IgorZ

[1.3] Kerbal Inventory System (KIS) v1.5.0

600 posts in this topic

After discussion with @KospY, who is the original author of this mod, we agreed that I should take ownership over the mod to continue maintaining and developing it. And I am happy to take on this responsibility. The original forum thread can be found here.

r5AmmGC.png

Last updated May 25th, 2017 - v1.5.0 for KSP 1.3

KIS introduces new gameplay mechanics by adding a brand new inventory system and EVA usables items as tools. You want to build a rover on Duna from scratch? Now you can...

How to install

  • Recommended:
    • Install and run CKAN.
    • Search for "Kerbal Inventory System" or just "KIS", then install the mod.
    • Occasionally run CKAN client to update KIS (and other mods) to the latest version.
  • Manual:
    • Go to the files list on Curseforge and download latest release archive.
    • Unzip release archive into game's GameData folder.
      • Note, that names of the folders must be exactly like in the archive or it won't work.
      • Release archive contains a version of ModuleManager. Drop it from your game folder if you have a more fresh version.
      • Release archive contains a version of CommunityCatgeoryKit. Drop it from your game folder if you have a more fresh version.
    • If you upgrade to a fresh version then you must delete the old files, do not just copy over!
  • Extra parts. If you like fun parts (like taco, beer, boom box, etc.) you may install fun parts pack:
    • Download Fun Parts Pack release archive.
    • Extract into your game's folder.
    • Note that fun pack lives in own folder and won't be automatically removed when KIS is deinstalled.

IMPORTANT! Dependency mods

KIS requires some mod dependencies:

Note. When installing via CKAN these mods get deployed automatically.

Main features

  • Visual and user friendly inventory interface using drag and drop system.
  • Unique EVA usable items as Screwdrivers, Explosive charges or extra EVA fuel tank...
  • Use tools to attach or detach part from your vessels in flight.
  • Use tools to build rockets, rovers or anything else from parts stored in containers in flight.
  • Inventories for Kerbals.
  • Stock alike containers and parts.
  • Containers Mounts for easy container detachment and reattachment.
  • Item stacking.
  • Put/remove kerbal helmet.
  • Career compatible with research progression and container content recovery (science point and part cost)
  • Sounds effects.

JQWNx75.jpg

See more images here

Other useful EVA mods

  • Easy Vessel Switch (EVS). Simplifies switching between vessels/kerbals:
    • Preserves camera position when changing active vessel or kerbal.
    • Allows switching to another vessel/kerbal by simply clicking on it.
  • Kerbal Attachment System (KAS). Allows combining two vessels into one:
    • Hook vessels with a cable using winches.
    • Attachable struts and pipes to keep vessels together.
    • Capture objects by a magnet or a hook.
  • Surface Mounted Stock-Alike Lights for Self-Illumination. EVA work on a dark side is always challenging. Stock lights are designed for illuminating objects at large distances and they are inconvenient when you only need to get some ambience light around your base or station. These surface mounted lights fill the gap:
    • Small and compact omni light source can be easily mounted where needed. It takes little or none energy and gives enough light to see the parts you're working on.
    • Low energy spot lights let illuminating objects at small distances (5-10 meters) without producing annoying glares.

Fun facts

  • The "E-SD80 Electric Screwdriver" part has a real life prototype: NASA engineers use the "Pistol Grip Tool". And this tool is different from a regular mechanical screwdriver which many people believe they can use. Next time you'll ask yourselves "why, the heck, this tool is only usable by an engineer?", just read the article.

Videos

Changelog

Spoiler

1.5.0 (May 25th, 2017)

  • [Change] `OnKISAction` now accepts a dictionary parameter instead of the deprecated `BaseEventData`.
  • KSP 1.3 support.

1.4.4 (May 1st, 2017)

  • [Enhancement] Equip kerbal models on the start screen with sample KIS items. Can be adjusted/disabled via `settings.cfg`.
  • [Enhancement] Allow the Experiment Storage Unit to be carried on a kerbal's back (Wyzard256).
  • [Fix] Proper paths in the fun parts.

1.4.3 (February 22nd, 2017)

  • [Fix #107] Moving a docked port causes physics effects.
  • [Fix #158] NRE when transferring crew into a pod part without KIS inventories.
  • [Fix #199] Wrong kerbal class in inventory window info when in command seat.
  • [Fix #203] Some physicsless part trigger physics effect on move&attach.
  • [Fix #206] Using of re-dock feature blocks "detach" hotkey.
  • [Enhancement #200] Set decouple momentum on Cargo Mount to zero.
  • [Enhancement #202] Make pod seat's inventory more clear.
  • [Enhancement #204] Allow stacking KIS tools.

1.4.2 (January 28th, 2017)

  • [Fix #197] Part is created on the kerbal instead of the target vessel.

1.4.1 (January 16th, 2017)

  • [Fix #183] Equipped parts are not restored on scene load.
  • [Fix #186] NRE when using container in the editor.
  • [Fix #187] EVA equipped parts behave bad when sitting in the command seat.
  • [Fix #189] Handle ESC key.
  • [Fix #194] Remove helmet state is not persisted.
  • [Fix #195] Eqipped parts collide with kerbal model.
  • [Enhancement #184] Use KSP 1.2 feature to add inventories to kerbals.
  • [Enhancement #191] Add bottom attachment node to container mount.
  • [Enhancement #192] Disallow ILC-18k on container mount.
  • [Enhancement #193] Add quadrant attachment nodes to stock 2x2 panel.

1.4.0 (December 4rd, 2016)

  • [Enhancement] Add default items for the first seat into a lesser slots.
  • [Fix #178] Full mass used for empty parts for purpose of removing from containers.
  • [Fix #179] Put all KIS items into a real KSP categories.
  • [Fix #180] Persist equipped state in EVA inventories.
  • [Change] ModuleManager is now a required mod.
  • [Change] CommunityCategoryKit is now a required mod.

1.3.1 (November 23rd, 2016)

  • [Change] Stop using KSPDev obsolete logging methods.
  • [Fix #175] EVA canister stopped working.
  • [Fix #129] On initial load KIS_UISoundPlayer throws errors.
  • [Fix #176] Use new KSP 1.2 categories to sort KIS parts.
  • [Fix #152] Inventory reacts to flag writing.
  • [Fix #157] MKS/OKS: NRE when adding MK-V Comm-Lab part.
  • [Fix #135] NRE detaching and reattaching part with FAR.
  • [Change] Exclude fun parts from the release.

1.3.0 (October 12th, 2016)

  • [Enhancement] KSP 1.2 support

Authors

  • @KospY Plugin design and development, C# coding. The original author and creator of the mod!
  • @winn75 Graphic design, 3D Models, textures.
  • @IgorZ The current owner. Maintaining and development, C# coding.

Sources are available on GitHub.

Edited by IgorZ
v1.5.0
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It seems that the EVA-11 Fuel Canisters no longer do anything after the update to KSP 1.2.

I did a quick test from the launchpad with hacked gravity, and while the menu for the tanks appears, and you can click "Refuel", the tank doesn't lose any fuel, and the Kerbal doesn't gain any fuel.

The only mods installed where KIS 1.3.0 and ModuleManager 2.7.2.

Edited by AliceTheGorgon
refill -> Refuel
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maybe we can move containers to payload section?

Edited by omelaw

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1 hour ago, AliceTheGorgon said:

It seems that the EVA-11 Fuel Canisters no longer do anything after the update to KSP 1.2.

I did a quick test from the launchpad with hacked gravity, and while the menu for the tanks appears, and you can click "Refuel", the tank doesn't lose any fuel, and the Kerbal doesn't gain any fuel.

The only mods installed where KIS 1.3.0 and ModuleManager 2.7.2.

Thanks for the report. I've created a bug. Will also appreciated a KSP.log.

53 minutes ago, omelaw said:

maybe we can move containers to payload section?

It could. Created an FR.

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@IgorZ Congrats on the release and a new thread! Time to dust my own mods.

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@IgorZ Thank you very much for maintaining this mod, you're a true hero!

:hailIgorZ:

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Will be trying adding this back into my game soon. I love adapting builds on the fly.

Edited by Technical Ben

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@IgorZ Do you know if it is possible to use a MM patch to make changes to the KIS settings file?  Here is the patch I'm trying to use to add parts to the stackable override which isn't working.  I don't know if it's not working because I'm doing it wrong or if you only check the settings file once.

@KISConfig[KISConfig]
{
	@StackableItemOverride[]
	{
		partName = USI_DeomlitionBlock
	}	
}

FYI, the part is spelled correctly and works when added directly to the settings file.  Thanks in advance.

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4 hours ago, Tarheel1999 said:

@IgorZ Do you know if it is possible to use a MM patch to make changes to the KIS settings file?  Here is the patch I'm trying to use to add parts to the stackable override which isn't working.  I don't know if it's not working because I'm doing it wrong or if you only check the settings file once.


@KISConfig[KISConfig]
{
	@StackableItemOverride[]
	{
		partName = USI_DeomlitionBlock
	}	
}

FYI, the part is spelled correctly and works when added directly to the settings file.  Thanks in advance.

Yes, KIS settings can be easily adjusted via MM. See how your case was done here.

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Awesome, thanks for keeping such a great classing going! :)

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Awesome! Thanks for Keeping this mod alive!

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Hi,
im setting up my 1.2 install, and after installing KIS i found some notifications in KSP.log

Spoiler

[LOG 14:35:02.125] Loading UI sounds for KIS...
[LOG 14:35:02.126] Loading clip: KIS/Sounds/bipwrong
[ERR 14:35:02.126] Cannot locate clip: KIS/Sounds/bipwrong

[LOG 14:35:02.127] Loading clip: KIS/Sounds/click
[ERR 14:35:02.127] Cannot locate clip: KIS/Sounds/click

[LOG 14:35:02.128] Loading clip: KIS/Sounds/attachScrewdriver
[ERR 14:35:02.128] Cannot locate clip: KIS/Sounds/attachScrewdriver


i went to the Gamefolder and found the "missing" Ogg's, they are named correctly and at the right place...

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51 minutes ago, whaaw said:

i went to the Gamefolder and found the "missing" Ogg's, they are named correctly and at the right place...

probably just an error that is similar to the "missing texture" of some game objects that pops up here and there in the log. Harmless

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13 hours ago, whaaw said:

Hi,
im setting up my 1.2 install, and after installing KIS i found some notifications in KSP.log

  Hide contents

[LOG 14:35:02.125] Loading UI sounds for KIS...
[LOG 14:35:02.126] Loading clip: KIS/Sounds/bipwrong
[ERR 14:35:02.126] Cannot locate clip: KIS/Sounds/bipwrong

[LOG 14:35:02.127] Loading clip: KIS/Sounds/click
[ERR 14:35:02.127] Cannot locate clip: KIS/Sounds/click

[LOG 14:35:02.128] Loading clip: KIS/Sounds/attachScrewdriver
[ERR 14:35:02.128] Cannot locate clip: KIS/Sounds/attachScrewdriver


i went to the Gamefolder and found the "missing" Ogg's, they are named correctly and at the right place...

https://github.com/KospY/KIS/issues/129

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Got a weird issue with 1.2. Using the Wrench i cant attach any parts to nodes anymore. Have not got the Screwdriver yet in my new game.. Any hints? Wont even show nodes.

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1 hour ago, DanGer said:

Got a weird issue with 1.2. Using the Wrench i cant attach any parts to nodes anymore. Have not got the Screwdriver yet in my new game.. Any hints? Wont even show nodes.

IIRC, the wrench was never able to node attach just surface attach. 

Edited by ExplorerKlatt
Correct spelling

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Damn, you are right, just saw the hint on page 9 of the .pdf.. :/ Ok.. need a screwdriver then, plan failed. :) Thx for the Hint! @Dev: Thx for the Mod.

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I was wondering why this hadnt been updated yet. Didn't realise there was a new thread. Thanks for keeping this mod maintained!

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53 minutes ago, Sulaiman said:

THANKS A lot For maintaining This awesome Mod!

You're welcome :)

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I know this is a little bit of a silly request, but is there a way to change the pressure required to take off helmets? I have some stations/ships with "fake" interiors that I'd like to be able to float around in helmet-free.

and thanks for maintaining this mod :)

Edited by BaconOnARock

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21 minutes ago, BaconOnARock said:

I know this is a little bit of a silly request, but is there a way to change the pressure required to take off helmets? I have some stations/ships with "fake" interiors that I'd like to be able to float around in helmet-free.

and thanks for maintaining this mod :)

Wrong mod. Try Texture Replacer. 

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59 minutes ago, Tarheel1999 said:

Wrong mod. Try Texture Replacer. 

doesnt this mod allow you to take off helmets too? i do have texture replacer, but even if i can change required pressure for texture replacer it would disable my jetpack, which is why i was wondering if i can with this mod.

Edited by BaconOnARock

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