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[1.1.2] Kerbal Inventory System (KIS) 1.2.12


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The mod doesn't seem to be working for me since the 1.2.8 update. I can't attach an antenna on my base on Minmus, supposedly because it's too heavy (it's not). I also can't grab items and put them in my inventory, because it's as if it the cursor doesn't detect the inventory when I'm holding an object.

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19 minutes ago, brusura said:

Look like the mod is been updated to github, but the thread is not updated yet so we will have to wait

Um, click download link in the OP, Click on files, receive bacon (err KIS 1.2.8)

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7 minutes ago, goldenpsp said:

Um, click download link in the OP, Click on files, receive bacon (err KIS 1.2.8)

Done that and the game say it is still incompatible and then crashed when I tried to equip Jeb with a tool ( because he is  lacking the engineering skill )

So I will wait for the official update

Edited by brusura
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2 minutes ago, brusura said:

Done that and the game say it is still incompatible and then crashed when I tried to equip Jeb with a tool ( because he is  lacking the engineering skill )

So I will wait for the official update

Ok then, your prior post was completely unclear.

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Just now, brusura said:

Uhm really? Ok :(

Yes, re-read your other post.  Your one sentence sounded more like "I saw it was updated on Github but there is no download link so we have to wait for a thread update" vs "I saw it was updated on github and downloaded it and encountered issues so I guess it isn't ready"

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Got a weird bug. Seems that i can do stuff until i move my kerbal. After that i get ''Too heavy: Bring more kerbal [0.080 > 0.000t]'' And,yes, I know that weight limit is 1t.

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I found another bug, this time without KKS. When i try to attach something it says: [*part mass* > 0.00000] Too heavy bring more kerbal  i dont know why, its with every part, even with the smallest solar panel that weights 0.005 in game weight units.

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27 minutes ago, FRESH71 said:

I found another bug, this time without KKS. When i try to attach something it says: [*part mass* > 0.00000] Too heavy bring more kerbal  i dont know why, its with every part, even with the smallest solar panel that weights 0.005 in game weight units.

+1, for example "Mineshaft Portable Crew Tube"(from mod - Wild Blue Industries) it gives an error "Too heavy: Bring more kerbal [0.100> 0.000t]

Look screen.

Spoiler

K8Pi0RUCQYo.jpg

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41 minutes ago, Kukler said:

Got a weird bug. Seems that i can do stuff until i move my kerbal. After that i get ''Too heavy: Bring more kerbal [0.080 > 0.000t]'' And,yes, I know that weight limit is 1t.

Looks like we have got the same bugs

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2 hours ago, FRESH71 said:

Looks like we have got the same bugs

It seems like (for me anyways) it only applies to parts you try to manipulate through inventory. When detaching already placed parts and re-attaching them there seems to be no issue.

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I have the same issue with "Too heavy: Bring more kerbal [*Object Mass Here* > 0.000t]", after having just installed KIS version 1.2.8 from curse.

Steps to reproduce

1. Build basic rovercar in free play mode.

2. Add a couple of basic tools and components with near no mass (eg. ground pylon) to the pilots inventory.

3. Deploy to runway

4. EVA and get on the ground

5. Open inventory and try to drag ground pylon or other part out into the world.

Result: Error message pops up.

 

I tried taking a vanilla unmodded KSP 1.1.2 and installing KIS & KAS in their freshly released versions (from curse) into that installation. In this case there was no problem, it works and i can attach a ground pylon to the surface of Kerbin with no error message appearing when i drag it out of the inventory.

So i went problem hunting. Turns out that for me it's caused by combining KIS/KAS with TweakScale

 

As soon as i added KIS/KAS and TweakScale to the vanilla copy of KSP 1.1.2 the problem pops up. I have a long mod list so i dont know if other things than tweakscale causes issues, but for me KIS/KAS & TweakScale do not seem to play well together.

Any chance for an update to KIS/KAS that'll fix it so it'll play nice with TweakScale? Or is it more likely that the problem lies in TweakScale itself?

I imagine that since TweakScale can dynamically scale items (including mass and such) up and down the issue may stem from something to do with this? (I'm guessing here though, i have no insight into the inner workings of TweakScale).

I'd hate to have to give up either KIS/KAS or TweakScale as both of them are quite important for the playthrough i have in mind with 1.1 :)

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If I wanted to give other kerbals limited control to attach stuff, such as everyone being able to use the wrench but only the engineer able to use the screw driver, is this possible? 

My thoughts are normally all astronauts are trained for maintenance, but you may get one who's a specialist engineer that could do more complicated stuff.

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Cannot attach Concrete Base to Minmus surface with H-key.  It tells me the target object is not allowed.  I'm attaching with the Electric Screwdriver.  I tried different R-key nodes to see if that works.  No.

Edited by Apollo13
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55 minutes ago, Sekh said:

I've also posted to the issue tracker on GitHub for KIS where others have described the same issue.

Thought i'd link it here, since someone else just confirmed that TweakScale combined with KIS/KAS also caused the problem for them!

https://github.com/KospY/KIS/issues/131?_pjax=%23js-repo-pjax-container

 

 

I'm not using TweakScale, got the same problem.

 

Modlist:

Spoiler

KSP: 1.1.2 (Unix) - Unity: 5.2.4f1 - OS: Mac OS X 10.11.4
USI Tools - 0.7.2.1
Chatterer - 0.9.8.1230
Community Resource Pack - 0.5.1
Connected Living Space - 1.2.0.9
DMagic Orbital Science - 1.2.4
Deadly Reentry - 7.4.3
Engine Lighting - 1.4.2
Ferram Aerospace Research - 0.15.6.2
Firespitter - 7.2.3
RasterPropMonitor - 0.26
Kerbal Attachment System - 0.5.7
Kerbal Inventory System - 1.2.8
KSP-AVC Plugin - 1.1.6.1
Kerbal Engineer Redux - 1.1.1
Kerbal Joint Reinforcement - 3.1.7
InlineBallutes - 1.2.3
Modular Rocket Systems - 1.12.6
ModularFlightIntegrator - 1.1.3
EVAHandrailsPackContinued - 0.2.1.1
Docking Port Alignment Indicator - 6.3
Final Frontier - 1.0.5.2223
PlanetShine - 0.2.5
DeepFreeze Continued... - 0.22.1
RealChute - 1.4.1.1
RemoteTech - 1.6.11
SCANsat - 1.1.6
ShipManifest - 5.0.9
SpaceY Lifters - 1.12.4
TextureReplacer - 2.4.13
Kerbal Alarm Clock - 3.6.1
USI Core - 0.2.2.1
USI Exploration Pack - 0.5.2.1
Freight Transport Tech - 0.5.2.1
Karbonite - 0.7.2.1
Karbonite Plus - 0.6.2.1
Karibou - 0.2.2.1
Kolonization Core - 0.2.2.1
USI-LS - 0.4.2.1
USI Survivability Pack - 0.5.1
UKS - 0.40.2.1
Universal Storage - 1.1.0.11
[x] Science! - 4.16

 

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I reverted to KAS 0.5.6 and KIS 1.2.7 and it's all good again.  I can attach Concrete Base to Minmus surface.  I can pull from inventory and attach SP-W 3x2 Solar Panels, which I could not do with latest KAS/KIS versions.

EDIT:  KIS v 1.2.9 appears to work correctly.  No Mass check problem.  Can attach Concrete Bases.  Objects attach to vessels with correct orientation.  I am using latest version of KAS as well.

Edited by Apollo13
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Thank you everyone for helping tracking the bug with the inventory. Well, it was hard to find but, eventually, a really dumb bug. To reproduce it all you need is... just walk 2m (if you haven't changed distance limit) away from the vessel spawn point :)

Anyways, the bugs should now be fixed. It's really helpful when people come and give info to reproduce the bug. Special thanks for those who have sent videos! In my own gameplay (which I can reliably test) I have at most 1/10 of all possible use-cases.

Btw, for those of you who have kerbal replication bug. Unfortunately, there is no solution for it right now. Any mod that refers KIS or KAS (e.g. DR or KKS) will break on every new release :( This is how KSP works as for now: it requires exact match for the DLL version regardless to the assembly settings. I.e. if mod was build with KIS v1.2.7 it will not load with KIS v1.2.8 in spite of in real world it's an expected behavior. I'd say it's a KSP issue but proving it and convincing Squat team to fix it is another story (I'll start from creating a bug).

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2 hours ago, IgorZ said:

Thank you everyone for helping tracking the bug with the inventory. Well, it was hard to find but, eventually, a really dumb bug. To reproduce it all you need is... just walk 2m (if you haven't changed distance limit) away from the vessel spawn point :)

Anyways, the bugs should now be fixed. It's really helpful when people come and give info to reproduce the bug. Special thanks for those who have sent videos! In my own gameplay (which I can reliably test) I have at most 1/10 of all possible use-cases.

Btw, for those of you who have kerbal replication bug. Unfortunately, there is no solution for it right now. Any mod that refers KIS or KAS (e.g. DR or KKS) will break on every new release :( This is how KSP works as for now: it requires exact match for the DLL version regardless to the assembly settings. I.e. if mod was build with KIS v1.2.7 it will not load with KIS v1.2.8 in spite of in real world it's an expected behavior. I'd say it's a KSP issue but proving it and convincing Squat team to fix it is another story (I'll start from creating a bug).

Cool! Glad to hear that the bug is hunted down! Since my, lets say, Kraken meetings recently I don't really use KAS for docking yet. Its not related to KAS but to the whole docking system (as I mentioned earlier). So why would I tease the cosmic beast?

BUT. Yesterday I tried to replace a telescope (just a part) on my station. That involved detaching it and reattaching without putting into inventory. And it.. worked. No error messages, no mass limit messages. Just for you to know - maybe it helps somehow. But as you said the bug has been fixed now.. meh. Nevermind then! xD

BTW I have never encountered the cloning bug. How do you guys do it? I could find a use for two Jebs! lol

I have a small question though. I have zero experience in ksp mod development but recently I talked to the DR developer to fix an issue with KIS - they were conflicting a few days ago. Its fixed now though. But.. It seemed that DR somehow failed to properly finish executing some OnUpdate() method - it threw a NRE exception or something, I can't really tell. My understanding is that some mods subscribe to the lets say internal message queue or an event so OnUpdate or any other similar callback that they implement will be called. I guess KSP chains it - like when you have a bunch of listeners and just iterate over them and call their respective callbacks (like OnUpdate()). The question is: isn't it wrapped in the try-catch block? One mod throws the exception and other subscribers' callbacks will never get called. I may be completely wrong about the internal subscriber/callback mechanism though. Thanks in advance. xD

Edited by atomontage
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4 hours ago, IgorZ said:

Thank you everyone for helping tracking the bug with the inventory. Well, it was hard to find but, eventually, a really dumb bug. To reproduce it all you need is... just walk 2m (if you haven't changed distance limit) away from the vessel spawn point :)

Anyways, the bugs should now be fixed. It's really helpful when people come and give info to reproduce the bug. Special thanks for those who have sent videos! In my own gameplay (which I can reliably test) I have at most 1/10 of all possible use-cases.

Btw, for those of you who have kerbal replication bug. Unfortunately, there is no solution for it right now. Any mod that refers KIS or KAS (e.g. DR or KKS) will break on every new release :( This is how KSP works as for now: it requires exact match for the DLL version regardless to the assembly settings. I.e. if mod was build with KIS v1.2.7 it will not load with KIS v1.2.8 in spite of in real world it's an expected behavior. I'd say it's a KSP issue but proving it and convincing Squat team to fix it is another story (I'll start from creating a bug).

First of all, I know barely about programming. But I think I've seen a post that might be regard to your DLL version issues.

I'm not sure whether this post is relevant to the issue you're experiencing, but I hope it to be.

Anyway, thank you for maintaining this great mod.

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