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Pro Props - Wearable items for your kerbals. Updated to KIS!


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  • 4 weeks later...
  • 3 months later...
1 hour ago, mab said:
KSP 1.6.1 compatible?
Head and guitar etc can not be equipped.

KIS did a revamp, and this might need to be updated for the new KIS.  Not technically a KSP 1.6 problem, I believe - It's just that the KIS revamp was around the same time.

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  • 3 months later...
  • 4 months later...

Golf club and Hockey stick?

I see a crow bar in one of these packs. Is someone able to quickly toss together a golf club and a hockey stick for a special project? Will commission these if not already made. Or has someone made these already? Thanks!

(I found the club as standard kit in KIS. Just need the hockey stick though that club does resemble one, sort of.)

Edited by Gordon Fecyk
Found the club in KIS
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  • 4 weeks later...

Does this work with KSP v1.7.1?

Now, if you ask me, "Why don't you try it yourself?", here's the answer:

I don't want to waste 25 minutes to load the game, 5 minutes to close it, and do that repeatedly. Time is precious.

Edited by Adjie
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  • 3 months later...

KIS compatibility patch:

@PART[AlcoholicDrink,Baguette,PotatoChips,Sandwich,SodaCan]{
  @manufacturer = Sean's Cannery //'
  @MODULE[ModuleKISItemFood]{
    -equipMeshName
    //equipBoneName = bn_l_mid_a01
    @equipBoneName = aliasLeftPalm
  }
}
@PART[guitar]{
  @manufacturer = Ionic Symphonic Protonic Electronics
  @MODULE[ModuleKISItemSoundPlayer]{
    -equipMeshName
    //equipBoneName = bn_spA01
    @equipBoneName = aliasHelmet
  }
}
@PART[EyeProtector,Poncho,snoopycap]{
  @manufacturer = FLOOYD Dynamics Research Labs
  @MODULE[ModuleKISItem]{
    -equipMeshName
    //equipBoneName = bn_upperJaw01
    @equipBoneName = aliasHead
  }
}

Works for me, using KSP 1.9.1, KIS 1.24.

Edited by Corax
stupid syntax highlighter
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  • 2 months later...
1 hour ago, Kraken that doesn't exist said:

This will work in KSP 1.10 when it is released in July right?

While it's likely, it would be impossible to predict that at this time unless someone is both a KSP developer and a KIS developer.

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  • 3 months later...

Works fine for the hats in 1.10.1. The sunglasses work too, but I only did a successful test with the 3D glasses, so YMMV.
For the hats you'll need to edit some details in the ModuleKISItem to get the items to be placed/loaded correctly. Starting point for the edits are mentioned in the Kerbal Hacks forum posts.

 

Here's my early Xmas pressie for everyone (with a new cfg) Thanks Locob for making these!

eQV4RWfl.png

The Xmas hat replacement cfg, but I adjusted it a little with a tilt to stop Val's hair popping through the back:

Spoiler


PART
{

	// --- general parameters ---
	name = xmasHatTilt
	module = Part
	author = Locob

	// --- asset parameters ---
	MODEL
	{
		model = ProProps/Parts/xmasHat/model
	}

	scale = 1
	//rescaleFactor = 1.5

	// --- node definitions ---
	//node_stack_top = 0.0, 0, 0.0, 0.0, 1.0, 0.0
	//node_stack_bottom = 0.0, 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 = 0
	cost = 10
	category = Utility
	subcategory = 0
	title = Xmas hat with Tilt
	manufacturer = Pro Props
	description = Start making toys, dwarf!
	tags = KIS EVA portable cck-eva-items

	// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
	attachRules = 1,1,0,0,1

	// --- standard part parameters ---
	PhysicsSignificance = 1
	mass = 0.005
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.3
	angularDrag = 2
	crashTolerance = 6
	breakingForce = 10
	breakingTorque = 10
	maxTemp = 2900
	skinMaxTemp = 1100
	explosionPotential = 0.1
	bulkheadProfiles = srf
	
	MODULE
	{
		name = ModuleKISItem
		shortcutKeyAction = equip
		equipRemoveHelmet = true
		volumeOverride = 0.001
		equipable = true
		equipSlot = head
		equipMode = model
		useName = use
		equipBoneName = aliasHead
		equipPos = (-0.038, 0.29, 0)
		equipDir = (20, 90, 0)
	}

}

 

Option for without the hat tilt

Spoiler


PART
{

	// --- general parameters ---
	name = xmasHat
	module = Part
	author = Locob

	// --- asset parameters ---
	MODEL
	{
		model = ProProps/Parts/xmasHat/model
	}

	scale = 1
	//rescaleFactor = 1.5

	// --- node definitions ---
	//node_stack_top = 0.0, 0, 0.0, 0.0, 1.0, 0.0
	//node_stack_bottom = 0.0, 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 = 0
	cost = 10
	category = Utility
	subcategory = 0
	title = Xmas hat
	manufacturer = Pro Props
	description = Start making toys, dwarf!
	tags = KIS EVA portable cck-eva-items

	// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
	attachRules = 1,1,0,0,1

	// --- standard part parameters ---
	PhysicsSignificance = 1
	mass = 0.005
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.3
	angularDrag = 2
	crashTolerance = 6
	breakingForce = 10
	breakingTorque = 10
	maxTemp = 2900
	skinMaxTemp = 1100
	explosionPotential = 0.1
	bulkheadProfiles = srf
	
	MODULE
	{
		name = ModuleKISItem
		shortcutKeyAction = equip
		equipRemoveHelmet = true
		volumeOverride = 0.001
		equipable = true
		equipSlot = head
		equipMode = model
		useName = use
		equipBoneName = aliasHead
		equipPos = (-0.08, 0.32, 0)
		equipDir = (0, 90, 0)
	}

}

 

 

Edited by cyberKerb
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