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Everything posted by Apollo13
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My VAB is Level 2. Prior to my posting, I was able to assign numbered action groups. I was NOT attempting to change keybindings for named action groups. I was showing that those were the ONLY option I was given. As an experiment, I upgraded the VAB to Level 3. Custom action groups were now available. So, there was a bug. That is, I was able to assign numbered custom action groups, however, I was at Level 2, not level 3.
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KospY has updated KIS (KAS replacement) so that the player no longer needs to hold the experiment piece on his back via KAS. Here's his solution and an image of a Munar Experiment in use: http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-2?p=1850066&viewfull=1#post1850066 EDIT (30 Apr): Cannot use KIS 1.1 without KAS to execute experiments.
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You are Da MAN!!! Thanks. I can't wait to see how the KIS develops in the future. KAS was great, but KIS...wow! I've posted your v 1.1 solution to AlbertKermin's Munar Surfaces Experiments thread: http://forum.kerbalspaceprogram.com/threads/86247-0-90-Munar-Surfaces-Experiment-package-%28Phase-3-update-now-available%21%29?p=1850142&viewfull=1#post1850142 Sidebar: gave you a long overdue forum Rep Point.
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[0.90] Orbital Material Science version 0.6
Apollo13 replied to N3h3mia's topic in KSP1 Mod Releases
Scott Manley has a video where he maxes out the tech tree just using Mun and Minmus using only stock parts. Accomplishes it in about three missions.On another note, N3h3mia, with KAS becoming deprecated, will you update this to make KEES experiments KIS compatible? I've already made the PEC and Transport Carrier KIS compatible. However, the Carrier requires KASModulePartBay, for which there is no KIS equivalent yet (I've asked the KIS modder about this). Using KIS, when I place the experiment on the carrier, the KEES mod does not recognize that the experiment is placed. Be advised, I have removed the KAS references from the carrier, PEC, and experiment part.cfg files. -
Will there be a KIS equivalent to the KASModulePartBay? I ask because the Nehemiah Engineering - Kerbal Environmental Effects Study (KEES) experiment from uses it. On EVA, the player pulls an experiment carrier from the transport pod (a KAS container), then attaches it to the transport pod. The player then pulls an experiment piece from the transport pod and "stores" it to the experiment carrier. So, the carrier is both a KASitem and a KAScontainer. When stored, the experiment is seen on the carrier, unlike the typical KAS container where you don't see the stored piece. The carrier pod uses KASModulePartBay.
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Dear sarbian and other MechJeb Contributors, When KSP 1.0 launches next Tuesday, please make MJ2 compatibility with KSP 1.0 your life's priority. Set aside your family, your friends, your girl friend, your job, even your health to ensure this happens quickly. If you must stay up all night awaiting the Steam download and making the fixes once you get it, please do so. I'll supply the coffee, Jolt cola, and pizza. Your fans will appreciate it. thank you.
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Similar to my post # 443, Nehemiah Engineering - Kerbal Environmental Effects Study (KEES) also depends on KAS Take/Store functionality. It uses a container which uses KAS/Container functionality. The player must actually place/get objects (another KAS function) on the container to operate the experiment. I may tinker with it to see if I can make it KIS-compatible. Don't spend too much time on it. I, and others, can live with the current situation until AlbertKermin does his thing. You shouldn't have to change your mod to satisfy other mod requirements.
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Installed latest version. These are the three windows displayed in Editor and in-flight. I cannot assign numeric keys as I did previously. I had to remove this mod to get that functonality returned. What do I need to do?
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Because that doesn't work, i.e., the player cannot make a reading from the dropped object. My scenario (post 443) lays out precisely what must be done in the order it is to be done. That same post quotes from the mod's thread: Warning: These parts no longer contain probe cores, so you must run the experiment before planting them on the ground!
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Please maintain the KAS Grab/Take functionality as well. Some other mods depend on them. For instance, I use the Munar Surfaces Experiments mod which has four objects that collect Science. Oddly, the only way to use these is they must be on the back of the kerbal. Munar Surfaces Experiment package 1. I remove the object from the KIS container using KIS's native drag function. 2. Instead of KIS/Attaching, I drop the object and quickly press P-key to put it on the kerbal's back. 3. I take a reading with the object. 4. I then must Attach it to the ground to retrieve/take the data from the object. 5. Finally, I use KIS's grab-and-drag functionality to place the object back into the KIS container. Obviously, this wonky situation is not a KIS problem nor is it yours. It just requires KAS's functionality. Sidebar: thank you for making the Engineer meaningful. Instead of one kerbal (pilot) landing on planets/moons/etc, I now have two: pilot and engineer.
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I did read the user guide several times...thank you. However, not all contents in the inventory require a wrench/screwdriver. There are ground-based science experiments that don't require these tools. I am relegated to using the scenario I detailed in post #421. Regardless, I like the new KIS system. When I figure out its idiosyncrasies, I'll enjoy it even more. Thank you for developing this and KAS. KAS is a "must have" for me; I expect KIS to be likewise. Sidebar: I'm modding some KIS in-line containers in the stock fashion.
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Given Horseman's observations, e.g., I'm not the only person with this situation, I propose the following enhancements to KIS: 1. Take function. Having pulled the object from inventory (container or kerbal), and in the Drop mode (object is green-highlighted): if the player pushes the G key again, then move the object to the kerbal's back. Player can then use Attach or whatever functions he wishes. You can probably reuse the code and algorithm from the KAS "Take" function, with a bit of tweaking. 2. Store function. If the object is on the kerbal's back, right-click it. One of the context menu button options would be "Store". Upon clicking it, the object is transferred to the kerbal's on-person inventory. The player can then use KIS's drag-and-drop functionality to move the object to another inventory, i.e., container or another kerbal. You are already planning to be rid of the KAS containers. This entrancement would permit you to do away with this KAS functionality as well, thereby further integrating into the new KIS methodology.
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Using the KAS system, I would "Take" an object from the container, and it would appear on the Kerbal's back. Right-click the object and the option to Attach appears. Using the KIS system, when I remove an object from inventory, I can only drop it. I then can grab it to place it on the Kerbal's back. This is fine on a planet/mun surface with gravity. HOWEVER, in a zero-G environment, when I drop the item, it then starts to drift away. I cannot believe this is the correct method. Therefore, I must be missing something? How do I remove an item from inventory and have it immediately appear on the Kerbal's back so I can attach it?
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Apollo13 replied to Qberticus's topic in KSP1 Mod Releases
When I saw a new version on CurseForge (even before reading the release notes), my first thought was, "I wonder if he fixed that d@mned name bug." Downloaded and launched. IT'S FIXED!!! YAY!!! And now that I can place the window anywhere, that's icing on the cake. Thanks. Gave ya a forum Rep Point as well. -
Skylab-3 mission is 59 days. Not short at all.I don't time-warp this, so I'm doing other missions and contracts as well, including many non-MCE missions, such as Orbital Material Science and Station Science. I'm also doing other things that have no contract associated at all. My workaround is ALT-F12 (Contract Comp). Once I've satisfied all requirements for a contract (including duration requirements), and elements of the contract are no longer green (but were at one time), I use the Debug menu to set the contract as complete. It ain't cheatin' if I've done it. It's simply by-passing a defective game mechanic.
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[0.90] Orbital Material Science version 0.6
Apollo13 replied to N3h3mia's topic in KSP1 Mod Releases
Vers 0.5.1 worked perfectly for MJ's Rendezvous Auto-pilot and Docking Auto-pilot. NavyFish DPAI worked as well. -
[0.90] Orbital Material Science version 0.6
Apollo13 replied to N3h3mia's topic in KSP1 Mod Releases
I, too, have trouble rendezvousing and docking with the MSL. However, my problem is when using MechJeb. This is not a MechJeb problem, though. It is reproducible consistently. Scenario: I use MJ's Rendezvous Planner to plan Hohmann transfer. I then execute it at the maneuver node. After that burn, I use MJ's Rendezvous Auto-pilot (RAP) to place me at 50 meters from target vessel (MSL). When rendezvousing with the first MSL and MJ's RAP, my active vessel (three modules) stopped at 200 meters from the MSL and would not approach closer. I tried this multiple times, same results. I then tried using MJ's Docking Auto-pilot (DAP) with Navyfish's DPAI, and DPAI would not lock-on to the target docking port I selected; indicators were bouncing all over the place. MJ's DAP would not lock-on to the docking port either. Even using MJ's SMART A.S.S. TGT (-Par) wouldn't successfully target it. As I watched, the MSL actually exploded. I then launched another MSL and attempted to rendezvous and dock with RAP and DAP. Results were similar. It was not the fault of the active vessel, which had the three modules I wanted to install to the MEL. I tried rendezvousing and docking to a different target vessel with RAP and DAP. Worked flawlessly. There is either something in the MSL or the Platform part that is broken. sidebar: Don't really need the Science from these experiments, as my career tech tree is complete. I just wanted to do something else in addition to Station Science. EDIT: after another few failed attempts at rendezvousing, I just finally removed this mod. Perhaps a future version will work. -
Today, I had a situation in which MJ's Auto-Docking was awe-inspiring. I had failed to put an adequate reaction wheel on my next-to-final stage that. Normally, this stage would deliver the payload to within 50 meters of the target orbiting station. After much diddling and lurching, I only got within about 300 meters of the target (I couldn't fully control the vessel attitude and it turned way too slowly when I made correction). I dropped the that stage to activate the final stage which is powered only by RCS to dock. Auto-Dock performed perfectly, without burning through all my monoprop. In fact, it required only about 35 monoprop. I assumed it was a lost cause of that Auto-Dock would fail to dock after using all the monoprop while attempting to traverse the 300 meter distance. About a month ago, Auto-Docking was severely broken. Whoever fixed it deserves a raise. Well done, to the MechJeb team.
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today was the first time I've heard of QuickScroll. thank you!! And a forum Rep point to you as well. this SHOULD BE stock!! I always hated clicking those arrows to go from page to page. especially with lots of part mods.
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The Toolbar works fine in 0.90 other than the incompatibility popup. As was pointed out above, simply edit the "version.txt" file such that it has one line (copy/paste this): 0.24.0,0.24.1,0.24.2,0.25.0,0.90.0 The incompatibility popup will show no more. If there are any other serious incompatibilities, I'm certain blizzy would have repaired them and published them. I know that incompatibility messages are there for a reason, a very good reason. In this one specific case, the quick-fix I mention will eliminate this annoyance.
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Apollo13 replied to sarbian's topic in KSP1 Mod Releases
I prefer Crew Manifest to Ship Manifest. It's got the basic features I need at launch. i.e., switch/remove crew members. Never used in-flight. Looked at Ship Manifest; used once; removed. @sarbian: thanks for the update.