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[1.1.2] Kerbal Inventory System (KIS) 1.2.12


KospY

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Hey folks, new to KSP but can't put it down :)

Been trying out the KIS/KAS mods and love it but I can't seem to put items in EVA mode into a Kerbals inventory (taking out is no problem).  If I am reading the instructions right then it looks like you should be able to but no luck.  Is this currently broken or is there a trick to putting things in your inventory?  Even small items refuse to go back in once taken out.  Help!

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2 hours ago, RocketsRUs said:

Hey folks, new to KSP but can't put it down :)

Been trying out the KIS/KAS mods and love it but I can't seem to put items in EVA mode into a Kerbals inventory (taking out is no problem).  If I am reading the instructions right then it looks like you should be able to but no luck.  Is this currently broken or is there a trick to putting things in your inventory?  Even small items refuse to go back in once taken out.  Help!

Welcome to the Forums! This gets everybody the first time. You need to "hold" (G) and (Left Mouse button) Then drag the item into the open inventory window. Release, and poof.

On ‎2‎/‎2‎/‎2016 at 11:47 PM, theonegalen said:

 

Any luck getting that cfg? Would love to have a workable crew escape system.

Sorry I totally forgot to post that cfg.

So copy the squad Radial parachute folder - place it anywhere in the gamedata folder - Replace the cfg with this one and it should work.

Spoiler
PART
{
 name = parachuteRadial_FPS
 module = Part
 author = NovaSilisko / V8Jester
 mesh = model.mu
 scale = 1
 rescaleFactor = 0.25
 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0
 buoyancyUseCubeNamed = PACKED
 sound_parachute_open = activate
 TechRequired = survivability
 entryCost = 2800
 cost = 400
 //category = Utility
 subcategory = 0
 title = FPS Backpack Parachute
 description = For those times you actually do care about those brave Kerbals you carelessly tossed out a hatch and 20,000 feet.
 attachRules = 0,1,0,0,0
 mass = 0.1
 dragModelType = default
 angularDrag = 3
 crashTolerance = 12
 maxTemp = 2500 // = 3100
 emissiveConstant = 0.7
 breakingForce = 100
 breakingTorque = 50
 bodyLiftMultiplier = 0
 stageOffset = -1
 bulkheadProfiles = srf
 MODULE
 {
  name = ModuleParachute
  invertCanopy = true
  autoCutSpeed = 0.5
  capName = cap
  canopyName = canopy
  semiDeployedAnimation = semiDeployLarge
  fullyDeployedAnimation = fullyDeployLarge
  stowedDrag = 0.22
  semiDeployedDrag = 1
  fullyDeployedDrag = 500
  minAirPressureToOpen = 0.04
  clampMinAirPressure = 0.04
  deployAltitude = 1000
  deploymentSpeed = 0.12
  semiDeploymentSpeed = 0.5
  chuteMaxTemp = 650
 }
 MODULE
 {
  name = ModuleTestSubject
  useStaging = True
  useEvent = False
  situationMask = 8
  CONSTRAINT
  {
   type = ATMOSPHERE
   value = True
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = LT
   value = 200
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = GT
   value = 100
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = LT
   value = 100
   prestige = Significant
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = GT
   value = 50
   prestige = Significant
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = LT
   value = 50
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = SPEEDENV
   test = GT
   value = 20
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = DENSITY
   test = GT
   value = 0.2
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = DENSITY
   test = GT
   value = 0.1
   prestige = Significant
  }
  CONSTRAINT
  {
   type = DENSITY
   test = GT
   value = 0.02
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = ALTITUDE
   test = GT
   value = 1000
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = GT
   value = 4000
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = LT
   value = 8000
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = GT
   value = 2000
   prestige = Significant
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = LT
   value = 4000
   prestige = Significant
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = GT
   value = 1000
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = ALTITUDEENV
   test = LT
   value = 2000
   prestige = Exceptional
  }
  CONSTRAINT
  {
   type = SPEED
   test = LT
   value = 300
   body = _Home
  }
  CONSTRAINT
  {
   type = SPEED
   test = LT
   value = 1000
   body = _NotHome
  }
  CONSTRAINT
  {
   type = REPEATABILITY
   value = ALWAYS
   prestige = Trivial
  }
  CONSTRAINT
  {
   type = REPEATABILITY
   value = BODYANDSITUATION
   prestige = Significant
  }
  CONSTRAINT
  {
   type = REPEATABILITY
   value = ONCEPERPART
   prestige = Exceptional
  }
 }
 MODULE
 {
  name = ModuleDragModifier
  dragCubeName = SEMIDEPLOYED
  dragModifier = 1
 }
 MODULE
 {
  name = ModuleDragModifier
  dragCubeName = DEPLOYED
  dragModifier = 58
 }
 
MODULE
 {
 name = ModuleKISItem
 shortcutKeyAction = equip
 equipRemoveHelmet = false
 volumeOverride = 0.004
 equipable = true
 equipMode = physic
 editorItemsCategory = true 
 equipSlot = jetpack
 equipMeshName = jetpack_base01
 equipBoneName = bn_jetpack01
  
 // Shift L/R ,Shift Up/Dn, Shift F/B
 equipPos = (0.06,0.04,-0.05)
  
 //ROT Up/Dn, ROT L/R, Spin
 equipDir = (170,180,0)
  
 //runSpeed = 0.8
 } 
 
MODEL
 {
  model = Squad/Parts/Utility/parachuteMk2-R/model
  //texture = texture, BDArmory/Parts/AmmoBox/texture20x102
 }
 

 
}

 

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2 hours ago, Helbrecht said:

How do you attach struts, when I try it, it only attaches one end, can't seem to figure out how to get it to attach 2 things together.

You cannot do it with the stock struts. You can detach them but not attach. If you need attachable struts try using "Active Struts" or use the ones from "Infernal Robotics" mod.

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13 minutes ago, IgorZ said:

You cannot do it with the stock struts. You can detach them but not attach. If you need attachable struts try using "Active Struts" or use the ones from "Infernal Robotics" mod.

Thanks, I thought you could do it with stock, I saw the strut piece that KIS added, is that for the infernal robotics strut?

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3 hours ago, Helbrecht said:

Thanks, I thought you could do it with stock, I saw the strut piece that KIS added, is that for the infernal robotics strut?

Do you mean KAS struts? KIS doesn't have any struts but KAS does have ones. In order to establish a KAS strut you need to:

  1. Attach two KAS struts to the parts of the same vessel.
  2. Bring a kerbal engineer close to one of the struts, right click on the strut, and choose "Link" from the pop-up menu.
  3. Move kerbal to the other strut and repeat the action.
  4. Two struts will become linked. Now you have two of your parts connected!
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5 hours ago, IgorZ said:
1 hour ago, IgorZ said:

Do you mean KAS struts? KIS doesn't have any struts but KAS does have ones. In order to establish a KAS strut you need to:

  1. Attach two KAS struts to the parts of the same vessel.
  2. Bring a kerbal engineer close to one of the struts, right click on the strut, and choose "Link" from the pop-up menu.
  3. Move kerbal to the other strut and repeat the action.
  4. Two struts will become linked. Now you have two of your parts connected!

You cannot do it with the stock struts. You can detach them but not attach. If you need attachable struts try using "Active Struts" or use the ones from "Infernal Robotics" mod.

What is the name of the KAS strut?

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7 hours ago, Speedster159 said:

So installing this would not interfere with KAS?

Is this incompatible with any other mods?

KAS needs KIS in fact.  By the way reading a mod threads OP can often help answer these and many other questions.  in this case the section "Mods using KIS" with KAS as the first entry.

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5 minutes ago, goldenpsp said:

KAS needs KIS in fact.  By the way reading a mod threads OP can often help answer these and many other questions.  in this case the section "Mods using KIS" with KAS as the first entry.

On the KAS thread the lastest update mentions it's removed KIS as a dependency.

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7 minutes ago, Speedster159 said:

On the KAS thread the lastest update mentions it's removed KIS as a dependency.

Which can also be explained by reading the OP on the KAS thread, namely:

Since KAS v0.5.4, KIS is no more mandatory (only highly recommended).

 

However by using KAS without KIS, take note that you will not be able to :

 

  • Attach/detach connectors from EVA
  • Store hooks in containers
  • Mount hooks on winches from EVA
  • Attach hooks from EVA
  • Attach ground pylon on the ground

 

To get all this features, You need to install KIS. You can download it here.

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So, still having issues with the inventory lag while doing stuff in the editor that i mentioned 1 page back, and it's really starting to irritate me. is there any way at all to temporarily disable the "drag part into an inventory" feature so i can select parts without having to wait a few seconds for it to pop up? I need KIS to assemble a duna base, but again, the lagging is ridiculous. I'd submit a bug report to github but someone else already has and nothing has been done about it, unfortunately :/

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12 hours ago, StickyScissors said:

So, still having issues with the inventory lag while doing stuff in the editor that i mentioned 1 page back, and it's really starting to irritate me. is there any way at all to temporarily disable the "drag part into an inventory" feature so i can select parts without having to wait a few seconds for it to pop up? I need KIS to assemble a duna base, but again, the lagging is ridiculous. I'd submit a bug report to github but someone else already has and nothing has been done about it, unfortunately :/

This is fixed in Alpha. If you cannot wait try installing it from here (just copy the dll) or wait till this change is released in 1.2.4. ETA is somewhere next week.

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Tried a search and didn't see an answer for this, can the numeric hotkeys for inventory items on EVA be disabled? I use these for other actions so when I have something in inventory it keeps selecting inventory items which can be really annoying. I checked the config and found assigning certain keys, but nothing to turn off the number keys selecting inventory slot items.

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On 2/14/2016 at 9:54 AM, JeffreyCor said:

Tried a search and didn't see an answer for this, can the numeric hotkeys for inventory items on EVA be disabled? I use these for other actions so when I have something in inventory it keeps selecting inventory items which can be really annoying. I checked the config and found assigning certain keys, but nothing to turn off the number keys selecting inventory slot items.

No, it cannot be disabled. What actions do have assigned to the numeric keys?

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7 hours ago, IgorZ said:

No, it cannot be disabled. What actions do have assigned to the numeric keys?

Kerbal animation suite likes to argue with KIS in this regard as well. They each use AG to either use an animation or equip an item. So it makes it interesting to use both. I'd also love to see even a true / false in a cfg.

Edited by V8jester
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11 hours ago, IgorZ said:

No, it cannot be disabled. What actions do have assigned to the numeric keys?

EVAEnhancement uses by default the 2 to pitch down on EVA, which makes sense in the orientation of the other keys. If I have anything in the 2 slot though it keeps selecting and deselecting it which makes very goofy things happen. I'm working around by not using that slot, but was hoping it could be disabled since I never use them for that purpose and it would free that slot up for inventory use without goofiness :P

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7 hours ago, V8jester said:

Kerbal animation suite likes to argue with KIS in this regard as well. They each use AG to either use an animation or equip an item. So it makes it interesting to use both. I'd also love to see even a true / false in a cfg.

 

6 hours ago, Buster Charlie said:

Not a stock game issue but the Eva enhancements mod adds pitch keys whigh defaults one of the key binds to 2

 

3 hours ago, JeffreyCor said:

EVAEnhancement uses by default the 2 to pitch down on EVA, which makes sense in the orientation of the other keys. If I have anything in the 2 slot though it keeps selecting and deselecting it which makes very goofy things happen. I'm working around by not using that slot, but was hoping it could be disabled since I never use them for that purpose and it would free that slot up for inventory use without goofiness :P

Okay, I got it. Created an issue: https://github.com/KospY/KIS/issues/101. Will fix it once 1.2.4 is out.

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I simply cannot get things to attach. I have my drill equipped and a small object that I want to attach to another surface. I hold H or X and then click, but the object just floats off like I simply dropped it. I can detach things just fine, it's only attaching that refuses to work. Am I doing something wrong here?

http://imgur.com/a/C5Fke

In the first image I am holding down the X key for the drill to attach. In the 2nd image, the hub is floating away.

I'm not quite sure if this is more appropriate in this thread or the KAS thread.

Edited by LMRaptor
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