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KSP2 Release Notes
Everything posted by IgorZ
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
And I forgot to mention that the latest fix was made not by me, but by @Rodger. Sorry, didn't mean take it as my own achievement My skills with textures and normals are very humble. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
1.12 (September 7th, 2022): [Fix] Set a proper normal texture to the RTS hose. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
As usual, I need the details. Logs and (optional, but highly appreciated) a video. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
You can attach those parts to any winch. You can also attach those parts to ANY other part, but they will NOT work as harpoons in this case. The "harpooning feature" only activates when ejected from a winch. You can attached them in the editor or in EVA via KIS. Tbh, I didn't test if they can attach via the stock inventory mode. If it doesn't work, it's a bug which I will fix. A special note. Those parts in the older KAS used to have KIS extension module that allowed them to be attached/detached in EVA without using tools (like the portable storage). It's not the case for the current implementation. There are reasons for this, and I hope to address all the issues in KISv2. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
It's a very old version. Was fixed in scope of https://github.com/ihsoft/KIS/issues/374. Use version: "1.27 (December 23rd, 2020)" -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Hmm. I remember implementing a restriction to store ground experiments into KIS (due to they could not properly initialize when pulled out). However, I don't remember restricting any cargo part. What was your usecase? (Disclaimer: the old versions are not maintained, nor supported. But I'm curious). -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Now I get it. You need the action group and not the actual "action" in the editor. I think this feature request covers the case. Feel free to add there any details you believe are valuable. Last time I checked, a kerbal could get attached to a winch without Kraken awake. However, it usually ends bad. The kerbal model is heavily animated today, so the normal Unity physics is not working there. A more or less stable behavior can be achieved if the rope is released at a significant distance so that the rope joint could consume random momentums from the kerbal ragdoll. No guarantees though. If kerbal hits anything, it's absolutely our of KAS control what will happen next. I was thinking about a "tether" part (in scope of KIS), and came to conclusion that it cannot relay on the PhysX engine. I.e. a physical joint is a bad answer to solve the task. It has to be an "arcade physics". -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Could you please be more specific on the "detach option"? KAS parts are not designed to be connected in the editor. The only exception is the JS1 part. You can attach to it a KAS compatible part, and it will be "adopted" in flight. In nut shell, if you expect any active functionality from the context menu of a KAS part in the editor, then this expectation is wrong. The parts are completely passive in this mode. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
It's unusual behavior. Are you sure you're not mixing the stock and the KIS containers/behavior? Grabbing from KIS container is different from the stock one. If you're suer, please attach the logs so we could investigate (read here to learn how to get THE RIGHT logs). -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
This can be done. I've created feature request. This one is much more tricky. In fact, it's not even about KAS. That part misaligning thing is a consequence of using a weak PhysX joint. The cable joint is equal to the game's "tiny" connection. Try attaching your big vessel with the tiny docking port and you'll see more or less same picture. If KSP's physics engine was perfect, the cable connection would just get broken in your case due to it's simply not strong enough. However, in KSP most of the physics is arcade, and what you see is a simulation. That being said, this problem simply cannot be fixed. The only way to go around it is creating the reinforced joints as KSP does for the medium and large nodes. Even though it's technically doable, there are too many edge cases to address. Let's say I reinforce the cable, and you'll stop seeing the "gap" between connector and the winch. The very next thing would be misaligning the winch from its parent because this connection is not strong enough now. And even if this joint is fixed, the other one will fail up in the hierarchy, etc. Like it or not, but this game has its limits. And building a solid structure that respects all the physical forces is not something you can achieve. I did try to fix it locally for just one part (winch), and eventually gave up. I can cover a couple of cases, but at the cost of a significant code complexity. As for the harpoon vs grapple hook alignment. The latter adjusts to the normal at the hit point, and given its shape, the contact point is not that narrow as with the harpoon. That's why the actual attach point may not look aligned perfectly. Imagine dropping a square 1m x 1m plate on the ground: no matter how you try, you never make all points on its surface to contact with the ground simultaneously. Same here. Some parts of the grapple collider get into contact with the target sooner than the others, and the approximation/aligning logic goes from it. The rule of thumb: avoid edges and try to eject at the angles close to 90 degrees. This way the result and the expectation will differ much less. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
https://github.com/ihsoft/KIS2/releases Pick a release and have fun. The hooks attach on impact. Period. They are designed this way. If you want them get attached, make the impact. There is no any other way you can achieve it. All ejectable parts attach to the point they hit. If it's not the point "you want", then try aiming better before ejecting. And I don't see any realistic scenario when the ejected part attaches at CoM. Simply because CoM is usually located inside the part< and the harpoons attach at the surface of the part. Have you read this? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
ISRU only works with the parts in the same vessel. That being said, the vessel attached in undocked mode won't get resources automatically. When you need to build a factory from multiple vessels, detach wheels and legs from them before docking. And in general, avoid building too spread bases. Btw, this docking issue usually happens on the small gravity planets. I guess it's due to imbalanced reaction of the wheel/legs. -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Could you share a log please? This mod doesn't do anything that the stock game wouldn't. The only difference is detecting a mouse click and camera stabilization (which can be disabled). -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
At the moment of active KIS/KAS refactoring (2016) CCK was the only mod to manipulate categories via CFG files. And the purpose of CCK was to create a set of community recognized categories that all other mod authors could re-use. The Filter Extensions mod is more for customization of UI to a player's taste. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Lol. Yes, I meant career -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
I cannot recommend it for the carrier games as of now, but you can safely use it in the sandboxes. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Different parts were made at different time, so there may be some inconsistency. I was going to bring them in line one day... and never did it. In KISv2 it doesn't matter since the number of slots is only a GUI thing that can be changed interactively. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Harpoon only attaches to surface or asteroid. And you need to hit at a particular angle (ideally - 90 degrees). For the adjustment too you need to modify the KAS settings file: set "partAlignToolKey" to a hot key that opens the dialog. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
1.11 (June 3rd, 2022): [Enhancement #329] Bring back harpoon and grappling hook. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Moving and storing the inventory stuff in the most awkward situations. E.g. on orbit or asteroid. Or on a floating platform in the ocean. Tests in simple conditions are also welcome, but such cases are likely covered well already. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Yes, it's KISv2. This functionality is already available in the alpha version. It really helps doing the test job -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
I'm working on wrapping up the changes and updating the localizations. Honestly, the time spent was well beyond my expectation. On the other hand, this feature challenged me. So, after all, it's worth it. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
This will be a logical separation, but the problem is in the implementation. Collision with surface and vessels is handled differently. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
I thought it would be easier, but I'm not giving up just yet. https://www.patreon.com/posts/66950846