jaunco325 Posted November 6, 2020 Share Posted November 6, 2020 (edited) 5 hours ago, darthgently said: Do you mean a regular strut? If so you could have a kerbal detach it and replace it with an EVA strut if you have one on hand or can get one delivered. Regular struts cannot be fixed. But I'm not sure I know what you mean I'm talking about this: https://wiki.kerbalspaceprogram.com/wiki/EAS-4_Strut_Connector although I don't know what you mean by "EVA strut" Edited November 6, 2020 by jaunco325 Quote Link to comment Share on other sites More sharing options...
darthgently Posted November 6, 2020 Share Posted November 6, 2020 (edited) 1 hour ago, jaunco325 said: I'm talking about this: https://wiki.kerbalspaceprogram.com/wiki/EAS-4_Strut_Connector although I don't know what you mean by "EVA strut" No, you can't KAS fix a normal strut. There is a mod called EVA Strut with a single part that is about the same thing as a normal strut but a Kerb can install, uninstall, reinstall it on EVA. So I thought that might have been what you were referring to. Actually, an Engineer can "detatch" a normal strut with a drill (maybe the wrench, not sure) if it is in your way. And on third thought, there is one other thing a Kerb could do to a normal strut and that is blow it up with K4 which is part of KIS/KAS (KIS pretty sure). Make sure you get the blast radius right Edited November 6, 2020 by darthgently Quote Link to comment Share on other sites More sharing options...
jaunco325 Posted November 7, 2020 Share Posted November 7, 2020 ok thanks Quote Link to comment Share on other sites More sharing options...
LastStarDust Posted November 10, 2020 Share Posted November 10, 2020 Hello! I am experiencing some misbehavior of KIS in an heavily modded save (about 100 mods). If you accept bug reports from non-vanilla games, I will produce all the logs and so on and so forth. Otherwise pretend I said nothing ... Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted November 11, 2020 Share Posted November 11, 2020 23 hours ago, LastStarDust said: Hello! I am experiencing some misbehavior of KIS in an heavily modded save (about 100 mods). If you accept bug reports from non-vanilla games, I will produce all the logs and so on and so forth. Otherwise pretend I said nothing ... You can post them, but there are no guarantees that we will see a problem. It also helps to describe what's going wrong or even post a video of the problem. Quote Link to comment Share on other sites More sharing options...
LastStarDust Posted November 11, 2020 Share Posted November 11, 2020 (edited) 5 hours ago, Tonka Crash said: You can post them, but there are no guarantees that we will see a problem. It also helps to describe what's going wrong or even post a video of the problem. I think that the problem had been already reported here: https://github.com/ihsoft/KIS/issues/353 I have left a comment there just in case. Edited November 11, 2020 by LastStarDust Quote Link to comment Share on other sites More sharing options...
phraggers Posted November 20, 2020 Share Posted November 20, 2020 (edited) Sorry if this has been asked, I can't really scan through 83 pages, my google searches have not been successful: I had a wrench in my inventory and was very frustrated to set up a whole mission, rendevous in orbit and get everything into position only to realize I need the screwdriver, not the wrench, and then to realize it's not in my parts list so I guess I need to research it! How do I unlock the screwdriver in career mode? I cannot for the life of me find it in any of the research nodes. Thanks EDIT Ok I had a brainwave to search "inventory" in the research window, since "screwdriver" wasn't proffering results, and discovered it in the Advanced Electrics node, 160 science required! Feels a bit far in the tree, but anyway. Edited November 20, 2020 by phraggers Quote Link to comment Share on other sites More sharing options...
IgorZ Posted November 22, 2020 Author Share Posted November 22, 2020 On 11/20/2020 at 8:24 AM, phraggers said: EDIT Ok I had a brainwave to search "inventory" in the research window, since "screwdriver" wasn't proffering results, and discovered it in the Advanced Electrics node, 160 science required! Feels a bit far in the tree, but anyway. The rationale was that at the lower level missions what you really need is a solar panel patch, which the wrench does with no problems. The screwdriver is for assembling stations, it's really a next step in the carrier. However, there are edge-cases. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted November 25, 2020 Share Posted November 25, 2020 On 11/5/2020 at 1:41 AM, Tonka Crash said: The simplest is to edit the settings.cfg file and find the following section. Change "addWhatYouWantHere1" and "addWahtYouWantHere2" to whatever part you want. Add as many parts as you want, one line at a time. The problem is this will be overwritten everytime you update KIS. StackableItemOverride { partName = addWhatYouWantHere1 partName = addWhatYouWantHere2 } Or you create a patch. Any file ending .cfg located under GameData works. I have mine in "GameData\ZZZ_Personal_Patches\Mod_Patches\KIS-KAS_tweaks.cfg" @KISConfig:FINAL // Only use FINAL for your personal patches // when you want them to run after everything else { // KIS disables stacking if Tweakscale is installed. I limit use of Tweakscale to // "simple" parts like structural pieces & fuel tanks. For me manufactured "tech" // pieces like solar panels and lights are a fixed size and should stack. // @StackableItemOverride { partName = KAS.CH1 partName = KAS.JS1 partName = KAS.PCB1 partName = KAS.TB60 partName = KAS.TJ1 partName = KAS.TJ2 partName = KAS.W1 partName = KAS.W2 partName = spotLight1 partName = spotLight2 partName = ladderRadial partName = W485_SufaceLight partName = W485_SurfaceOmniLight partName = W485_Suface4WayLight partName = solarPanels1 partName = solarPanels2 partName = solarPanels3 } } Thank you! It worked with most of the parts I wrote into the patch, all of them but the KAS parts. It was copy pasted from the code you wrote here. Any thoughts? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted November 25, 2020 Share Posted November 25, 2020 @IgorZ KIS may be out of a job... Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 25, 2020 Share Posted November 25, 2020 37 minutes ago, RealKerbal3x said: @IgorZ KIS may be out of a job... I hope not. Igor has been quite welcoming to migrating some of KIS' functionality over to utilizing stock modules in cases and KIS is still more 'feature complete/complex' than it seems the new 1.11 mechanics will introduce. Its always worth remembering, also, that Igor can iterate and develop at any rate whereas official updates and patches are slow and bugs can be slow to be resolved etc. That's where mods shine, they can develop and release rapidly if they want to. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted November 25, 2020 Share Posted November 25, 2020 Just now, Poodmund said: I hope not. Igor has been quite welcoming to migrating some of KIS' functionality over to utilizing stock modules in cases and KIS is still more 'feature complete/complex' than it seems the new 1.11 mechanics will introduce. Its always worth remembering, also, that Igor can iterate and develop at any rate whereas official updates and patches are slow and bugs can be slow to be resolved etc. That's where mods shine, they can develop and release rapidly if they want to. Agreed. Maybe my statement was a little premature I hope KIS can adapt to improve the new stock system further. But it appears that the main feature of KIS - the ability to attach and detach parts on EVA - has mostly been superseded by the recent 1.11 announcement. Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted November 26, 2020 Share Posted November 26, 2020 I have a suggestion: Maybe you can make KIS compatible with the "stock KIS", maybe the "stock KIS" doesn't have feature such as the MK3 and other sizes containers, or they wouldn't have a cheaper(yeah, only in carreer or science) welding screwdriver, or maybe you could add some new features to KIS. Anyway, I prefer the mod KIS better, except for the lack of that cool high-tech laser welding machine. Quote Link to comment Share on other sites More sharing options...
Dep_Opt Posted November 26, 2020 Share Posted November 26, 2020 (edited) I'm mostly curious how mods that use KIS as a dependency will adapt to the change. It's been a "must have" mod for so long, with so many things building off of it, that this change may interfere/break things for a while. I know I build a lot of crafts with KIS in mind, a selection of spare parts and utility pieces carried on board using things like OSE workshop for on-site building and expansion of both surface and orbital stations so this change, whilst not groundbreaking in terms of gameplay (at least modded gameplay), IS major for mod interaction reasons. The future seems interesting. Edited November 26, 2020 by Dep_Opt Quote Link to comment Share on other sites More sharing options...
IgorZ Posted November 28, 2020 Author Share Posted November 28, 2020 Speaking about KSP 1.11. At this point there are not to much details about how they extend the inventory system. Let's wait till the 1.11 is released. When KSP starts providing the full KIS functionality would be my best day! It would mean I'll have more time to focus on the other mods Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted November 29, 2020 Share Posted November 29, 2020 22 hours ago, IgorZ said: Speaking about KSP 1.11. At this point there are not to much details about how they extend the inventory system. Let's wait till the 1.11 is released. When KSP starts providing the full KIS functionality would be my best day! It would mean I'll have more time to focus on the other mods which means RIP KIS. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted November 29, 2020 Author Share Posted November 29, 2020 2 hours ago, RandomKerbal said: which means RIP KIS. I disagree. If whole KIS functionality becomes stock, I'd say it's "long live KIS" It's a proven fact: people want constructing things in EVA! And I'd love to see Squad team addressing it. Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 29, 2020 Share Posted November 29, 2020 Its not the first time they have pulled a mods features into the stock game, I think its great. A feature in stock is much easier for mod makers to build on, instead of having multiple interdependent mods that each have to be updated when a new version releases. It looks to me like the update will let you build anything in the field, not restricted to only the parts you brought in a container. So it might actually replace KIS and OSE? Can't wait to see more details. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted November 29, 2020 Share Posted November 29, 2020 It looks like the stock feature will replicate what KIS does for small-ish parts, but it's less clear whether it'll be usable for large ones. KIS allows multiple kerbals to work together to lift heavy things, and I've assembled surface bases that way (using MKS Ranger parts). I'm hoping stock has the same capability. @IgorZ, weren't you already working on a rewrite that integrates better with the stock inventory system? I hope the 1.11 news doesn't mean you've wasted your time on that. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted November 30, 2020 Author Share Posted November 30, 2020 7 hours ago, Wyzard said: @IgorZ, weren't you already working on a rewrite that integrates better with the stock inventory system? I hope the 1.11 news doesn't mean you've wasted your time on that. Yeah, I'm working on a new version. It's hard to say how this patch will or will not affect it. We'll need to wait till the release. When Squad released the ground experiments, it sounded like a stock replacement of KIS, but it was not. Btw, in scope of theta version I came up to an idea that KISv2 should not be just a way to bring staff in the backpack. Many people are enjoying of just building bases and stations, without actually delivering parts from Kerbin. So, why not to make kind of "editor in space" for this game play style? Quote Link to comment Share on other sites More sharing options...
evileye.x Posted November 30, 2020 Share Posted November 30, 2020 On 11/28/2020 at 11:10 AM, IgorZ said: Speaking about KSP 1.11. At this point there are not to much details about how they extend the inventory system. Let's wait till the 1.11 is released. Yes, totally agree. SQUAD can make all kind of things wrong with this system. Like unable to attach while in seat, on ladder, limited number of parts will be attachable, limited weight (not enhanced by additional kerbals), etc. And may be no fun pack?.. Quote Link to comment Share on other sites More sharing options...
Li0n Posted December 14, 2020 Share Posted December 14, 2020 @IgorZ I have found a bug between KIS and B9PartSwitch, attaching a part with a B9PartSwitch module will send your craft flying away. Don't know your status on other mod support but if you want to take a look I wrote a github issue : https://github.com/ihsoft/KIS/issues/373 Thanks Quote Link to comment Share on other sites More sharing options...
taniwha Posted December 14, 2020 Share Posted December 14, 2020 @Li0n In my experience, mod compatibility issues with KIS are more often in the mod itself. I'm not saying it's not KIS, just that you should ping on the B9 thread as well. Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 17, 2020 Share Posted December 17, 2020 (edited) EDIT for clarity: there does not appear to be a way to anchor a part to a planets surface with the new stock construction system. Edited December 17, 2020 by eberkain Quote Link to comment Share on other sites More sharing options...
TBenz Posted December 17, 2020 Share Posted December 17, 2020 8 minutes ago, eberkain said: So, it does not appear there is a way to surface attach a part with the new stock EVA construction. Really? They showed several surface attachments in the the feature video. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.