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KSP2 Release Notes
Everything posted by IgorZ
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What was the active vessel when you tried it? Full menu only shows up when the winch is on the active vessel. What key did you press? What was the situation? What are the other mods? You can change hotkeys assignment via settings file. You cannot disable them completely for now but you can map all unneeded hotkeys on an unused key.
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Thanks. I've tried KKS and discovered the issue pretty quick. Looks like their mod depends on KIS 1.2.5.
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In general it works but 4Way light behaves odd: you cannot turn on/off only one of the four light. Btw, to set default RGB on the part a different property need to be used. Instead of: MODULE { startingRGB = 1.0, 0.9, 0.8 } Use: MODULE { lightR = 1.0 lightG = 0.9 lightB = 0.8 } Is the code source for the mod available somewhere?
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KerbalKrashSystem is the problem. Somehow it conflicts with KIS. One interesting thing in your log is the error about KIS 1.2.5. Please, try removing KKS and let me know if problem goes away (as well as the message in the log). Did you notice any errors in the log? Inventories are added to the parts when Space center scene is loaded. There are no any other dependencies so, the loading order should not affect it. Do you have KerbalKrashSystem? This mod is known to be conflicting with KIS. Please, give full list of your mods and check if there are errors in the log.
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@DigitalProeliator @Pitslug Guys, could you please give the exact steps description? Screenshots would be highly appreciated.
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We discussed it with KospY and agreed that Github should not be used for "real" releases. "Real release" is a package that one can simply unzip into `GameData` folder and get a working mod. Such files are stored on Curseforge. It's a long story to explain why this approach is convenient but trust me, it really is That said, releases on Github are nothing more but source code snapshots. They are not intended for installation by an end user, they are for developers. The files structure is not ideal and, yeah, there are duplicated version files. Since releases are handled by a script it's not a problem. One day I'll refactor the whole structure. Anything related to the context menus (that show up on right mouse click) are handled by the modules that provide the component. E.g. if you have troubles with crew in pod "ABC" then it's a problem in the code of the ABC mod. Your best bet is uninstalling all the mods and then trying them one by one. I'm almost certain KIS has nothing to do here. What is "pre-packed"? Do you mean saving a container with some items inside as a subassembly? If yes then it works just fine. This bug usually happens with incompatible pods. Do you see the error with any pod, including the stock ones? Given how many mods you have installed I can't even guess which one could be a problem. Try to narrow down the list of the mods. It's not feasible for me to have them all in my testing env.
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You're absolutely right. From the manual: Btw, it's a bit odd separation. When you need to attach something on surface you likely need to make new holes on that surface, its sounds reasonable to have a mechanical tool for that. And when you attach to a node (a pre-designed place to attach something) there are bolts and nuts only, and a simple wrench is enough. I'd actually swap the limitation.
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I think I don't understand the first part then. Are you proposing to add a new property to KISItem? EDIT: Ah, sorry. You mean "flag" as actually a flag (banner). Since I work with the code for me "flags" usually have different meaning (a property on the object). Now I got your idea.
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Will this feature request cover your request?
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Forum thread needs to be updated by KospY (he's the topic starter, and forum doesn't allow non-moderator people editing someone's messages). I've sent him a message. If you need the changelog it's here. They don't do anything useful for the rocket science. If that was your question.
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CKAN, in fact, downloads KIS/KAS files from Curseforge
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Do you mean Github? If yes then it's intentional. The main (and only) source for the release files is Curseforge.
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KIS 1.2.7 which works under KSP 1.1 is out. Please, report any issues here. 1.2.7 is not experimental anymore.
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KAS 0.5.6 which works under KSP 1.1 is out. Please, report any issues here. 0.5.6 is not experimental anymore.
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Guys, I'm going to ask a really dumb question. How to close a topic on the forum? 1.2.7 is out. KSP 1.1 pre-release testing is complete. Thank you everybody for the help!
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Verified in 1.0.5, this bug is there as well. I've created an issue. It's not a blocker for 1.2.7. That said, we're good to go for the 1.2.7 release! Expect it to go out soon.
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`maxTemp` parameter in the part's config file.
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Honestly, I constantly forget to add this stuff too It's a good idea to have some automated approach. I think I can do it with little efforts via a config file. Will put it in my list of features. The thread will close on official 1.2.7 release. Latest candidates look good but there is still an issue to investigate: wrong mass of the parts in the inventory. Once all major problems are fixed I'll do a release, and this thread will be closed. Thanks for the update. One more mod to be added to the incompatible list. My investigation of pylons shows that the issue in the wrong position when placing a part on the ground. If part penetrates the ground's collider it gets pushed out. Depending on the part's mass and G force the part may fly away or explode (if acceleration is too strong). With KIS/KAS parts I can fix it by adjusting configs but how to workaround it with the stock parts is still a question to answer. Could you please provide screenshots to illustrate the problem? Activate C4 at the launchpad, and then fly as fast as you can
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New versions available: KIS: 2016-04-21 Alpha 5: [Fix] Match rendering queue of KIS pointer to the part's highlight renderers to prevent overlapping issue. [Fix] Restore highlighting of the hovered part when deselecting a hierarchy. [Change] Increase static attach strength on ground base to prevent joint breakage. [Fix] Fix bottom attach node on ground base to make it more stable and prevent explosions on physics start. [Change] Revert turning static attached items kinematic. KAS: 2016-04-21 Alpha 6: [Change] Increase static attach strength on pylon to prevent joint breakage. [Fix] Fix bottom & srf attach nodes on pylon to make it more stable and prevent explosions on physics start. Always do clean install of every version. I.e. delete whole old folder from the game and then unpack the new version. Known issues: KIS Ground base only behaves correctly on the ground when attached to the bottom of the part. KAS Some harpoons and ports breaking force can be a little to weak. Ground pylon only behaves correctly on the ground when attached to the bottom of the part. @KerbalMan23 @Festivejelly Your issue should be fixed in the latest KIS build.
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Add the parts to each seat inventory. When a seat is occupied the parts will be in the inventory of the crew member.
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@KerbalMan23 @Festivejelly I was able to reproduce the issue. Thank you, guys, for the screenshots and the video. @Leandro Basi Thanks for the log but next time please put that long things at least under the spoiler tag. Or better put the file somewhere (like Google Drive) and give a link. As for the problem, you cannot equip anything because of this error: [EXC 00:21:13.760] NullReferenceException: Object reference not set to an instance of an object KIS.ModuleKISInventory.PlaySound (System.String sndPath, Boolean loop, Boolean uiSnd) KIS.KIS_Item.PlaySound (System.String sndPath, Boolean loop) KIS.KIS_Item.Equip () KIS.ModuleKISInventory.GuiContextMenu (Int32 windowID) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) This error alone would make me very concerned. Though, given how many other NPE errors you have in the log I'd say you have a bad conflict with your mods (or a broken game). Try removing mods until this one disappeared: [EXC 00:23:49.603] NullReferenceException: Object reference not set to an instance of an object Utils.DeferredRenderer.OnWillRenderObject () Then try to check KIS again. If it still happening please provide detailed description of where you try to activate the tool (place, situation, ships around, etc.). A screenshot will be very helpful.
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Was you on a launchpad at that moment? It's a known issue that parts fall thru the grill on the VAB pad.
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After spending hours testing a mysterious joint breaking on static parts I have to state something. People, do not test ground parts (like pylons or concrete bases) on the launchpads! The launchpads have a really insane setup of colliders. Depending on which one has interacted with the part the behavior may differ significantly. As for now I'm trying to figure out the pattern and exclude unimportant colliders. In the original KIS a new part pulled out of inventory is created at a default layer 0 (zero), and it interacts (e.g. collides) with all the layers. Apparently, it's a bad idea in 1.1. I tend to think that tricky setups are unique to VAB/SPH launchpads but who knows. If you find a bug on an outer planet (or moon) please send me a save file as well. And, please, ensure it doesn't require extra mods
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Yeah, what devs say fits the observation. KIS puts pylons so what that it triggers punchthrough mechanism. Same happens in 1.0.5 but old physics dones't pay much attention to the error. In new Unity the part is pulled out of the ground with some acceleration. If it's too strong then CollisionEnhancer blows up the part. I attempted to workaround it by making pylon kinematic since kinematic parts are not affected by physics but it doesn't help for some reason. I'm still looking for a way to fix the root cause but so far no luck. My latest idea is that attachment points are wrong for the parts, and it results in calculation of wrong position when attaching to the ground. This theory needs to be verified, though.
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Could you please give more details on winch not taking electric charge? Did you check it on a vessel with no electric generation?