-
Posts
1,968 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by IgorZ
-
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
@adriangm44 Thanks for doing all these tests and sharing the result. However, most of the cases are well known. The way how KIS was implemented (many years ago) assumes that all parts in the stack must have the same properties and state. It means that part cannot stack if any of the below is true: The part contains any resource. Electricity is also a resource, that's why batteries are not stacking. The part has a module which state can change. E.g. the deployable parts. This limitation applies to the stock inventory system as well because of the inventory items are persisted in the same way. What is different is that in the stock system it's explicitly defined per part if it can be stacked or not (via the ModuleCargoPart module), and KIS makes this decision based on the resources and modules. Since KIS cannot determine if a particular module has a state, it is assumed that any unknown module has it. To tell KIS that a specific module doesn't have state or it's OK to reset it, whitelist the module name in KIS config. Now, with this knowledge you may understand what's happening in your game. When you add a mod that adds a new module to a part, that parts stops stacking. If mod didn't whitelist its module, then you need to let KIS know that this new module is safe for stacking. That being said, the only real problem in your post is that the restock parts are not stackable. Thanks for bringing it to my attention. Indeed, in the mod they add some new modules to the parts which prevents stacking. I'll investigate these modules to figure out if it's safe to allow them stacking. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
The short answer is to update KIS settings at this line: https://github.com/ihsoft/KIS/blob/master/settings.cfg#L107. The full answer would require browsing ModuleManager and/or TweakScale threads to get the actual patches. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Only two pages ago: -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
What's the part name? Can you give a link to the part config on GitHub? -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
The default part state is the state in which you see it in the editor. If in the editor it's deflated and has zero capacity, then KIS won't add inventories. This cannot be fixed on the KIS side since the inventories are added to the parts at the game start. However, the mod developer can create an MM patch to have it addressed by explicitly adding the inventories. E.g. it's successfully done for the deployable parts in KPBS mod. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Which parts do you use in your setup? All stock and "traditionally designed" parts must have the inventories. This message usually appears for the inflatable modules that have zero crew capacity in the default state. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Ah, sorry. I assumed you're suggesting to actually do this "compatibility" by filing a PR with the config changes -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
This is how this mod works for more than 1.5 years now. You cannot connect two JS-1 without a hack, JS-1 is only a receptacle for other parts like RTS, JS, TB, etc. Browse this forum back in time and you find the discussions, as well a workaround to bring back the legacy behavior. If you think you can do that by simply adding a cargo module to the KAS parts, you're wrong. TL;TD; KAS is not compatible at the code level. There was a post couple of pages ago that explains it. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
KIS doesn't have part JS-1. It's KAS that provides it. I'd suggest you to watch demo videos in the KAS first post to learn how to use the mod. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
I'm glad to hear the issues were resolved. And no need to apologize for the bad English - many of us here are not native speakers. Including me -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
1.18 (February 2nd, 2021): [Fix #36] ReStock lights get broken. [Change] Disable "lens brightness" option in the stock parts to not break their design. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Most likely the problem is in the incorrect setup. Please, go thru https://github.com/ihsoft/KIS/wiki/Troubleshooting and verify that your setup is correct. If everything is right, but the problem persists, please provide the logs (there are instructions on which log to get in the Wiki). -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
An update. I've figured out why is it happening. It may take couple of days more to do better testing, but you may expect a fixed version on weekends. Btw, I'm happy to see that some key features of SurfaceLights become a stock game features. No more need in using SurfaceLights on stock parts to have the lens color adjusted since it's supported naturally by the parts design. And for this reason the "lens brightness" setting will go away for the stock parts and the third party mods. There are different ways on how this can be implemented, and I don't want to break others part design. So, this feature will now only be supported by the native SurfaceLights parts. The "BeamAngle" and "LightRange", on the other hand, will be supported for all the stock lights. Until it becomes a stock game feature -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
The problem with ReStock lights is confirmed: https://github.com/ihsoft/SurfaceLights/issues/36. However, at this point it's not clear why is it happening. If you don't want to drop the SurfaceLights mod, but need to workaround the issue, you can remove "MM-ReStockPlus.cfg" and "MM-StockLights.cfg" files from the "Patches" folder. It will disable all the extra features on the stock and restock parts, but will leave the native SurfaceLights parts working. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
The screwdriver and the spare tank are from KIS mod, not KAS. Please, make a post in the relevant thread with the screenshots and/or video and a log. -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
@dok_377 @frikon @Nertea Thanks for the ping. I'll definitely look into it. -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Could you please share a screenshot and the logs? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
RTS does NOT create a rigid attachment, the joint is always flexible no matter if the mode was docked or undocked. Which part did you use to attach the vessels? It's KIS. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Yup, this is what I stated above. ISRU only deals with the tanks on the same vessel. RTS in the undocked mode doesn't join two vessels into one. As for the explosion. Can you recontsruct this situation and make a video and capture the logs? Flexible links reduce the probability of Kraken, but still not solve the problem entirely since when you join vessels the CoM changes. One guess is that the heavy mass of the tank shifted to the probe which weak landing legs/wheels didn't survive. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
RTS part can only see resources at the immediate connected vessel. I.e. it's the owner vessel, and the target vessel. In your schema there are three vessels, with the probe in between. From both ends RTS can only see the probe, but not the other vessel on the other RTS part. That's why you cannot transfer fuel using the probe as a proxy. Switching to docking mode any of the two RTS parts would solve the problem. And if you put all the parts in this mode, then you'll end up with a single vessel. Keep in mind that in the undocked mode RTS doesn't automictically transfer fuel. If you want to connect ISRU with the tanks, you need the docked mode. As for explosions, more information needed. RTS connection is flexible, so it should not trigger physics. The stock system can only pickup vessels of type "Dropped part". In your case it's "debris". This is a flaw of the stock system: if a part fells off your ship, you cannot put it back. The workaround is using KIS: put the part into KIS inventory and then pull it out - this will fix the vessel type. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
When testing, you just simulate a situation and then reload. I.e. the changes, possibly harmful, will be rolled back. There is a patch for those who want doing tests. I strongly discourage you to use the stock system to manipulate KAS parts. If you absolutely need it, use KIS. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Okay. Here is an update on the KAS compatibility. I've spent more time testing it (and thanks to those who helped me on Github!). In nutshell, it's not that easy to make KAS compatible Here is the bug list I have so far. All of these bugs are not trivial and require a lot of investigation. I wish there were events notifying when a part is being picked up in EVA, but for now I don't see any. Also, it's not possible to block the EVA construction UI, so many KAS functionality interferes with the stock game and needs to be disabled when the construction mode is activated. That being said, do not expect quick fixes. I still appreciate bug reports, but, please, in the bug report clearly state that you're testing and not using KAS in 1.11. I'll repeat myself: KAS v1.7 is not compatible with the stock cargo system in KSP 1.11. It should be safe to use KIS+KAS pair in KSP 1.11 - I haven't found any obvious problems. But do not use the stock cargo system and KAS in your carrier games. Not just yet. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
I like this mod a lot! As well as Restock+. If they restock the KAS parts design, I'd be happy -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
I'm a programmer, not a designer I'd be glad to use other textures if any will be offered. And to be honest, many textures in the new stock parts I don't like too. Today they look too similar for the different parts. I used to recognize part by their look, but now I need to remember names. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
IgorZ replied to IgorZ's topic in KSP1 Mod Releases
Heh. Never thought that texture design can be a deal breaker when choosing parts in KSP Anyway, if you make some and would like to share, I'll add it to the part variants.