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KospY

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Everything posted by KospY

  1. With KIS, you can transfer items between pod from each kerbal inventory without going Eva (one by one for now, transfering all items is planned later). It seem logical as kerbal can move freely between pods, so no problem here. However, for the containers, the current one is designed like a external box that can be unmounted easly for eva activities. It will not be accessible from the vessel interior, as it seem weird to magically move items between container without going Eva to open them. Anyway you made a good point. I added a parameter in the inventory module to set if the container is accessible from interior/exterior or exterior only. Also, I will speak to winn75 to see if he can make some kind of inline hitchhiker storage container accessible from inside for a further release
  2. With KIS, any kerbal can grab or drop parts. However, if you want to attach or detach a part, you will need to use a specific tool restricted to engineers only (screwdriver and wrench). Each item can be configured like any part by editing the config file (in fact item are part with a dedicated tab in the editor). So if you don't like this restriction, don't worry. It's easy to remove (you only need to delete one line in the .cfg).
  3. Just checked and you right, linux 64 bit is and will be supported. I didn't know this, thank you for the information. I will try to check your issue after the release of KIS.
  4. KAS is not supported on KSP x64. It will be the same for KIS. x64 version will be dropped anyway in KSP 1.0. Try with KSP x86 version and report back if you encounter this problem again. Well, I don't remember trying this configuration, so I don't know if it work correctly or not. Also, I didn't touch the KAS code deeply last year, so I don't have any thoughts on this right now. Anyway, I will work again on KAS after the relase of KIS. I have lot of work to do on KAS to make it compatible with KIS. So I will try to check your configuration at this time. Exactly In KIS, it will be the same : you cannot grab part attached to another part(s). The only way is to detach them before. It's a design choice.
  5. No word about a sound overhaul ? This game is so quiet... They are a lot of sound lacking (rovers, ladders, kerbal, footstep, etc..) Seem strange to release the game without finishing this. No one care about this ?
  6. For people who do not know, I'm working on a major overhaul of KAS. The first iteration of this will be the release of KIS (Kerbal Inventory System). KIS will be standalone and introduce a new way for grabbing, attaching and storing parts. It will replace the old container system in KAS and will be the core for all new "Kerbal Systems" mods. I will update then KAS to use the new KIS system, and remove the old containers system from it. Meanwhile, it will let's time to people to move parts from KAS container to new KIS container, by simply grab and drop parts ingame instead of editing save files. That also mean that KAS will be a lot more modular in the end, so people will be able to install only what they want (containers / inventory, pipes & struts, winches, etc...). About KIS, I keep working on it and this take a lot of time because I want it to be as polished as possible for the release. I'm also working to add modding capabilities, so modders will be able to create new items easly. I will not update KAS until KIS is released. I hope this will happen soon, as all majors bugs have been resolved recently, and main features are in. However, I can't give any release date for now. KIS will introduce item profession requirement. Right now, it's pretty basic, it only check if the item can be equipped by the kerbal depending of his profession. But that can be expanded later if needed. For exemple, in KIS, if you want to attach a part on another part, you will need to use a specific kind of tool, only usable by an engineer. Difficulty curve / progression is done by unlocking new tools in the R&D building, rather than using experience from kerbal traits, to avoid confusing players. Ex : a wrench can only radially attach small parts, an electric screwdriver can radially attach bigger parts, a welding tool can stack and radially attach any parts, etc...
  7. I finally found a way to do it I checked and the collider exist on this parts too, so it's not a problem with a missing collider. However, I found that the attached rigidbody is changed to the parent part. I used "hit.transform.gameObject.GetComponent<Part>();" to get the part component, but I think hit.transform.gameObject return the rigidbody gameobject. To get the correct part component, you need to go throught all parents of the collider gameobject until you find the part. After making my own custom method, I found that KSP already have something to go throught all parents : "UIPartActionController.GetComponentUpwards". I just used it to find the part from the collider and it seem to work. So, here is the method for people interested : private Part GetPartUnderCursor() { RaycastHit hit; Part part = null; if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 1000, 557059)) { part = (Part)UIPartActionController.GetComponentUpwards("Part", hit.collider.gameObject); } return part; }
  8. Ok, I'm stuck on something... I'm using a raycast to get the part under the cursor in flight, and everything is fine. Unfortunatly, I recently discover that the raycast do not hit some vessel parts (like the small scientific parts). I think it's because KSP remove colliders of some parts for an unknow reason. What can I do for that ? Do I need to change the method ? Is there another option to detect part mouse hover/exit ? It really bother me to add a component on every part for adding onmousehover method, as raycasting is far better for what i'm working on.
  9. Does anybody know how to check if a eva vessel is a engineer, pilot or scientist ? It seem related to ProtoCrewMember but how can I access to that from the current vessel for exemple ?
  10. Right now I'm focused on KIS. It will be a complete overhaul of the container system, and it will include what you say with some new features. Also, for information, KIS is a standalone, so people will be able to update to the new container system easly : they will only need to move parts to the new containers. At last, after the release, I will come back on KAS to update it to use KIS.
  11. 0.4.10 Released : â—¾Updated for KSP 0.90 â—¾Added ModuleManager sanity checks (thx to Starstrider42) â—¾Rewrite container cost and science computation (thx to angavrilov)
  12. I study the possibility of an arm to handle content of larger container. However, as KAS is first designed to give some goal to eva, don't expect something small and light, going eva will always be the cheapest and easy way to move (small) parts/items around.
  13. Never encountered that issue... Are you on KSP x64 ? Did you try without mods (only KSP and KAS) ? Also, can you send your log file ? Thanks for this detailed report, I will try to fix this for the next version.
  14. Some fun with Porkjet Jack-O'-Lantern mod and KIS I'm a little bit late, but whatever, it's scary enough for halloween. Also, it's a helmet, and it show another feature of KIS : support of head and/or helmet removal if needed. Usefull for custom helmet !
  15. I did not say, but every icon is a 3D object, like the editor part view. That mean there is no icon image to do for every part, it's all automatic. About kerbal, I'm using a camera parented to the eva, so it reflect the current look. So yes it will work.
  16. Deal with it Sorry about pizzas, it's my test part and I'm only using it to demonstratre capabilies (Also thanks to Locob for his glasses) More seriously, in the current prototype, the only code for a physic part with KIS is this (pretty similar to KAS) : MODULE { name = KISModuleItem onUse = equip equipMode = physic equipPos = (0,-0.02,-0.12) equipDir = (270,0,0) } Anyway, from my point of view it's usefull only for the parachute. Also, eva only have one rigidbody, so the part didn't move on the back and it look weird. The best will be to create a eva parachute item, show it as model on back and handle the parachute module directly on eva. I will maybe see that point later. Stock part by default will not have the option to be on the kerbal back, simply because it's useless with the inventory system. Also, it remove the need to patch and update every stock part with module manager or something else. No more worries about new version of KSP. However, if you want to equip a stock part for any reason it's always possible to add the module. At last, KIS is WIP, I thought about release it as standalone first (so no problem about KAS compatibility issues), but nothing is sure at the moment, I will maybe need KAS functionality to handle bigger containers (that the real difficulty, and I'm trying to find a way to do it properly), so no new thread about KIS at the moment.
  17. I maybe be missed something but why it will be a problem ? As far as I know survey stakes is used as 'launch beacon' for Extraplanetary Launchpads right ? So it's always possible to carry around the stakes and place it anywhere you want. I guess I will need to check this however, as I never used the last version of Extraplanetary Launchpads so I'm not sure of how it work. I think I will also need a list of all mods using KAS, so I will be able to check them to be sure.
  18. I like the idea, why not ! I think it can also resolve my problem about building / attaching big parts for base construction when bigger containers will be released later (atm I'm lacking model for this), as Kerbal moving really big parts around look really weird. Robotic assistance can be nice for that.
  19. Unfortunately yes. KIS run as a stand alone, and it use is own module name to avoid conflict. Thx ! It's nice to know that I'm on the right track Currently the prototype is not balanced. But don't expect the mod to be too realistic, I'm more focused to make it practical. Anyways, eva and container max volume can be changed easly It's always possible to have stuff attached to the back of a kerbal, but only for part configured for this. Procedure is also different, when you grab a part, it go to the inventory first. You have to right click on the item to equip/unequip it. The screwdriver equiped on the screenshot work like this For information, equip part/item will get 3 options defined in the part cfg : - Model > show only the 3d model on kerbal - Coupled > part will be spawned and coupled to the kerbal (ex : EVA extender) - Coupled with physic > part will be be spawned and coupled to the kerbal with a physic joint between them (ex : eva parachute) Well spotted Helix935 KIS is no more limited to jetpack or helmet, all "bones" is available. That mean you can equip items anywhere (hands, foots, arm, jetpack, head, etc...), and they will follow the kerbal animation. I let you imagine what you can do with that (tools, apparels, weapons, etc...)
  20. I have good news, after my long time absence, I'm slowly starting to have some free time as my professional training is near completion. So, I want to share my last thoughts about the future of KAS, and what I plan to do for my come back. First, let's talk about the next major version : For the next update, I decided to focus my work on an overhaul of the container system. In fact, it's even more than an overhaul, it's a complete redesign with a lot of new features. To be simple, the goal is to create a inventory system. This step is very important on my roadmap, as a lot of new features coming next will be based upon. A prototype is already working, and I must say I'm pretty happy with the result thus far : it's a lot more user friendly and intuitive than the old system. As you can see below, Bill is working hard to make a good inventory system Some exemples of enchancement are : -Drag and drop items/parts between storages or from the scene directly (grab) -Tooltip and context menu for each items/parts -Kerbal inventory ! -Kerbal can carry multiple items/parts -You can do some action on items from the kerbal inventory (more on that later) -Hopefully, adding grab module to each parts will no more be required, as part is no more attached on back and part size is calculated automatically from mesh volume. So it's now possible to pickup and store any part, as long as the container is big enough ! Now, the other point is that : I'm starting to be out of the scope of KAS, so I will surely do something important for this next update, split KAS in two mods : KAS (Kerbal Attachement System) and KIS (Kerbal Inventory System). KAS will include only the winches, strut and pipes stuff, and KIS will include only the inventory system, the containers and some items. This way, people that only want the inventory system or the winches system will no more be forced to get more than wanted. I think people will be pleased by this change, but I'm waiting your feedback on this.
  21. KAS v0.4.9 released. Big thanks for this update to Ozraven, who implemented the cost and science recovery of container content. KAS is now ready for career mode Also, with the help of Ozraven, KAS are now using module manager for adding the grab module to stock part. To avoid confusion, Addmodule.cfg is no more supported. If you are using a custom addmodule.cfg, please update it to module manager patch file. Full change log : â—¾KSP 0.25 compatibility â—¾Implemented container content cost and recovery (thanks to ozraven) â—¾Implemented science recovery (thanks to ozraven) â—¾Converted addModule.cfg to module manager patches (thanks to ozraven) â—¾Adjusted some parts costs â—¾Fixed minor UI glitch in container editor (thanks to ozraven) â—¾Fixed a bug with grapple when the join is broken â—¾Fixed winch ejection for KSP x64 version â—¾Fixed retracting cable after using the winch ejection â—¾Fixed winch head locking in some situation (high gravity planet) â—¾Fixed KASModuleGrab fixedupdate method in case of inheritance
  22. Opening and closing animations are on my todo list. I think it will work like the option b. I will surely add a parameter to the part module so modders will be able to add their own opening / closing animations to containers. However, I'm lacking models with animation for testing. If you are ok, you can send me your part so I will try so see how it can be done when I will be able to work again on the mod.
  23. I can't load the file. It seem there is some others mods used on that craft (I found for exemple the TweakScale mod). Can you reproduce the problem with only KAS ?
  24. It should work as before on 0.23 at least If not, keep me informed.
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