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Found 42 results

  1. Universal Storage is a modular parts mod, allowing you to build custom service modules. It is highly integrated with the most popular life support mods, DMagic Orbital Science, and Kerbal Inventory System. Universal Storage II (UvSii) is the follow up to KSP’s original wedge based parts mod, Service modules are build from a central core, around which you can place various resource and processor wedges. Customization fairings complete the service module, providing aerodynamic shielding with access via payload doors. Most parts are resizable allowing increased storage capacity while keeping part counts low. New features Separate fairing parts provide full comparability with the stock aerodynamics system. Parts feature multiple height variants allowing greater capacity without bloating part count. Fairings feature multiple paint variants, allowing you to match the look of your craft. Full KSPedia articles including animated gifs. Localization support including KSPedia. Support You can post bugs and feature requests on our bitbucket issue tracker: https://bitbucket.org/uvs2/universalstorage2 Or post in this thread and we'll do our best to help you (using bitbucket makes it easier for us to help and is prefered). Website Features a full parts catalog and other information. Download from OneDrive Use the onedrive download to access: Previous versions Beta releases Source code Balance spreadsheets and other information Download at Space Dock Ensure you download the right version of your KSP install Direct download link Universal Storage 1.7.0.10 for KSP 1.4.x and higher Universal Storage 1.3.1.10 for KSP 1.3.1 Features Three step build process Service modules are built from three basic parts. The core provides the structure with space to attach payload wedges and the fairing provides aerodynamic shielding. For more information on the build process check KSPedia in game. Multiple configurations Most parts have multiple height options, allowing increased resource storage without bloating part count. Cost, mass and capacity all scale linearly so every configuration is balanced. Larger cores and fairings have multiple configurations. The cores feature a central fuel tank or a crew transfer tunnel (for use with Connected Living Space). Selected fairings can be configured as a payload bay for use without a core or wedges. Fairings can be configured to match the look of your craft, with either Porkjet, Gemini, Apollo or Saturn paint schemes. Designed to work with 3rd party mods Built from the ground up to provide resource storage for popular life support mods. The game will automatically detect which mods you have installed (via module manager) and load payload wedges to match. In addition, Universal Storage is closely linked with DMagic Orbital science to provide a large selection of wedge format science experiments when both are installed. Wedges are Kerbal Inventory System (KIS) compatible, allowing Kerbals on EVA to swap out wedges as part of a resupply mission. Compatible mods Connected Living Space DMagic Orbital Science Not currently working, Orbital Science will be updated to be compatible soon. Kerbalism Kerbal Inventory System Kerbal Operating System Snacks TAC Life Support USI Life Support KSPedia Full KSPedia support provides in-game information on the parts, their features and how to build craft. The mod includes support for animated gifs in KSPedia pages (see source code for detailed information). Career mode support The mod is fully compatible with career mode, with parts balanced against their non-wedge equivalents ensuring there are no ‘cheat’ parts. Part unlocking follows a logical progression with the majority of parts available at tier five and six. The Universal Storage Team Daishi – Nox Industrial 3D models Textures Animations A highly proficient 3D modeller and animator, Daishi has created the parts for Universal Storage and other mods on KSP. If you would like to support Daishi’s modelling work you can donate via the paypal link below. DMagic – DMagic Orbital Science Code KSPedia With 18 mods currently on SpaceDock, Dmagic is one of the games most prolific modders. Probably best know for Orbital Science, he is also the current maintainer of SCANsat and author of many other ‘quality of life improvement’ mods. Paul Kingtiger – New Horizons Original concept Research and part balancing Website Paul has created a number of minor balance mods for KSP but Universal Storage was his first large scale mod. When not playing around with KSP Paul plays Paradox grand strategy games and World of warships, as well as messing around with physical computing and restoring old electronics. Translation credits Thanks to the work of these amazing volunteers, we are able to offer full localization support for Universal Storage. Italian: CRL42 German: StarStreak2109 Spanish: @Janderklander - Sergi Ruiz Brazilian Portuguese: Kastruss Source Code You can download the source (zip file) using the link below. Universal Storage Source Code FAQ Nothing works like it should! Make sure you have the correct version of the mod to match your KSP install. KSP 1.3.1 and KSP 1.4 (and later) versions have different requirements. You can find and download the correct version of the mod using the links above. If you have made a mistake, Delete the Module Manager file and the Universal Storage II folder in your GameData folder and try again. Check KSPedia! Answers to the most common questions are in game via KSPedia. There is a problem with X science experiment! Universal Storage II does now contains basic science parts, which are augmented by DMagic Orbital Science, a separate mod. If you have a problem with a science part make sure you include the name so we know who to ask for help. DMagic is one the Universal Storage team so he checks this thread, alternatively you can check the Orbital Science thread for support. How do I install the mod? Download the file and unzip it. Then copy the GameData folder to your Kerbal Space Program folder, merging / overwriting any files when asked. Can I have Universal Storage and Universal Storage 2 installed together? Yes, the two mods are entirely separate and will work side by side. The parts list in the VAB will be a little cluttered, and I recommend completing any missions using the old mod, recovering the craft, then removing Universal Storage (simply delete the folder from your GameData file). You can then continue just using Universal Storage 2. How can I find the parts. The cores and fairings are found in the Payload category. Fuel tanks and Batteries are found under Fuel Tanks and Electrics. Most other parts are under Utility. However the easiest way to find the parts is to type Universal in the search box. How do I remove the mod? Simply delete the Universal Storage 2 folder in GameData. Note that any craft using parts from the mod will break, so make sure you have recovered and craft using Universal Storage II parts before removing the mod. How do I upgrade the mod? Simply download the new version and install as above, overwriting any existing files. How did you balance the parts? The original Universal Storage parts were balanced against real world craft and technology. This made for realistic parts, but many were badly balanced against other parts in game. For Universal Storage II we decided to balance parts against the stock parts in game or the various life support mods. This ensures that costs, mass and capacity are balanced against the rest of the game, so there's are no 'cheat' parts. LICENSE Models, textures and animations The models, texture and animations, including the .mu files are copyright of Simon Hinton who reserves all rights. New Zealand Copyright Act 1994 You may download and used these files and modify them for personal use. You may not publish or share these files or derivatives of these files. You may not reverse engineer these files. You may externally reference these files using the model command in KSP. For permission to use the model and texture assets in a way other than the above message Simon via the KSP forums. You may share screen shots, videos and streams featuring Universal Storage (credits back to here are appreciated) All other files and images Code including .DLL and .CFG files are released under the MIT license Copyright 2018 DMagic, Paul Kingtiger and Simon Hinton Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
  2. CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes supports Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Development Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141298-112-cacteye-optics-community-takeover-updated-06052016/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.5.1.15 10/29/2018 Updated to 1.5.1 Changed out of power GUI action to close and notify user rather than just blank the window Previous Changelogs Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
  3. CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes integrates with Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Release Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141280-112-cacteye-optics-community-takeover/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.5.1.15 10/29/2018 Updated to 1.5.1 Changed out of power GUI action to close and notify user rather than just blank the window Previous Changelogs None Yet! Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
  4. Fancy lights and animations on your Kerbals will make them look like a Christmas tree! Customize and make them shine with these glowing props during upcoming holidays and ever after. Current parts: Helmet Lights for those times when you wanted to take kerbal selfies during nights. Cupola Helmet for better angle of view when playing with the Through The Eyes of a Kerbal mod. Jetpack Light, useful when your Kerbal doesn't wear the standard helmet. Omni-Tool, a fancy replacement of the screwdriver tool (left handed, so use the "H" KIS hotkey). Holo Goggles, brings diversity to Kerbals, has a Firespitter color switcher. Aviator Sunglasses, "Eyepatch" Holo Visor, has an EVA propellant level indicator (male and female versions) Blinking Mic Headset Hard Hat (4 colors) Cowboy Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors) Fedora Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors) Academy Hat (animated) Walkie Talkie (couldn't make it work like an antenna, so it's gonna be just a vanity item for now) Download from Spacedock Requirements: - Kerbal Inventory System - Community Category Kit - The Holo Visor has an EVA Propellant indicator which is there for users of the Through The Eyes of a Kerbal first person view mod and requires the Indicator Lights core plugin for animation. Suggested: - Firespitter (for switching the color on the Holo Goggles) License: ARR
  5. Hi, wondering for you realism fans out there if there's an interest in a radiator Maintenance mod? Specifically, radiators used in atmospheres would have their efficiency degrade over time and a coil cleaning tool would be added to kis and require an engineer to clean the radiators.
  6. I can't use any of details like wrench or screwdriver. And also when I trying to connect nodes for rigid strut the game freezes. Only I have these problems or you too?
  7. Im using KSP 1.7 and KIS and even though in the load screen it says KIS isn't supported in KSP1.7, when im in the game all the parts and the inventory screen are there but when I go out on kerbin to get familiar with the controls, I can move the pieces around but when I right click on the wrench and select equip, it doesn't go to his hand. My engineer is lvl0, is that the problem, because im lost... Thanks in advance for your suggestions
  8. You know how in KAS/KIS when you set up two pipe endpoints you can right click one of them if you’re close enough and link them together? Well, it’s not working for me. The ‘link’ button simply doesn’t appear. Photos below: Any ideas?
  9. Ive been using Kerbal Inventory System for a while. I love that you can store parts and add them to spacecraft when needed. I want to add a docking node to my space station, but the volume of the node is 782.5L and Kerbals can only hold 250L. So when I transport this part to my station, how am I going to attach it if the kerbal can't hold it. Also is there a way to go into the mod files and change how much a Kerbal can hold?? Thanks
  10. Hello, I am trying to figure out how to incorporate BD FPS parts into @Locob's ProProps Mod for my personal use. I have the .mu file and the textures, but for some reasons, I cant get the gun to work as intended. The kerbal makes a weird position, and then disappears! Long story short, if I provide you with the .cfg files, .mu files and textures, can anyone configure them to work with ProProps? Thanks!
  11. So, I'm playing with Kerbalism installed. It's only got a couple of options for food/water containers, none of which I particularly like all that much. I'd love to expand the number of cargo options I have, and I really like the KIS inline container models. I'm attempting to add Food/Water to these containers, but nothing I try seems to be working. Either the parts load in normally, or they fail to load at all - never with food/water. Ideally I'd love to have something like a B9 part switch option that allows me to switch from a cargo container with KIS inventory to something carrying food/water, to something carrying just food, and finally just water.. if not that, I'd take simply adding the food/water to the container with KIS inventory as well (I rarely use it anyway). So far, I've tried simply adding something like Resource { name = Food amount = 8200 maxamount = 8200 } to the .cfg for the part, and that made them not load at all. Creating a .cfg in the gamedata folder with something like @PART[KIS_Container3]:NEEDS[Kerbalism,KIS] { Resource { name = Food amount = 8200 maxamount = 8200 } } makes them load, but doesn't add the food to them. I don't know a lot about modding in KSP to be honest. I've modified plenty of parts before to make them more to my liking, but mostly by ripping out chunks of one part and simply dropping it into the .cfg of another. Bluedog Design Bureau had a comparability folder filled with .cfg's making the mod compatible with various other mods. Kerbalism wasn't one of those, but I was able to take the Snacks! compatibility .cfg and alter it to create new B9partswitch tanks for food/water, then get those parts to load those tanks. What's particularly frustrating is that BDB has a KIS tank of its own that now has food/water as I'd like (though it maintains the KIS inventory as well). Does anyone have any idea how I could do this, or what I might be doing wrong? Even something as simple as just adding these resources to the normal part would be a workable solution for me.
  12. As soon as I perform an EVA while in a vacuum, the ship will spin randomly and accelerate in the opposite direction from the kerbal, sending the two flinging away from each other and rendering my mission as an epic failure. The effect is most prominent when on EVA from a small craft and more subdued on heavier craft and it happens 100% of the time when on EVA in a vacuum. Also, linking two ships together in a vacuum with the KAS tools seems to cause the two ships to wobble until they break each other apart. I suspect this issue to be linked to the KAS or KIS mod, since the issue started after i installed these mods. Any help resolving this issue would be great, because I love the added complexity of performing EVA tasks with the KAS and KIS mods, but the headache of the glitch is making me think about removing the mods.
  13. It doesn't give the button when I right click them. Capsules and containers.
  14. I queried this in the KIS thread, but to be proactive, I want to take a stab at doing this myself: I made a tiny drone but assembly with @IgorZ KIS system is not possible as it uses Tweakscale, heavily, and KIS cannot accept full craft or sub assemblies into its Inventories. And @allista's Hangar mod does not supply a small enough item, nor are said items manipulable using KIS' EVA or inventory functions. So here's my plan: I would like to create a Box. This box will be able to be carried by a Kerbal in EVA and stored in an inventory using KIS functionality. This box will also utilize Hangar functionality to store a very small craft within itself. Upon placing the Box on a surface, an option to open or pick up the box will be presented upon interaction. Picking up the box will simply pick it up. Opening the box will trigger the Hangar spawning function of the assigned small craft. At this point the box will simply be a return point and sit on the ground. The spawned craft will act as a craft. The craft, upon landing or stopping on the box, will allow the box to be closed. Upon closing, the box will enact Hangar's deconstruction function, and the box will return to being a simple EVA item. This will then allow the box to be moved, re-opened, stored, etc. I would like to make small boxes of various dimensions afterward, supposing this test works. I have never made a mod before, but I want to learn. Thank you for any help provided.
  15. Hello, I am currently setting up my minmus base using MKS and Kerbal Inventory System, however I cannot access the inventory of the 5 meter KIS container, meaning I cant get the stuff out of it. I can however, access my own inventory which I guess means I have installed KIS properly. Please see image attached for a picture of the issue. https://imgur.com/a/p7t4u
  16. Hey all, I have no clue if this should be in here or addon discussions, but here goes: I just got KAS/KIS and desperately wanted to use the kerbal EVA inventory, because I could remove helmets and refuel airplanes without the pain of docking.The issue is that I have no inventory to use. I right-clicked Doddard(an engineer and dedicated fuel tanker technician) and went to click the Inventory button, but there was none there. Next, I tried to find the inventory button on one of those side mount containers(with some tools inside). Thankfully the inventory button showed. I clicked on it and nothing happened. Again. This is weird because the inventories work in the SPH/VAB and on loaded vessels/cockpits. Any help would be nice. Thanks, GKSP
  17. So this is it: I can't open my inventory while in EVA, neither the container. I don't have any other mods installed, only KIS and KAS. I'm running KSP 1.2. What I'm doing wrong? Thank you very much
  18. I've installed KIS and KAS through CKAN with all appropriate dependencies. I have the necessary parts in my ship, I can even build a craft with storage containers with parts in them, and even open and manage those inventories while piloting the craft, but as soon as I go EVA all of that seems to vanish. The kerbal has no inventory, nor can they open storage units. Any hlep?
  19. Pretty new to KSP and I wanted to be able to add items onto space crafts that I already has in orbit. I downloaded KIS and KAS to do this. Unfortunately my kerbal cannot hold anything in his inventory because his inventory volume is 1 L and every object is huge compared to that. Is this because he is a level 1? I tried looking through the save files to increase his inventory size but all I saw was max inventory which didn't fix the problem. I have read the user guide and looked all over the Internet and these forums for more information but I can't find anything. Everything is up to date. Other mods are Mechjeb, alarm clock, kerbal engineer and planetshine. Thanks in advance.
  20. Hi all, I can see the inventory and even put items in container on assembly, but when I go EVA, theres no buton to open inventory on kerbals nor pressing tab key. The container inventory button is there but when I press it, theres the opening doors sound but nothing happens. My versions are KSP - 1.2.2.1622 (64k) and KIS is 1.4.3. KSP prerelease chrashes on loading
  21. UPDATED! Hello Fellow kerbals! I have now been a member of the KSP forum for almost a year now, and now that its christmas time i wanted to make a mod that NO ONE has ever made before. So i give you the Medieval Weapons Pack for KIS ! This is a mod which adds some weapons from the medieval era. Currently there are only four parts and they are: Dagger, Spear, Short Sword and Long Sword but i want to add some more weapons (they are listed bellow). Scimitar COMING SOON! Shield Helm Siege Weapons Rapier Battle Axe Bow and arrow and a lot of other parts! Alright... Tired of Big Ugly and heavy guns? Just wishing you could stab someone? well now you can! Review by kottabos games. This is a review of the OLD version. Download:Medieval Weapons Pack DOWNLOAD! Requires the Kerbal Inventory System mod. License: MIT
  22. Hi everyone. I just sent a refueling ship to a ship without a docking port landed on the Mun. I brought an engineer with an inventory full of components to build a docking adapter and have landed within range of my contraption-to-be, but I just found out I don't have a screwdriver in the engineer's inventory so I can't assemble anything. I usually have the screwdriver defaulted into Seat 0's inventory on my saved ships, but I guess I overlooked it this time. I don't normally cheat through problems in-game unless the problems come from an issue introduced by the game, and I think this incident counts... I'd like to know how I can hack a screwdriver into this Kerbal's inventory. I have KML to safely edit my persistence file, but since KIS isn't stock, it isn't intuitive to access the inventory the way I normally navigate the interface to fix broken solar panels, etc. What do I do? Thanks!
  23. Hello I have been away from the game for months because I gave up on fixing the latter issue; when using my spaceplane to accept cargo in space, i use KIS/KAS for the ability to place struts in space and keep the payload steady. This had worked for me for more then a year since I started using KIS/KAS. I use my spaceplane as the main means of getting things into and out of kerbin orbit, as long as it can fit in the hold. Now, upon getting into orbit, the plane disintegrates into many pieces when burning in a vacuum. Ill try and get a video of this happening, plays.tv has been acting up for me recently I am also getting an error in CKAN which I think I should try and fix first. Here is a screen shot of the error. Dxdiag
  24. So I use the Kerbal Attachment System/Kerbal Inventory System mods, and I'm trying to use the connector ports to link two ships' fuel tanks so I can refuel one of them. They will link but fuel transfer doesn't work for some reason--the "in" and "out" buttons don't pop up (They do appear when I select two tanks on one ship, but they all disappear when I select a third tank on a linked ship). I have the R&D unlocked far enough that resource transfer is allowed, and this always used to work fine before 1.2 was released. Is this a known issue or could I be doing something wrong? Thanks for the help! See picture:
  25. While upgrading my interplanetary transfer vehicle, which is currently positioned in LKO, I was faced with the task of installing a relay antenna. Now, in order to maintain stability of the vessel during acceleration, the relay antenna shouldn't weigh too much while at the same time looking cool and awesome, which is why I decided to attach the biggest antenna possible. Now the weight reduction is realized by attaching as few parts as possible to the antenna, which is why I opted for a battery and a docking port. Now, docking the antenna to the vessel usually requires some sort of propulsion. You probably could do it with a claw but well, grabbing an antenna with a claw might actually void guarantee... I heard of many ways of docking so far: Standard RCS docking, docking without RCS, docking with Ion engines. Having no means of propulsion whatsoever, these methods are not suitable. Here, we present a new way of docking which is advantageous in a couple of ways: First no fuel is needed which naturally will save the environment, and more importantly your precious funds. Furthermore, this kind of docking is possible without whatsoever skill since pushing a single button on a GUI cannot be called skill in that sense. This method of docking is both: State-of-the-art, economically friendly and easy. So in future, all vessels should be docked like this. Eventually, monopropellant and RCS-equipment will no longer be needed to dock vessels, which - in turn - will further cut down the required budget. In order to dock, attach a winch close to your target docking port. Then use the rope of the winch to connect the winch (in undocked mode) with the vessel you like to dock with. Optimally you will attach the winch close to the vessel's docking port. Then draw in the rope and the two vessels will eventually approach and finally dock due to the magnetic force. Using a set of winches actually gives you control over the angle of the two docking ports. I am seriously convinced, somebody did exactly this before, however, I am not aware of any kind of publication, which I could reference or acknowledge here.... N.B.: Be sure to retract your solar panels in the proximity...I lost two of them in the process and now I need to rendezvous with just another supply vessel...