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KospY

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Posts posted by KospY

  1. Ok, it seams KAS & KIS have not been updated, however, when KSP starts, KSP-AVC says theres a new version on both mods. I check the change log in AVC and it says it was updated to 1.05. Also it says version is 0.5.5 for KAS and 1.2.3 for KIS. The download links give me the previous versions! :S

    So, is AVC giving me false info or is there something else?

    I just updated KAS to KSP 1.0.5, so this is normal :)

    You can now download KAS 0.5.5 from the main page.

  2. KIS 1.2.2 released!

    Here is the changelog:

    1.2.2 (13 August 2015)

    • [Fix] Fixed kerbal items not transfering to pod without internal model
    • [Fix] Fixed missing command seat icon (thx to mongoose)
    • [Fix] Fixed node attach not working for some radial part
    • [Fix] Prevent playing static attach sound after load/warp
    • [Fix] Removed old ILC-18k container .mbm textures
    • [Fix] Converted ISC-6K container textures to DDS
    • [Fix] Fixed minor typo in sound error message (thx to Amorymeltzer)

    Hopefully there will be no more issues when transfering kerbal to a pod without internal (mods).

    Also a workaround has been found for the command seat icon, big thanks to mongoose!

  3. Just saw this. So the problem was caused by a broken shader!

    As squad didn't seem to fix this issue, I implemented the fix for the next update in KIS :)

    You can thanks mongoose!

    - - - Updated - - -

    KospY did you see my post about TextureReplacer? When you remove the helmet with TextureReplacer and switch on the helmet lights, you get ground illumination but no floating lights above the kerbals head. So there should be no reason to disable headlamps if people have TextureReplacer installed. I've made a request in the Pro Props thread for a flashlight object kerbals can hold in their hand :)

    Removing the helmet with KIS disable light and flares. If you use TextureReplacer, only the flare are disabled (I didn't change the way TextureReplacer work).

    For KIS it's a design choice, without helmet the headlamp cannot work. Hopefully a flashlight will be available later ;)

  4. That is nice, thank you! :D

    Edit: Hmm... I am not sure if I am doing this right. Edited the ghettoblaster, but it doesn't work for me. Or it gets too quiet too quick. I want to hear the music playing, let's say, 100m away form the source. How do I achieve this?

    I made a mistake in the dll, please download KIS again.

    To hear the music playing at 100m you need to add the parameter sndMaxDistance=100 in the ghettoblaster .cfg.

  5. KAS 0.5.4 released!

    Changelog:

    0.5.4 (29 July 2015)

    •[Enhancement] Allow KAS to work without KIS (removed KIS dependancy)

    •[Enhancement] Moving harpoons with KIS will not attach them on the ground anymore (attach key must now be used)

    •[Change] Removed old container module (used to move old KAS v0.4 items to KIS items)

    •[Fix] Fixed KIS dependancy checker not working as expected

    Take note that KIS is no more mandatory.

    However by using KAS without KIS, you will not be able to :

    •Attach/detach connectors from EVA

    •Store hooks in containers

    •Mount hooks on winches from EVA

    •Attach hooks from EVA

    •Attach ground pylon on the ground

    To get all this features, you always need to install KIS.

  6. Nice! Can you elaborate on what useExternalStaticAttach does? Pathfinder is built around your mod and I want to be sure that it works properly. I have a few parts that require the statc attach.

    It simply disable ground attachement handling in moduleKISItem, to let KAS use his own KASModuleHarpoon. That can be used for others mods too if needed (KIS send events to the part on drop and attach).

    - - - Updated - - -

    Did you fix the exception that happens when you remove the carriable container from a kerbals inventory? I don't see that in the changelog.

    When you move a carried container from a kerbal to another inventory?

    If yes the exception crashed the evaTweaker module leading to this :

    [Fix] Fixed eva speed not returning to the default value after moving a carried container to an inventory"

  7. Could you please implement a simple "drop object" button, rather than making me try to attach the part to the Kerbal? Then hopefully it'll just float there in space and not fly off really quickly.

    Is not that simple, calculating the boundary of parts to safely drop it behind or in front of the kerbal is pretty difficult.

    I let you imagine all the problems that can lead (dropping in another part in front of the kerbal, long part overlapping with another one or the kerbal...)

    I rather prefer to let the player control where it drop the part. I added two news keys in KIS 1.2.1 to set the position (up/down) above the surface targeted. I hope that will help to drop objects without colliding with the kerbal or a part.

  8. KIS 1.2.1 released!

    Changelog

    1.2.1 (29 July 2015)

    • [Enhancement] Added key (B/N) to move up or down a part in drop mode
    • [Enhancement] Added a dedicated key to put/remove helmet (J)
    • [Enhancement] Added new stackable modules
    • [Enhancement] Added max sound distance parameter for ModuleKISItemSoundPlayer
    • [Enhancement] Added new parameters in moduleKISItem : useExternalPartAttach & useExternalStaticAttach (for KAS or others mods)
    • [Change] Modified the organization of the text keys under cursor
    • [Fix] Fixed editor part dragging
    • [Fix] Removed some unused debug lines
    • [Fix] Fixed eva speed not returning to the default value after moving a carried container to an inventory
    • [Fix] Kerbal headlamp is disabled when helmet is removed
    • [Fix] Prevent helmet sound to play if it cannnot be removed

  9. Thank you guys for the Update. Quick hint from a dependant mod developer. Your assembly says it is version 1.1.6, which confuses my dependancy checker that tries to verify 1.2.0. Keep up the good work

    Re-download KIS. I made a mistake on the first release.

    - - - Updated - - -

    @KospY

    What are these parameters in the settings?


    EvaPickup
    {
    . . .

    allowPartAttach = false
    allowStaticAttach = false
    allowSnapAttach = false
    . . .
    }

    It's the pickupmodule parameters of kerbals. By default a Kerbal cannot attach (attach tools change those parameters when equipped)

    - - - Updated - - -

    How do I drag a subassembly into a container? I thought we had the ability to do that.

    To clarify, what I'm trying to do is to take a subassembly under the advanced filter mode and add it to one of the large 2.5m containers.

    Edit: Is it me or is the drag from editor screen into the container not working? I'm asking because the manual says that you can add tweaked items into the container. I've tried both dropping it into editor, tweaking, and dragging it in and attaching it to something, then tweaking and then dragging.

    Edit2: Tried in a cleaner branchoff KSP and I still can't. The function that the user guide claims is possible on page 4 isn't working.

    You cannot drag a subassembly into a container (it's something planned for later).

    You right about dragging from editor screen... It didn't work anymore. I will fix this.

    Thanks for the report.

  10. Hey I'm working on using a scaled down BD armory 20mm turret as a hand held EVA item. I have it where its in the kerbals hand and at a good scale, I also am able to see ammo as well as toggle the turret. But I can't seem to get BD and KIS to play nice. I have no control to aim it or fire it. I am currently using a modified KIS Item module as well as an ammo module and an RTG module for power (not sure I even need power) just curious if anyone else has played around with this and got it to work.

    Did you try with equipMode = part in ModuleKISItem ?

  11. KIS 1.2.0 released!

    This new version introduce a dedicated key to attach/detach parts (H). Hopefully this will prevent confusion and add new extra features like detaching a part without grabbing it.

    We also added a new container type, the ISC-6K (made by Winn75) :

    v820Tukl.png

    Hope you enjoy it :)

    Here is the changelog :

    • [New Part] ISC-6K inline container (6 000L)
    • [Enhancement] Added a dedicated key to attach/detach (H)
    • [Enhancement] Part can be detached from parent without grabbing
    • [Enhancement] Explosives can be attached without a tool
    • [Enhancement] Added a GUI to set the timer and radius of explosives
    • [Enhancement] Added different color to attach and drop
    • [Enhancement] Added an dedicated icon for detaching
    • [Enhancement] Allow detaching & grabbing of part with one parent or children
    • [Enhancement] Added colors to the target part and his parent on detach
    • [Enhancement] Removed attach mass restriction for the wrench
    • [Enhancement] Added a ModuleKISItem parameter : allowStaticAttach (0:false / 1:true / 2:Attach tool needed)
    • [Enhancement] Added a ModuleKISItem parameter : allowPartAttach (0:false / 1:true / 2:Attach tool needed)
    • [Enhancement] Added a ModuleKISItemAttachTool & ModuleKISPickup parameter to enable/disable part & static attach
    • [Change] IMC-250 container renamed ILC-18k, max volume reduced from 22000 to 18000
    • [Change] Moved ModuleKISPartStatic to ModuleKISItem
    • [Change] Changed some part description
    • [Change] Increased explosives maxTemp parameter
    • [Change] Updated guide to 1.2
    • [Fix] Compatibility fix for KSP 1.0.4
    • [Fix] Fixed crash on x64 linux
    • [Fix] Fixed wrong position of part attached from inventory
    • [Fix] Prevent part "cloning" when removing content of a carried container before dropping it
    • [Fix] Fix crash when dropping a part from a carried container

  12. Just for information, KIS should work fine on KSP 1.0.4. You can ignore the warning message.

    I'm working on a major update for KIS (v1.2), which mainly aims to improve attaching & detaching function.

    Here is some info on this :

    • A dedicated key to attach/detach will be added ("H"), to attach/detach "special" part without any tools (for example :explosives, ground base)
    • You will be able to detach part of its parent with the "H" key too (without grabbing).
    • The "X" key will remain to use the right hand tool as usual (so for the wrench and the screwdriver that will be a shortcut to the "h" key)
    • I added some colors and icons to better differentiate grabbing / attaching / detaching

    Hopefully it will be released "soon" :)

  13. I am pretty sure the state info will get overwritten. Would be grand if the state was compared before stacking and it would only be allowed for identical items.

    I don't have access to my computer tonight otherwise I'd check.

    I can't compare part "state" before stacking. It's just to difficult to do... Don't forget that many mods can add their own state information.

    - - - Updated - - -

    I've created Mk3 KIS-Compatible Containers. So as not to hijack this thread, you may view them at this link

    Sidebar: I authorize KospY and Winn75 to distribute these models with KIS if they wish.

    Nice work!

    However, Winn75 is working on new containers so I will stick with his work.

    Anyway, it's nice to have some good alternatives! I added your mod on the main post :)

  14. I think this is a KAS and not a KIS because it happens with an IW-50 Winch. I noticed in my career mode, i got the winch but no parts to connect it to. So I was testing in sand box and found that when the head is out, you can't grab it with the "G" key. It says you need "Y" which does work, but conflicts a bit with NavHUD which also uses Y to turn off/on. Seems like the old KAS used Y? but hasn't been switched over yet to KIS standard yet?

    Exactly. "Y" key is from the old KAS system. The idea is to use the grab key "G" in the future, but that will need a major overhaul of the winch module, so I postponed this update to KAS 0.6.

    The tech problem I see is I got the winch at science 90, but the first part that it can connect to seems to be the CC-R2 which is another node at science 160. this makes getting the winch at 90 useless until you unlock something to attach to. I do have CCT installed, but I don't see ether of these parts listed anyplace else in game.

    Thanks for your feedback. I will take a look.

    - - - Updated - - -

    Ok this mod may have its quirks and drive me nuts sometimes, but really it allows you to do the coolest stuff, just pulled my "rover" that i'm using for the elcano challenge up out of the water and onto the southern Ice Caps using a crane and a winch and managing it was the most satisfying thing ever:

    http://imgur.com/a/RYx9A

    seriously thank you for putting so much time and effort into this mod, it's a great deed you have done, and it's saved me taking a 1000km detour!

    Ho my god ! This is beautiful !

    I'm always impressed by the imagination of players :)

    Keep posting things like this, we really like to see what you do with KAS !

    Edit : Do you mind if I add one of your screenshots in our imgur album ?

    I'm looking after some example use of KAS/KIS.

    - - - Updated - - -

    So now there are less parts than used to be? Was always discouraged by the amount of those. Might give it a try for once.

    Some parts has been merged/removed yes.

    - - - Updated - - -

    I agree. Kis/Kas are some of the best mod for KSP at the moment, but sometimes, due to the tricky way the work, is difficult to understand if you fail doing something for your fault or for a bug. Surely there must be a best way.

    I'm open to all suggestions to improve the mod or the user guide :)

    - - - Updated - - -

    Thank you.

    I did read the guide, but some of it wasn't obvious.

    Actually, I just looked again, the winch is not in the KIS manual at all.

    Winn75 is working on a the KAS guide. Hopefully it will be released... soon :)

    - - - Updated - - -

    KospY - my KAS video is out! The 20th in the series. Thanks for your great mod and I hope this helps explain your mod to fans.

    Nice review!

    Do you mind if I add it to the main post on the thread?

  15. KAS 0.5.2 released !

    Changelog:

    • [Enhancement] Converted parts textures to DDS
    • [Enhancement] AVC is now used for version check
    • [Enhancement] Added a KIS version dependancy check
    • [Fix] Added stacking to connector port
    • [Fix] Fixed a compatibility issue with Kerbal Joint Reinforcement
    • [Fix] Updated OnKISAction to use BaseEventData (prevent KAS crash if KIS is missing)

    - - - Updated - - -

    Hi everyone !

    Awesome mod ! I used to paly with it a long time ago and managed some cool stuff with winches and stuff.

    However, in its current version, I might have missed something but the Winch Port M (which stand for Male I guess) is missing from the downloadable archive on CurseForge. I've lookd everywhere and it's nowhere to be found in the .zip.

    There are parts called KAS_portf_cs and KAS_portf_n but no Winch Male Port. I guess the f in portf stands for female which is the Connector Port F on this image (http://i.imgur.com/WzGFK0I.png).

    In the .zip there is the female port, the anchor, the grappling hook, the harpoon, the magnet, the pylon, the strut and the vertical and horizontal winches.

    I am the only one with this problem (Male Port Connector missing) ?

    Thanks in adavance and keep up the good work :)

    Male port connector is integrated in the winch. There is no dedicated part for it :)

    - - - Updated - - -

    Hi guys, I love this mod and thanks for all the work you've put into it.

    I have one problem though and for both Jeb and Bill, currently orbiting Duna and scratching their heads; for some reason the harpoon just isn't playing ball.

    At first, I "ejected" the harpoon from a winch situated on the nose of a rescue vessel and successfully harpooned and attached a stricken vessel that was firmly secured. However after time-warping to anything other than 1x, the attached vessel began to drift away. Coming back out of warp would snap the attached vessel and harpoon back to the rescue ship so fast that at times, it would cause a violent, explosive collision.

    Since reloading prior to the explosion and when I was just about to fire the harpoon again, I've found that firing the harpoon this time is not embedding into the target vessel. Instead it just bounces off! I don't know what's going on here but this has worked for me on two other occasions and suddenly, the harpoon just dings right off the targets surface and flails about madly while I try to retract the cable. Often then it won't align and can't dock with the winch again..

    Ramming the vessel with the harpoon isn't working either; it just bounces off..

    Using the latest versions of everything at the time of writing. 32-bit executable on 64-bit Win7.

    Any ideas?

    I'm close to sending out a rescue mission for the rescue mission, so I can attach a newly researched magnetic clamp; hoping that will work instead :(

    If you want to attach vessel in space more permanently, I recommend to use a connector port instead, because you will be able to "dock" them (vessel will be merged in one).

    Magnet or harpoon is best to be used in space without any timewarp or save.

    Don't know about the harpoon bounce issue... Can you provide a log ? What is the step to reproduce it ?

    - - - Updated - - -

    Today I tried to use KAS struts to improve the stability of two vessels docked via junior port.

    After creating the first link the vessel experienced massive phantom forces, going from a stable 120km orbit to a suborbital trajectory in less than a minute (without any running engines of course).

    It accelerated so fast away from my Kerbal I couldn't even catch it again. :(

    I haven't used KAS struts in a while, so I might have made a common mistake: the strut endpoints were attached to physicless cubic struts - is that a known issue? I believe to remember it worked with the old KAS?

    Thanks for the report, I will check this.

  16. KIS 1.1.5 released !

    Changelog :

    • [Enhancement] Disable jetpack mouse input while dragging
    • [Enhancement] Converted parts textures to DDS
    • [Enhancement] AVC is now used for version check
    • [Enhancement] Added a KAS version dependancy check
    • [Enhancement] Added more stackable module (KASModuleHarpoon, ModuleRecycleablePart, CollisionFX)
    • [Fix] launchID is now correctly set for stored parts
    • [Fix] Prevent removing the launch vessel flag of stored parts
    • [Fix] Stored parts must now be recognized by contracts
    • [Fix] Fix static part not attaching when dragged from an inventory
    • [Fix] Prevent vessel switching while dragging an item
    • [Fix] Engineer report take into account the mass update
    • [Fix] OnKISAction method use BaseEventData (prevent KAS crash if KIS is missing)
    • [Fix] Fix two typos in the user manual
    • [Fix] Fix wording for removing helmets. (thanks to iPeer)

    - - - Updated - - -

    So, i kinda like the idea of being able to attach parts in-flight, the only downside is: you have to bring the parts with you. what I'd like would be something like space engineer's system where you can out a frame down and build apart on it from different components. It would allow for orbital assamebly, without the hassle of getting an extraplanetary launchpaf going, simply by bringing up resources and putting them together via kerbals.

    This is planned for KCS (Kerbal Crafting System).

    KIS is only the framework for new mods I'm working on ;)

  17. @KospY: Okay, I see what's different. KJR does add some additional joints by default that are only destroyed on either 1) onPartUndock, 2) onPartDie or 3) onVesselCreate (for the root part). Firing the first one on the KIS / KAS part should do the trick and would be similar to what you're doing with that anyway. Alternatively I can add a check for all the joints on that vessel, but that's an O(n) mess to deal with every staging / breaking event which I'd like to avoid (if possible).

    Ok. I added onPartUndock event when the part is physically detached from the winch (but not undocked).

    I tested with KJR and it work. Thanks for the information. Hope that will not break something else (stock game should be fine, but another mod can use this event for something else).

    This fix will be included in the next release of KAS :)

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