Enceos

[1.x.x] Kerbal Hacks: Wearable KIS Props

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@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 by Enceos

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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 by Drew Kerman

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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.

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Updated the mod to version 1.1

This version now includes all the props I made which were scattered around:

  1. - Hard Hat (4 colors)
  2. - Cowboy Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors)
  3. - Fedora Hat (the hat color and the band color are changeable independently, 11 hat colors and 8 band colors)
  4. - Academy Hat (animated)
  5. - Updated Holo Visor to work with Indicator Lights mod (has EVA Propellant level indicator)
  6. - 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.

 

IX0dvkX.jpg

 

 

Edited by Enceos

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2 hours ago, shdwlrd said:

What does the Academy hat look like?

Classic mortar board...

mXR6Yld.jpg

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3 hours ago, DiscoveryPlanet said:

SIR can you make men's suit ?? please FOR my ELON KERMAN the owner of SPACEX :D:D

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.

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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 by Enceos

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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.

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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 by Enceos

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@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

 

 

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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?

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Of course ,the only left is when u go back to capsule the EC dont reload

maybe its impossible -so

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@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).

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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 by Beetlecat

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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 him:DJOKE

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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:sticktongue:-but it seems ,that it work as intended- surprise surprise

Spoiler

tethering screwdriver,and tethering kerbal with a tether/rope

coming soon

 

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