this i get a lot if nullref errors in the logfile. The debug works fine with the rest of the parts
ed
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Yeey! I asked for a savestate function so we get to keep the parts when entering pods and leaving. So the helmests and such stays on! Great to see your mods are still alive and kicking
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Will the part stay attached after you enter and leave a commandpod? or Fall down, would be gfreat if we had an savesate for it . Like for locobs great helmets, so they would stay on when seeing the iva portraits cheers for the hardwork, it will bring so many hours of fun
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Can we get a list of all possibles kerbal equipSlots
? Ex = rightHand
equipMeshName = body01
equipBoneName = bn_r_mid_a01
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Omg its here!! =D Just saw it as i n now, thank you both for working on it and for sharing it with us ! So many things to try ouit hehehe...
Ah the ghettoblaster! Now we can have some sweet customingame tracks awyeah
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
in KSP1 Mod Releases
Posted
Well personally i rather use your mod then playing vanillia with the new kerbal. So i want to thank you for your continues work =)