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KSP2 Release Notes
Everything posted by IgorZ
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1.2.6 is out. It has some changes in the code base to better support 1.1 but still doesn't support it. Now it's time to focus on KSP 1.1. I've created branch on GitHub which compiles but doesn't work. Anyone who has ideas how to make it working please make suggestions in a form of pull request on GitHub - this way it will be really helpful! Please, don't post reports on KIS not working in 1.1 for now. I'll do an explicit announcement here once there is a somehow stable version. @Koritastic @toril You, guys, say it works for you? I'll be very appreciated if you share the code which works.
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Main challenge here is lack of information on what has changed in 1.1. It's good when mod breaks in compilation because it's easy to find what's wrong. When it compiles and runs but doesn't work it's much harder. And this is what happen with KIS when I compiled it for 1.1: it loads fine and works somehow but attempt to move stuff between inventories throws a lot of errors. As I mentioned before 1.1 support is targeted to 1.2.7. Version 1.2.6 is reserved for an important refactoring which needs to be done before 1.1 (and this part is almost done). After 1.2.6 my main focus will be 1.1 support. Though, for now I'm not ready to give ETA.
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He hasn't resigned so, anything is possible
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Could you please be more specific? What do you do to "utilize" the inventories? Have you had a chance to read the manual? Some screenshots for what you're doing will also be very helpful.
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I'm one of the collaborators. There are some works to be completed before investing into 1.1. Plus, 1.1 needs some time to stabilize. For now even loading a stack game without mods throws a lot of errors in the logs.
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It will say it if you point the end point part. When using X on root you need to point on the immediate child of the root part. E.g. if endpoint is connected on surface of a fuel tank then you need hovering cursor over this tank and then use X. Note the color highlighting - it should mark two parts that will be separated.
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Plain re-compilation for 1.1 didn't work so, investigation/refactoring efforts will be required. The issue is tracked here: https://github.com/KospY/KIS/issues/113. I'd estimate 1.1 support in 1.2.7.
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You're not missing anything, it's really happening. Two vessels have two roots, and when you join them with a KAS pipe the game engine needs to "eliminate" one of the roots. I did many tests with that and as far as I can tell when you join vessels one of the connection points becomes "local root" which is attached to the other vessel. Though, on disconnect the original root sometimes restores. I haven't figured out why it happens in one case buy doesn't happen in the other. As for the removing the root end point: just detach it using "X" tool.
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Thanks for bringing an attention to it. I see 1.1 pre-release available on Steam. Will try to run KIS/KAS on it and see what needs to be changed. FYI: Did a quick try of 1.1.0. I've managed to compile the mod but it doesn't work That said, there likely will be a delay between 1.1.0 release and KAS/KIS updates. Simple fixing references and renaming deprecated methods is not enough to make the mods working
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You can detach "something" and put it into inventory. If the piece is too big (e.g. an empty fuel tank) you can detach it, move at safe distance and dispose using explosives.
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There is no "tool" to change the root. Though, there are workrounds that may or may not work well in your case. Why exactly do you need to change the root? If your intention is detaching/moving the root part then there are two ways: Use "Detach" tool (key "X") to detach children from the root part. Once you did it you will be able to move former root part as you need without affecting other parts. Attach the vessel in question to another vessel with a KAS link. While connected the root part of the attached vessel is counted from the part to which the port is attached, i.e. you can sort of temporarily "change" the root.
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Works just fine for me:
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I see this warning frequently too but it never resulted in such a weird behavior. Though, it doesn't mean it's not the reason. Btw, how exactly you have constructed your base? Did you assemble all the parts in VAB or using KIS/KAS on the ground?
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Try loading the latest good save file. Then check the debug logs (Alt+F12, choose "Debug" tab) for warnings and errors. If there are any then please post them here. IR is known to be incompatible with KIS/KAS but so far problems were showing up only when attaching/detaching an IR part.
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What is the intention to move stuff there? Obviously, if a part is too heavy to be grabbed then you cannot attach it anywhere even when moved to the right place. Is it an attempt to overcome distance limitation? If yes then there is better plan to deal with it: a new physics oriented mass and distance limit model. It was briefly discussed in this thread. In nutshell, kerbanaut's jetpack will be used to move the objects. Or, better said, "considered" when moving objects.
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On a second I've figured out that game's limitation may not be the issue here. With an ability to attach a base to the ground the vessel can have a different root. Like here: Added an issue. It's not at the top of the priority list, though.
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It's not a flaw of the mod, it's principal game's limitation. All parts in the game are organized into a tree structure that can have exactly one root part. When you attach anything to ground it's always the root. That said, there is no way to have more than one attached ground base in the structure. You may add many bases as support structures but only one of them can be attached to the ground. As for a specific ability to attach a part without grabbing - it's an interesting idea. Can be done I think.
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Nope. Parts stored in a KIS container are not existing in the game's world until pulled out.
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If you don't like distance limitation you may change it in the config file. In this case you won't need to move kerbal. There is another option: place another kerbal near to the end - distance limit is calculated from the nearest kerbal who can do the job. Finally, you can temporary attach the port somewhere on the station, move the kerbal, then repeat detach/attach/move until you reached the other end of the station.
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I noticed this issue couple of times on the new version so, I'd say it's not fixed. Interesting thing here is that if you restart the game and reload the save file, there will be no issue So far I was unable to reproduce it stably: on the same save file it may or may not happen. If you manage to come up with reproducing steps on a clear game setup then fixing the issue would be much more easy.
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Figured out the problem. On EPL side it may be fixed by adding an attach node to the part. On KIS side it will be fixed by relaxing requirements check for the ground attaching parts.
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This feature is not in the roadmap as for now. Though, if anyone is willing to do the coding I'm willing to do the review and integration
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Not in the current state of KIS. KIS works with KSP parts at the very basic level, and IR does some advanced stuff. An investigation of IR is needed to support it in KIS. It's in my future plans but the priority is low for now. If anyone would do the investigation and let me know what's the problem is it will greatly speedup the fix.
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1) What is "EPL Survey Stakes" (mod name, version, etc)? Please, give a screenshot of what do you observe when trying to attach it. 2) Works fine to me with 1.2.5: Struts are whitelisted via module `KASModuleStrut` in the settings file. Are you sure the file is unchanged? Did you try to reproduce the issue with the other mods turned off?
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Could you please give a screenshot of your folder structure starting from GameData? On Mac all names are case sensitive while on Windows they are not.