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IgorZ

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Everything posted by IgorZ

  1. It's a good point and of course I keep it in mind. At this point it's hard to say how much it will be "integration" vs "replacement". E.g. the stock inventory GUI on my personal taste is not good and barely useable. It works OK when you only have 2-3 parts, but I don't see how this system can be used to construct something really big (100+ parts). If I find a way to disable only the stock GUI while leaving the rest of the functionality working, then it can be a solution.
  2. KIS uses the "default state" of the part to calculate its volume. In most cases it gives a good volume estimation, but in some edge cases an override was needed. Like with the drill parts. In the new stock inventory system every part has to have the volume definition. It puts more burden on the mods developers, but it makes the KIS life much easier
  3. Yeah, the implementation of the storage itself disappointed me too. The limit for the stacks is another surprising thing. The old KIS has a reason to refuse stacking some parts (the part state is persisted per stack instead of per part). It depends on the final approach of KIS integration. At this point I tend to think that the new KIS will be replacing the stock system while using some features of it (parts creation, aligning, etc.)
  4. I'm still reviewing the latest changes. The holiday season doesn't let to focus on it though In general my preferable approach would be integrating with the stock system to cover the missing features.
  5. Alas, the overlay cannot be removed. I've added a feature request.
  6. If you use Windows 10, simply press Windows+G key combination and you'll see an overlay UI which allows starting/stopping recording in the game. If your video card is of Nvidia brand, then you can also use "Geforce Experience" interface for the same purpose. If the resulted video is not too big, place it on Dropbox, Google Drive, or Imgur. If it's big (100M+), upload it to YouTube.
  7. PCB part is designed to maintain the cable fixed length. And this length is fixed at the moment of hook-up. It's not expected for the parts to fly away for more distance. Could you please make a video? Preferably, on the simplest setup at the launchpad.
  8. 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?
  9. 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.
  10. 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
  11. 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.
  12. KAS parts cannot be attached in VAB due to VAB deals with one vessel only. In KAS we deal with multiple vessels. I did an investigation if it can be done in the editor, but ended up to not go this way. Even if I find a way to overcome the current limitations, no guarantees it won't change in the very next release of KSP. So, the rule of thumb is: if it's related to KAS, then you have to go EVA.
  13. It looks like a `KKAOSS_KAS_Flexible_Corridor` from `PlanetaryBaseInc`.
  14. KAS is no different from a usual vessel design process. Before starting attaching the parts, you have to decide what is the goal. Here is a short list of the primary goals: Refueling: Add JS-1 on the vessel and RTS-1 on the base. Use transfer GUI. Don't use the docking mode. Connecting the mining components on the surface: Connect them via JS-1/RTS-1 pair and do use the docking mode. However, this always attracts Kraken attention, so try to keep your installation as simple as possible (no height changes, no distant links). Constructing a sturdy station on orbit: Use TJ-1/JS-1 pair. On this forum @Tonka Crash has published some part designs with an extended distance. You may find them helpful, but you'll have to search. Towing a vessel with another vessel on the surface: Use the TB-60 part. Be careful, though. I did my best to make this part as stable as possible, but there are weird edge cases that were not addressed. Stopping the endless wobbling of the parts in a station: Use PCB-1/CH-1 pair. Lifting or pulling things: Use W-50/HW-80 + J-1 pair. Getting back to the "old good KAS": Follow the link and read the instructions in the file. Please, let me know if you have an uncovered case.
  15. In the undocked mode the RTS part considers each end of the link as a separate vessel. Chaining in this mode is not possible since GUI will only deal with the immediate ends of each station. What you can do: Switch all stations in the chain into the docked mode and use the stock GUI to transfer the resources. Switch all stations but one in the chain into the docking mode. In this case you'll be able to use RTS GUI. [Ship] <==udocked== > [Pylon] <==docked==> [Base]. Btw, for the chaining purpose you may use GP-20 pylon, which has a hose port built-in.
  16. This question has been asked and answered multiple times on this forum. E.g. here:
  17. I saw this exact behavior before. And I got it fixed. Can you reproduce it on a pristine game (only stock parts + KIS)?
  18. I never seen issue like this before. It still can be (hypothetically) an issue of KIS, but there must be other factor affecting it. I bet it's something about another mod compatibility. Btw, when you were assembling the vessel, have you used node attach or surface attach mode?
  19. Good catch! I've created a bug. It was removed, but you can bring it back at your own risk (no official support is offered if it doesn't work).
  20. @Soda Popinski @chris-kerbal @Xithyl515 TL;DR; The KIS pylons (and one from KAS too) that can attach to surface are no more working properly in KSP. With all the physics improvements and changes during the course of the year, the static attach to the surface became a very dangerous practice. Avoid doing it if you don't want to awake Kraken. Afaik, there is an alternative "anchor" part in USI. It works differently and strictly speaking doesn't fix the vessel position, but it more or less does what's needed - fix the vessel position on the surface. In nutshell, when the scene is loaded, the vessel in it are placed independently. And the placement is approximate. I.e. there could be exactly 1m distance between the vessels on save, but on load it will be 1.2m. It's not a big deal in the stock game, but if you tether two vessels, then there can be a physical effect. I do not recommend using winches to connect station modules on the surface. Use RTS instead. The latter part does not apply physics on the rope.
  21. Highly unlikely. KSP mods run in C#.NET sandbox. It works or it doesn't. There is no a middle state where it "works, but with bugs". In case of RAM is not enough, the game would simply crash. FYI, 16Gb is more than enough to run KSP. I've spent months playing on a system with only 16Gb onboard (today it's 32Gb). 20 years ago I stopped working as a driver in rideshare to start programming. However, we didn't have Uber or Lyft at the time. In the today's reality, I could be a Senior Driver III now Or, you can install KSPDev Logs, which already does it It won't capture the game initialization though. And saying about the "NaN issue". I've been thru it before. In my experience, the reason is always a failure in the physics thread. TL;DR: KIS doesn't do much stuff in this thread. I'd suggest you have a mods conflict. Like this one. The legacy KIS is using hacks to have the parts created, it may have bad consequences in the edge cases. I gave up fighting with it. KISv2 is to address these issues. However, October is my best estimation for the official alpha testing start.
  22. I'd say, the situation here is beyond repair. Could you please find the first save where it was working fins and start from there to repeat the problem? Once it happens, capture and share the log please (not from the player, the KSP.log one).
  23. I recall someone was reporting similar issue a year ago. IIRC, it' a Unity issue (or feature?). It reports mouse and trackpad clicks differently, so unless the app is specifically checking for the trackpad events, they won't be handled. How did you put all these containers in the backpack? KIS doesn't allow to have more than one carriable item in the backpack. The only known way to bypass the check is using KIS debug feature "Spawn item". And this feature must be used wisely, it's not made for a regular player.
  24. This issue doesn't sound familiar. Could you please make a video and share the log from this video?
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