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[1.1.2] Kerbal Inventory System (KIS) 1.2.12


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Hmm. Using 1.0.2, attached a KIS container with an EL stake to an existing vehicle, and ...

16856591358_54aaac4cbc_z.jpg

well, procedural tanks didn't like it much, neither did the part menu :P

Log file post reboot. Going to try removing one or two things to see what changes but ... ew :P.

Edit: Problem actually *was* RCSBuildAid, no idea why it's interacting so badly though.

Edited by Van Disaster
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Hey, great mod!! I just tried it out and really enjoyed it.

Can I make a suggestion? An interesting gameplay element would be to reduce the stored volume of truss structures (i.e. Modular Girder Segment and similar). Those structures are mostly empty space, and can be very compact if disassembled into beams and joints. For realism, we can claim that the kerbal assembles the components when they are removed from the container.

This allows you to build large truss structures in orbit by delivering truss components in compact form. And it still maintains realism, IMHO. I know I can edit the configs myself, but I think a lot of people might be interested in the idea.

Thanks again!

EDIT: Real life example of in-space assembly of trusses from the shuttle program

http://en.wikipedia.org/wiki/EASE/ACCESS

Edited by JPRockets
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I'm trying to convert a mod that used KAS to use KIS instead. The mod in question is the Portable Rover From ASET.

Basically, with KAS, you take the rover platform out, drop it on the ground and deploy it, take a wheel out, right click the rover platform, and click something, and the wheel is attached to a proper node. Same goes for the solar panel bumpers. I want to do the same thing with KIS, but I'm not sure how. Anyone willing to give me some aid?

So far I've done this to the platform:

MODULE
{
name = ModuleKISItem
shortcutKeyAction = drop
useName = use
usableFromEva = false
usableFromContainer = false
usableFromPod = false
usableFromEditor = false
stackable = false
volumeOverride = 0
editorItemsCategory = true
moveSndPath = KIS/Sounds/itemMove
equipable = false
}

MODULE
{
name = ModuleKISPartMount
bayNodeName = WFL
allowRelease = true
allowedPartName = ASET_PRC_Wheel
sndStorePath = KIS/Sounds/containerMount
}

and this with the wheel part:

MODULE
{
name = ModuleKISItem
shortcutKeyAction = drop
useName = use
usableFromEva = true
usableFromContainer = true
usableFromPod = true
usableFromEditor = false
stackable = false
volumeOverride = 50
editorItemsCategory = true
moveSndPath = KIS/Sounds/itemMove
equipable = false
}

Unfortunately, even with bill and his trusty screwdriver, I can't mount the wheel to the appropriate node on the platform.

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I'm trying to convert a mod that used KAS to use KIS instead. The mod in question is the Portable Rover From ASET.

Basically, with KAS, you take the rover platform out, drop it on the ground and deploy it, take a wheel out, right click the rover platform, and click something, and the wheel is attached to a proper node. Same goes for the solar panel bumpers. I want to do the same thing with KIS, but I'm not sure how. Anyone willing to give me some aid?

So far I've done this to the platform:

MODULE
{
name = ModuleKISItem
shortcutKeyAction = drop
useName = use
usableFromEva = false
usableFromContainer = false
usableFromPod = false
usableFromEditor = false
stackable = false
volumeOverride = 0
editorItemsCategory = true
moveSndPath = KIS/Sounds/itemMove
equipable = false
}

MODULE
{
name = ModuleKISPartMount
bayNodeName = WFL
allowRelease = true
allowedPartName = ASET_PRC_Wheel
sndStorePath = KIS/Sounds/containerMount
}

and this with the wheel part:

MODULE
{
name = ModuleKISItem
shortcutKeyAction = drop
useName = use
usableFromEva = true
usableFromContainer = true
usableFromPod = true
usableFromEditor = false
stackable = false
volumeOverride = 50
editorItemsCategory = true
moveSndPath = KIS/Sounds/itemMove
equipable = false
}

Unfortunately, even with bill and his trusty screwdriver, I can't mount the wheel to the appropriate node on the platform.

You know, the Packrat from RoverDudes Exploration pack uses the same method for construction, so, he'll run into the same problems when converting the PackRat from KAS to KIS.

Not sure if the Packrat is made by RoverDude or where he got it from though.

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The PackRat was made by me ;) (Side note - anything released by USI is made my me, with the exception of most of the Karbonite models).

Also - yeah, the old storage mechanism is kinda flaky right now, so would be good to see this either sorted (ideally with an update to the PDF documenting it), or I will likely have to deprecate support (which is what I have done currently in my dev build till this is sorted).

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After playing with this mod a couple of weeks, I don't think I could easily go back to playing without it. Such an elegant solution to some of KAS's clunkier aspects. Congrats to all involved for such a nicely thought out piece of work.

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I'm noticing that when in editor and you attempt to left click+drag on one of the inventory boxes (it's the same whether the inventory box has something in it or not) of a container and you mouse over a ship part when you release the mouse button, you'll grab and move the ship part. Definetly better than before where you'd click right through, but still a bit of a problem.

And I'll ask again, has anybody made a KAS to KIS conversion for MKS (a temporary one obviously) that works for MKS/OKS?

Also, KospY and Winn75, are you guys holding off until KSP 1.0 is released before depreciating KAS? Just wondering here. Might actually be better to do it then because theres going to be major changes for everybody then anyway.

Edit: Regarding using RCS while EVAng on a planet, if I'm trying to grab something that requires me to use the EVA RCS in order to reach it and theres nothing close enough to stand on, the moment that I grab it, I'm unable to control the kerbal or use RCS anymore which gives me a very short window to do anything before I go out of range of the part and it turns yellow because I'm too far away.

Edited by smjjames
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Edit: Regarding using RCS while EVAng on a planet, if I'm trying to grab something that requires me to use the EVA RCS in order to reach it and theres nothing close enough to stand on, the moment that I grab it, I'm unable to control the kerbal or use RCS anymore which gives me a very short window to do anything before I go out of range of the part and it turns yellow because I'm too far away.

Takes some ladders with you and use them as scaffolding you can hold on to during construction.

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I keep getting these NullRefs when i exit or enter the mk2 crew cabin for some reason. I haven't added anything to do with KIS on the craft.

[00:13:24]: Nedbald Kerman from XJ-17c Raptor SP went on EVA.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[KIS] Pod to eva

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
at KIS.ModuleKISInventory.OnCrewTransferred (HostedFromToAction`2 fromToAction) [0x00000] in <filename unknown>:0

at EventData`1[GameEvents+HostedFromToAction`2[ProtoCrewMember,Part]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0

at FlightEVA.onGoForEVA () [0x00000] in <filename unknown>:0

at FlightEVA.spawnEVA (.ProtoCrewMember pCrew, .Part fromPart, UnityEngine.Transform fromAirlock) [0x00000] in <filename unknown>:0

at FlightEVA.drawCrewDialog (Int32 id) [0x00000] in <filename unknown>:0

at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0

at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0

NullReferenceException: Object reference not set to an instance of an object
at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0

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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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By the way, for anyone still not aware OSE Workshop has been updated to work with KIS.

Anyone who uses Extraplanetary Launchpads or/and MKS will find this extremely useful. OSE Workshop allows you to produce parts on site from Rocket Parts, which are then stored in a container.

o2hmgMy.png

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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 ?

Since Alexustas is back maybe pm him or post in the PRC thread. Alex might not even know about KIS. When PRC was made KAS was still blowing stuff up, so maybe ask him.

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Because KAS still works, and KIS has in my experience as a mod developer proven to be more than a bit flaky ;)

(edit)

Also, given we're in experimentals now, all bets are off on what will break once 1.0 hits.

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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 :P

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Because KAS still works, and KIS has in my experience as a mod developer proven to be more than a bit flaky ;)

(edit)

Also, given we're in experimentals now, all bets are off on what will break once 1.0 hits.

Good point then I guess.

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As i wrote, "attached" so yes on the kerbals :P

One could have took it as attaching to a part :P:wink:

EDIT- Hoping KospY could give alittle more info for use not so smart people on using KIS for mods like ASET PRC know, I'm missinf something.

Here is what, I got


{
name = ASET_PRC_Bumper
module = Part
author = Alexustas


scale = 1
rescaleFactor = 1

MODEL
{
model = ASET/PRC/KRoverBumper
}

node_stack_ToPlatform = 0.0, -0.02101165, -0.230, 1.0, 0.0, 0.0, 0


//node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, 1.0, 0.0, 0
//node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0

TechRequired = composites
entryCost = 5800
cost = 520
category = Structural
subcategory = 0
title = ASET PRC Bumper
manufacturer = ASET
description =
attachRules = 1,0,0,0,0

// --- standard part parameters ---
mass = 0.025
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 400


MODULE
{
name = ModuleAnimator
animationName = Deploy_RoverBumperAnim //Name of the animation from the model
guiEnableName = Deploy Bumper //Part tooltip name to display for deployment
guiDisableName = Retract Bumper //Part tooltip name to display for retraction


animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good)

oneShot = false //If the animation can only be played once
activeEditor = true //If the part toolitp is visible in the editor
activeFlight = true //If the part tooltip is visible in flight
activeUnfocused = true //If the part tooltip is visible from EVA
unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA
}

MODULE
{
name = ModuleKISPartMount
bayNodeName = ToPlatform
allowedPartName = ASET_PRC_Platform
allowedPartName = ASET_PRC_Platform
sndStorePath = KIS/Sounds/containerMount
}

MODULE
{
name = ModuleDeployableSolarPanel

sunTracking = false

raycastTransformName = suncatcher
pivotName = solarPivot

isBreakable = false

resourceName = ElectricCharge

chargeRate = 0.5

powerCurve
{
key = 206000000000 0 0 0
key = 13599840256 1 0 0
key = 68773560320 0.5 0 0
key = 0 10 0 0
}
}


RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 45
}


}
PART


{
name = ASET_PRC_Platform
module = Part
author = Alexustas

MODEL
{
model = ASET/PRC/KRoverPlatform
}

scale = 1
rescaleFactor = 1


node_stack_WFL = 0.44, -0.00355, 0.70442, -1.0, 0.0, 0.0, 0
node_stack_WBL = 0.44, -0.00355, -0.39021, -1.0, 0.0, 0.0, 0
node_stack_WFR = -0.44, -0.00355, 0.70442, 1.0, 0.0, 0.0, 0
node_stack_WBR = -0.44, -0.00355, -0.39021, 1.0, 0.0, 0.0, 0
node_stack_FrontBumper = 0.0, -0.01848, 0.66876, 1.0, 0.0, 0.0, 0
node_stack_BackBumper = 0.0, -0.01848, -0.352, -1.0, 0.0, 0.0, 0

node_stack_top = 0.0, 0.03, 0.17424, 0.0, 1.0, 0.0, 0
node_stack_bottom = 0.0, -0.03, 0.17424, 0.0, 1.0, 0.0, 0

//node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0

TechRequired = composites
entryCost = 5800
cost = 400
category = Structural
subcategory = 0
title = ASET PRC Platform
manufacturer = ASET
description =
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 400



MODULE
{
name = ModuleAnimator
animationName = DeployRoverPlatformAinm //Name of the animation from the model
guiEnableName = Deploy Platform //Part tooltip name to display for deployment
guiDisableName = Retract Platform //Part tooltip name to display for retraction


animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good)

oneShot = false //If the animation can only be played once
activeEditor = true //If the part toolitp is visible in the editor
activeFlight = true //If the part tooltip is visible in flight
activeUnfocused = true //If the part tooltip is visible from EVA
unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA
}

MODULE
{
name = ModuleKISPartMount
bayNodeName = top
bayNodeName = WFL
bayNodeName = WBL
bayNodeName = WFR
bayNodeName = WBR
bayNodeName = bottom
bayNodeName = FrontBumper
bayNodeName = BackBumper
allowedPartName = ASET_PRC_Seat
allowedPartName = ASET_PRC_Wheel
allowedPartName = ASET_PRC_Wheel
allowedPartName = ASET_PRC_Wheel
allowedPartName = ASET_PRC_Wheel
allowedPartName = ASET_PRC_Bumper
allowedPartName = ASET_PRC_Bumper
sndStorePath = KIS/Sounds/containerMount
}

MODULE
{
name = FlagDecal
textureQuadName = FlagPlate
}

MODULE
{
name = FlagDecal
textureQuadName = FlagPlate1
}


}
PART


{
name = ASET_PRC_Wheel
module = Part
author = Alexustas

MODEL
{
model = ASET/PRC/KRoverWheel
}

scale = 1
rescaleFactor = 1

node_stack_wheelmount = 0.3064924, 0.06158525, 0.0, 1.0, 0.0, 0.0, 1
node_stack_bottom = 0.3064924, 0.06158525, 0.0, 1.0, 0.0, 0.0, 1
node_attach = 0.3941842, 0.06158525, 0.00, 1.0, 0.0, 0.0, 1

TechRequired = fieldScience
entryCost = 5200

cost = 550
category = Utility
subcategory = 0
title = ASET PRC Wheel
manufacturer = ASET
description =

attachRules = 1,1,0,1,0

mass = 0.05
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 10
maxTemp = 600

crashTolerance = 50
breakingForce = 50
breakingTorque = 50


//----------------------- Wheel Stuff ---------------------------


MODULE
{
name = ModuleWheel
hasMotor = true
resourceName = ElectricCharge
resourceConsumptionRate = 1.0
canSteer = true
controlAxisType = Forward
steeringModeType = AutomaticSteer
brakeTorque = 200
brakeSpeed = 0.6
impactTolerance = 200
overSpeedDamage = 60
WHEEL
{
wheelName = wheel
wheelColliderName = wheelCollider
suspensionTransformName = suspensionTraverse
suspensionNeutralPointName = suspensionNeutralPoint
damagedObjectName = bustedwheel
rotateX = 1
rotateY = 0
rotateZ = 0
}

steeringCurve
{
key = 0 16
key = 10 9
key = 30 2
}

torqueCurve
{
key = 0 25 0 0
key = 20 10 0
key = 30 5 0 0
key = 34 0 0 0
}

}

//--------------------------Wheel Constraints---------------------------


MODULE
{
name = FXModuleLookAtConstraint
CONSTRAINLOOKFX
{
targetName = SuspArmMountAimLoc
rotatorsName = K-WheelSuspension
}

CONSTRAINLOOKFX
{
targetName = K-WheelSuspension
rotatorsName = SuspArmMountAimLoc
}

CONSTRAINLOOKFX
{
targetName = SuspMainCylinderLoc
rotatorsName = SuspMainPistonLoc
}

CONSTRAINLOOKFX
{
targetName = SuspMainPistonLoc
rotatorsName = SuspMainCylinderLoc
}

CONSTRAINLOOKFX
{
targetName = SuspDampeBottomLoc
rotatorsName = SuspDamperUpLoc
}

CONSTRAINLOOKFX
{
targetName = SuspDamperUpLoc
rotatorsName = SuspDampeBottomLoc
}

}

MODULE
{
name = FXModuleConstrainPosition
matchRotation = true
matchPosition = false
CONSTRAINFX
{
targetName = steering
moversName = trackSteering
}

}


//------------------- ANIMATION --------------------------------------------


MODULE
{
name = ModuleAnimator
animationName = KRoverWheelRetractionAnim //Name of the animation from the model
guiEnableName = Expand Wheel //Part tooltip name to display for deployment
guiDisableName = Retract Wheel //Part tooltip name to display for retraction


animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good)

oneShot = false //If the animation can only be played once
activeEditor = true //If the part toolitp is visible in the editor
activeFlight = true //If the part tooltip is visible in flight
activeUnfocused = true //If the part tooltip is visible from EVA
unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA
}


//----------------- KIS ----------------------------------

MODULE
{
name = ModuleKISPartMount
bayNodeName = wheelmount
allowedPartName = ASET_PRC_Platform
sndStorePath = KIS/Sounds/containerMount
}

}
PART


{
name = ASET_PRC_Seat
module = Part
author = Alexustas

MODEL
{
model = ASET/PRC/KRoverSeat
}

scale = 1
rescaleFactor = 1

node_attach = 0.0, -0.01452002, -0.2211618, 0.0, 0.0, 1.0

TechRequired = fieldScience
entryCost = 8100

cost = 1200
category = Pods
subcategory = 0
title = ASET PRC Command Seat
manufacturer = ASET
description =

attachRules = 0,1,0,1,0

mass = 0.035
dragModelType = default
maximum_drag = 0.05
minimum_drag = 0.05
angularDrag = 1
crashTolerance = 6
breakingForce = 20
breakingTorque = 20
maxTemp = 600

vesselType = Rover


MODULE
{
name = ModuleAnimator
animationName = KRoverCommSeatDeploy //Name of the animation from the model
guiEnableName = Deploy Seat //Part tooltip name to display for deployment
guiDisableName = Retract Seat //Part tooltip name to display for retraction


animationSpeed = 0.1 //Normalized speed of the animation (1 is usually good)

oneShot = false //If the animation can only be played once
activeEditor = true //If the part toolitp is visible in the editor
activeFlight = true //If the part tooltip is visible in flight
activeUnfocused = true //If the part tooltip is visible from EVA
unfocusedRange = 2 //The range from which the part tooltip is visible from in EVA
}

MODULE
{
name = KerbalSeat
seatPivotName = seatPivot
ejectDirection = 0, 1, 0.2
}

MODULE
{
name = ModuleKISPartMount
bayNodeName = attach
allowedPartName = ASET_PRC_Platform
sndStorePath = KIS/Sounds/containerMount
}

RESOURCE
{
name = ElectricCharge
amount = 40
maxAmount = 40
}

}
PART

EDIT- Can built it just you can get things out of place.

Edited by Mecripp2
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Not sure if this has been covered in the past 35 pages, but is it possibly to disable the conflict with mouse controls? As soon as I pick up an item from the pack (either by right-click or by using keyboard shortcut) my Kerbal goes into mouse control mode and flies around with the jetpack while I am trying to drop the item.

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By the way, for anyone still not aware OSE Workshop has been updated to work with KIS.

Anyone who uses Extraplanetary Launchpads or/and MKS will find this extremely useful. OSE Workshop allows you to produce parts on site from Rocket Parts, which are then stored in a container.

http://i.imgur.com/o2hmgMy.png

It's not working for me. The progress bar keeps getting stuck and nothing is outputted.

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It's not working for me. The progress bar keeps getting stuck and nothing is outputted.

Thanks for reporting to the mod's own thread. Let's keep KIS thread on topic.

Edited by Enceos
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