Enceos Posted February 13, 2017 Author Share Posted February 13, 2017 (edited) @Drew Kerman CCK is a good mod and is a prerequisite for KIS, it's only natural that I make it a prerequisite as well. But you're right, having a smart patch is a good idea. I'll include the one which returns these items back to Utility category in case CCK is missing. Edited February 13, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 14, 2017 Share Posted February 14, 2017 (edited) 9 hours ago, Enceos said: @Drew Kerman CCK is a good mod and is a prerequisite for KIS, it's only natural that I make it a prerequisite as well. But you're right, having a smart patch is a good idea. I'll include the one which returns these items back to Utility category in case CCK is missing. Cool. I've since noticed other parts, like KAS, showing up in both Utilities and CCK EVA Items so I modified my patch and made it global. No more dupes evar! ;P @PART[*]:HAS[~category[none],#tags[*cck*]]:FINAL { @category = none } Edited February 14, 2017 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted July 26, 2017 Share Posted July 26, 2017 I never get enough of these things. Thanks *AGAIN* for producing them, @Enceos! Quote Link to comment Share on other sites More sharing options...
Enceos Posted July 27, 2017 Author Share Posted July 27, 2017 @Beetlecat Thank you! I never actually released the hats pack. I don't remember how finished it is, but please take a look: https://www.dropbox.com/s/n201u3v6ork648j/KerbalHacksKISPropHats.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Kerbal pancake Posted August 14, 2017 Share Posted August 14, 2017 Is this compatible with ksp 1.3? and can we have a hammer and a sickle? Quote Link to comment Share on other sites More sharing options...
Enceos Posted August 16, 2017 Author Share Posted August 16, 2017 On 8/13/2017 at 9:14 PM, Kerbal pancake said: Is this compatible with ksp 1.3? and can we have a hammer and a sickle? Yes, this mod is has no code, only models. Just need to make sure you have a compatible version of KIS. I'm currently on a modelling hiatus right now. Busy with other stuff. May come back later when I have more time in my hands. Quote Link to comment Share on other sites More sharing options...
Enceos Posted December 1, 2017 Author Share Posted December 1, 2017 (edited) Updated the mod to version 1.1 This version now includes all the props I made which were scattered around: - Hard Hat (4 colors) - Cowboy Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors) - Fedora Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors) - Academy Hat (animated) - Updated Holo Visor to work with Indicator Lights mod (has EVA Propellant level indicator) - Walkie Talkie (couldn't make it work like an antenna, so it's gonna be just a vanity item for now) To switch colors on a prop try clicking a kerbal's head, some props have a collider above or behind their head, it's hard to find sometimes so I'm using the Part Commander mod to customize my props. The Holo Visor has an EVA Propellant indicator which is there for users of the Through The Eyes of a Kerbal first person view mod and requires the Indicator Lights core plugin for animation. As previously all the parts with switchable colors use Firespitter plugin for that functionality. Edited December 4, 2017 by Enceos Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted December 2, 2017 Share Posted December 2, 2017 Like the update to the Holo-Visor. What does the Academy hat look like? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 2, 2017 Share Posted December 2, 2017 2 hours ago, shdwlrd said: What does the Academy hat look like? Classic mortar board... Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted December 4, 2017 Share Posted December 4, 2017 SIR can you make men's suit ?? please FOR my ELON KERMAN the owner of SPACEX Quote Link to comment Share on other sites More sharing options...
Enceos Posted December 4, 2017 Author Share Posted December 4, 2017 3 hours ago, DiscoveryPlanet said: SIR can you make men's suit ?? please FOR my ELON KERMAN the owner of SPACEX Sorry, coloring suits is out of my scope, that's an area for Texture Replacer and those who create suit and head packs. Current Kerbal models are too bulky to look good in anything other than a spacesuit. We modders don't have access to the slimmer models of kerbals which run around in editors. Plus there's this damn helmet collar which is wired into a kerbal's body and can't be removed. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 21, 2018 Share Posted January 21, 2018 Those hats look great! By the way, did you ever release the old timey flight cap and goggles? Quote Link to comment Share on other sites More sharing options...
Enceos Posted January 21, 2018 Author Share Posted January 21, 2018 (edited) 12 hours ago, theonegalen said: Those hats look great! By the way, did you ever release the old timey flight cap and goggles? I have three unfinished models: baseball cap, captain's hat and flight cap & goggles. I'll finish those when I'm back to modding. Edited January 21, 2018 by Enceos Quote Link to comment Share on other sites More sharing options...
jack gamer Posted March 19, 2018 Share Posted March 19, 2018 You made my day Quote Link to comment Share on other sites More sharing options...
jack gamer Posted March 19, 2018 Share Posted March 19, 2018 Btw how were you able to change the color of the goggles, because I couldn't do it. Quote Link to comment Share on other sites More sharing options...
jack gamer Posted March 20, 2018 Share Posted March 20, 2018 Heres another one (with Jeb, val, bill and bob) Quote Link to comment Share on other sites More sharing options...
Sebra Posted April 21, 2018 Share Posted April 21, 2018 On 18.12.2016 at 4:38 AM, Enceos said: Holo Goggles, brings diversity to Kerbals, Hi! Could you make it to show Centre of Mass etc to Engineers? May be also NavBall markers to Pilots and Biomes (if scanned) to Scientists. Thank you. Quote Link to comment Share on other sites More sharing options...
Enceos Posted April 21, 2018 Author Share Posted April 21, 2018 (edited) 7 hours ago, Sebra said: Hi! Could you make it to show Centre of Mass etc to Engineers? May be also NavBall markers to Pilots and Biomes (if scanned) to Scientists. Thank you. I wish I could. I'm not a programmer, just a 3D designer. If there are mods which can do that and they have parts, then it's possible to apply it to these KIS props by adding the respective modules to the config file. On 3/19/2018 at 5:20 PM, jack gamer said: Btw how were you able to change the color of the goggles, because I couldn't do it. The goggles require Firespitter for the color changing feature. There's a collider somewhere on the model, just move your mouse around a kerbal's head and you'll eventually see a green highlight around the goggles, that's when you can right-click them and see the color changing menu. Alternatively the Part Commander mod will show goggles in its menu of interactable parts, you can change the color from there. Edited April 21, 2018 by Enceos Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 24, 2018 Share Posted April 24, 2018 @EnceosThanks ,love your mods On 1/19/2017 at 12:09 AM, Enceos said: Data transmitter didn't want to work on EVA, *sighs made a little cfg maybe u can need equipMode = part -did the trick(with this u can also right click the part in EVA equiped)see resources,status... cfg for walkie talkie: Spoiler PART { // --- general parameters --- name = KHWalkieTalkie module = Part author = Enceos // --- asset parameters --- mesh = WalkieTalkie.mu scale = 1 // --- node definitions --- //node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 //node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 1 // --- editor parameters --- TechRequired = start entryCost = 1000 cost = 600 category = Utility subcategory = 0 title = Walkie Talkie manufacturer = Kerbal Hacks description = When you feel that your mic headset isn't doing its job, this hardcore radio hardware will let you do it the oldschol way! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,0,0,0,0 // --- standard part parameters --- PhysicsSignificance = 1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 6 breakingForce = 5 breakingTorque = 5 maxTemp = 900 skinMaxTemp = 1100 explosionPotential = 0.1 bulkheadProfiles = srf tags = KIS EVA props antenna walkie talkie report radio equipment signal transmi cck-eva-items MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.002 } } MODULE { name = ModuleKISItem shortcutKeyAction = equip equipRemoveHelmet = false volumeOverride = 1 equipable = true useName = use equipMode = part equipSlot = rightHand equipMeshName = body01 equipBoneName = bn_r_mid_a01 equipPos = (0,0.03,-0.03) equipDir = (0,-90,10) } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.01 packetSize = 0.002 packetResourceCost = 0.0003 requiredResource = ElectricCharge antennaPower = 8000 antennaCombinable = False } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } } cfg for headset: Spoiler PART { name = MicHeadset module = Part author = Enceos mesh = MicHeadset.mu rescaleFactor = 1 node_attach = 0, 0, 0, 0, 0, -1, 1 TechRequired = start entryCost = 0 cost = 250 category = Utility subcategory = 0 title = Mic Headset manufacturer = Kerbal Hacks description = For the rare occasions when you're curious what the KSC guys have to say. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 5 breakingTorque = 5 tags = KIS EVA props mic head cck-eva-items MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.001 } } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.01 packetSize = 0.001 packetResourceCost = 0.0001 requiredResource = ElectricCharge antennaPower = 7000 antennaCombinable = False } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } MODULE { name = ModuleKISItem shortcutKeyAction = equip equipRemoveHelmet = false volumeOverride = 0.001 equipable = true equipSlot = leftEar useName = use equipMode = part equipMeshName = eyeballLeft equipBoneName = bn_upperJaw01 equipPos = (-0.05, 0.06, -0.138) equipDir = (-7,90,0) } } made the datatransfer a little(mega) lame(for smaller EC requirement) also change the headset pos a bit- just info(wired behave,by puting on?) greetings BK Quote Link to comment Share on other sites More sharing options...
Enceos Posted April 24, 2018 Author Share Posted April 24, 2018 3 minutes ago, Burning Kan said: made a little cfg maybe u can need equipMode = part -did the trick(with this u can also right click the part in EVA equiped)see resources,status... made the datatransfer a little(mega) lame(for smaller EC requirement) Great to know! Have your tried already beaming your EVA report via walkie talkie? Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 24, 2018 Share Posted April 24, 2018 Of course ,the only left is when u go back to capsule the EC dont reload maybe its impossible -so Quote Link to comment Share on other sites More sharing options...
Enceos Posted April 24, 2018 Author Share Posted April 24, 2018 @Burning Kan Current possible way is to attach the walkie talkie to a craft via KIS tools and let it charge or transfer the EC. Other programmable way would be to adapt the EVA Propellant "refill" function so that it can be done from a Kerbal's inventory (I can only do it the cheaty way, EC will be created instead of taken from a vessel's reserves, will have to poke @IgorZ for the non-cheaty way). Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 24, 2018 Share Posted April 24, 2018 (edited) Does the walkie talkie (and headset?) actually need power --Or is that tied to the transmit ability? Maybe it can be refilled like EVAFuel does it like you say. I don't honestly see it as particularly cheaty-- the amount of power used by a walkie vs. the power reserves of a craft would be tiny. Sort of a game abstraction. The actual *amount* of data in an EVA report may be huge, though (biometrics, location data, 3-D mapping imagery, etc.) Edited April 24, 2018 by Beetlecat Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 24, 2018 Share Posted April 24, 2018 14 minutes ago, Beetlecat said: Does the walkie talkie (and headset?) actually need power Yes and Yes (module command-like standby when equiped)and when transmitting science even more 17 minutes ago, Beetlecat said: *amount* of data in an EVA report may be huge 8M/bits ,&surface sample 30M/bits EVA report take 1:30min in game -so its very slow, and yes surfaceS takes llllllllllooooooooooonnnnnnnnnnggggggg 1 hour ago, Enceos said: attach the walkie talkie to a craft via KIS tools very good idea -both(iam on it) 1 hour ago, Enceos said: poke @IgorZ for the non-cheaty way BTW ive made a cfg for IgorZ maybe u can pass him Spoiler for the cable brace smaller version with jetpackattach ability MODULE { name = ModuleKISItemEvaTweaker shortcutKeyAction = equip equipable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0.0,0.04,-0.09) equipDir = (-100,180,180) attachMaxMass = 0.001 } iam also rescaled it fits perfectly-rescaleFactor = 0.3 maybe shorten the lenght to3.5m? also did a mm to ad EC to the Electric screwdriver,but didnt get to drain EC maybe ideas? @PART[KIS_electricScrewdriver]:FINAL { @MODULE[ModuleKISItemAttachTool] { usableFromEva = true equipable = true equipMode = part } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } RESOURCE { name = ElectricCharge rate = 0.002 } } so now u can poke himJOKE Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 25, 2018 Share Posted April 25, 2018 small UpdateStatus: 1)walkie talkie loads batteries when attached(no tools needed,magnets) to a vessel with EC (just wrong side attached,maybe @Enceoscan fix it ) 2)kerbals batterie refuels magicly when go in pod,& eva again 3)can transfer EC charge between kerbal and stuff equiped-like Walkie talkie,*EVA Mechjeb,electricScrewdriver(stock transfer system) 4)can tranfer multiple sciencedata at same time when more then one antennas equiped(walkie talkie &head set)as example 5)changed the equipMode = model in headset as recommended in some cases, from Enceos last page THX here the cfg: Spoiler PART { // --- general parameters --- name = KHWalkieTalkie module = Part author = Enceos // --- asset parameters --- mesh = WalkieTalkie.mu scale = 1 // --- node definitions --- //node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 //node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1 // --- editor parameters --- TechRequired = start entryCost = 1000 cost = 600 category = Utility subcategory = 0 title = Walkie Talkie manufacturer = Kerbal Hacks description = When you feel that your mic headset isn't doing its job, this hardcore radio hardware will let you do it the oldschol way! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- PhysicsSignificance = 1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 6 breakingForce = 5 breakingTorque = 5 maxTemp = 900 skinMaxTemp = 1100 explosionPotential = 0.1 bulkheadProfiles = srf tags = KIS EVA props antenna walkie talkie report radio equipment signal transmi cck-eva-items MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.002 } } MODULE { name = ModuleKISItem shortcutKeyAction = equip equipRemoveHelmet = false volumeOverride = 1 equipable = true useName = use equipMode = part equipSlot = rightHand equipMeshName = body01 equipBoneName = bn_r_mid_a01 equipPos = (0,0.03,-0.03) equipDir = (0,-90,10) allowPartAttach = AllowedAlways attachPartSndPath = KIS/Sounds/drop detachPartSndPath = KIS/Sounds/bookClose } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.01 packetSize = 0.002 packetResourceCost = 0.0003 requiredResource = ElectricCharge antennaPower = 8000 antennaCombinable = False } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } } also the new sound dosnt work-must more investigate. gone a bit crazy yesterday-but it seems ,that it work as intended- surprise surprise Spoiler tethering screwdriver,and tethering kerbal with a tether/rope https://sabercathost.com/hN01/screenshot29.png coming soon Quote Link to comment Share on other sites More sharing options...
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