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ahappydude
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Everything posted by ahappydude
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Well personally i rather use your mod then playing vanillia with the new kerbal. So i want to thank you for your continues work =)
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Hehe, nice to hear =) -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Its not like we are "demanding" it lol. But if its done albert, me and others can use the functions of modules in eva. and making own mod parts easier =) cheers -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Great to hear! cheers -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Hm, if you made an test arm, and using the same drill module, its certainly possible. Would have that increased range and so on. But, opening the arm with anims is harder. Beacuse as i wrote before, when you attaching the things in the part dissapears. FUctions in modules and so on. Def worth a try thou =) -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
I have made some test mod parts, like a handheld camcorder, an backpack with an transmitter, a very sketchy jetpack to, that has resoruces, and the engine module active when attahing it to a ship, but when attaching and equiping it on a kerbal those functions dissapers. Binarybad Yes we need that! With a big "keep calm" on haha. of note: if you havnt seen the hgttg tv series from 80-s check it out! -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Yes like you said, its all good =) Yes i cant see myeslft these day playing ksp without kas/kis. Kospy, can you look over the "use from eva" function till the next version? Would be great to have it more usuable(in lack of a better term) when we make own mod parts that uses kis =) Like, when you have a science module, engine module on a part, and you attach it, you lose control and function of that said part. Another thing, have you seen the armoury plugin? It caught my eye with their aiming system, is this a thing that could be done with a kis item futher along? cheers -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
ahappydude replied to JPLRepo's topic in KSP1 Mod Development
There was a mod doding this way back, it had the kerbal getting cramped when not doing evas. Glad to see its alive again but in another form =) -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
MeCripp Roverdude was the first one to do this, and what its is he make a lot of good nodes that snaps on and of using the kis/kas bay functions. Its okey you got confused with what i was meaning =) Yes its still in an early stage which people seem to forget(not all people -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
As i wrote, "attached" so yes on the kerbals -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Well its not that easy, haveing a part that has modules that activate with the right click menu, these function dissapears in the current version as you attach them, or its me having bad luck getting it to work haha =) -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Could you kospy look inot adding back the control function from kerbqest? So if you have a engine module on a kis mod part, you can use that in eva and no-eva? Cheers for the hardwork, the update fixed the debug menu so extra thanks for that! -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Hard to assemble in eva? Looks sleak =) -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Til then activestruts got a good teather mechanic -
Possible to add an record function? Would be neat to find "lost" footagge of prev travels haha. Thanks for the hotfixes to
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Ty for the reply =) -
[WIP] Kerlington Mk1-2 Adv-A "Korkrion"
ahappydude replied to flamerboy67664's topic in KSP1 Mod Development
Im better at making models and ideas then actually texxtuering them, so dont feel bad =) Its always nice to see new modders here, welcome! -
Clown_baby, you can actually set the kerbal to use all the armour parts with kis just saying hehe
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Its ksp, have patience -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Oh, debug menu is in the rightclick context from inventory, nifty. Having a bug with the debug menu , with my own mod part not the kis parts. To this i get a lot if nullref errors in the logfile. The debug works fine with the rest of the parts ed -
Pro Props - Wearable items for your kerbals. Updated to KIS!
ahappydude replied to Locob's topic in KSP1 Mod Releases
Yeey! I asked for a savestate function so we get to keep the parts when entering pods and leaving. So the helmests and such stays on! Great to see your mods are still alive and kicking -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Will the part stay attached after you enter and leave a commandpod? or Fall down, would be gfreat if we had an savesate for it . Like for locobs great helmets, so they would stay on when seeing the iva portraits cheers for the hardwork, it will bring so many hours of fun -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Can we get a list of all possibles kerbal equipSlots ? Ex = rightHand equipMeshName = body01 equipBoneName = bn_r_mid_a01 -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
ahappydude replied to KospY's topic in KSP1 Mod Releases
Omg its here!! =D Just saw it as i n now, thank you both for working on it and for sharing it with us ! So many things to try ouit hehehe... Ah the ghettoblaster! Now we can have some sweet customingame tracks awyeah