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KIFA - Kerbal Inventory for All Simple Mod that adds Kerbal 1.12 Inventories to all Command Pods including 3rd party mod Command Pods, Station Hubs, and Bases Adds inventories to any parts which already have a KIS Inventory - both from KIS mod and other mods which add KIS inventories (like USI mods Also allows other MOD parts to be put into stock inventory. This can be disabled by deleting the AllowModPartsInStock.cfg file. This will only add the function if the mod author has not added stock inventory themselves. As other Mod authors update their mods to include Stock inventory support from Kerbal 1.11. this mod will automatically skip the newly updated mods and only add Inventory to mods that do not natively support them. The same for allowing mod parts to go into stock inventory. As mod authors update their mods, this will skip over them. Download: https://spacedock.info/mod/2592/Kerbal Inventory for All Latest version always on CKAN REQUIRES: Module Manager (version 4.1.4 or above works fine with 1.11 even if CKAN doesn't say so) Example of both stock and mod content in stock inventory of modded items. Image of use below: License: MIT Changelog: ---------------------------------------- v1.2.1 - 2021/02/10 * Minor fixes * For KSP 1.11.1 ---------------------------------------- v1.2 - 2021/01/10 * Bugfix for external seat ---------------------------------------- v1.1 - 2020/12/31 * Bugfix for Probe Cores ---------------------------------------- v1.0 - 2020/12/23 * Bugfix for USI and Kerbal Planetary Base Systems compatibility ---------------------------------------- v0.99 - 2020/12/23 * Updated Weight to Volume calculation for .2 average density * Added stock inventory to Bases and Stations based on crew size ---------------------------------------- v0.95 - 2020/12/22 * Added functionality for any mod parts to be able to be put into stock inventory ---------------------------------------- v0.9 - 2020/12/20 * For KSP 1.11.x * Initial Release ----------------------------------------
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ScrapYard (SYD) A common part inventory addon for Kerbal Space Program. By Lisias and zer0Kerbal, originally by magico13, then by severedsolo adopted with express permission and brought to you by KerbSimpleCo Preamble by severedsolo The bit you are actually interested in ScrapYard is a mod that provides a part inventory that can be shared between multiple mods. Parts are added to the inventory when you recover a vessel and are removed from the inventory when you build a new vessel. If you have ever played with Kerbal Construction Time, it's a significantly improved version of the part inventory that KCT had, that is also able to be used by other mods. As of writing, ScrapYard does the following Parts are added to the inventory automatically upon vessel recovery Parts are applied in the editor (not automatically like with KCT) Parts are then pulled from the inventory on build (mods can change when this happens) Parts are stored individually in the inventory along with any modules that “define” the part (think TweakScale and Procedural Parts) The number of times “like” parts are used is tracked and available for mods, both total uses and number of builds (KCT’s part tracker feature, expanded) Parts are trackable from the moment they are placed in the editor until they are removed from the game via a unique ID that transcends recovery and new builds The number of times an individual part is recovered is tracked, perfect for consumption by part failure mods (WIP) Funds can be overridden so that using parts from the inventory do not contribute to the cost of the vessel. You do still need to have the full amount of funds (for now). ContractConfigurator support for adding or removing parts from the inventory as part of contracts See More Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App We take no part, nor are we interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. Our support of CKAN extends as far as checking the box in Spacedock. Beware, CKAN can really mess up though it tries very, very, very hard not to or Dependencies Kerbal Space Program 2 Contract Configurator (only on KSP 1.8.1+) Either 3 Module Manager /L Module Manager Recommends KSP Recall (REC) handles issues with Procedural Parts/Fairings/Etc caused by PP OhScrap! (OHS) Suggests StageRecovery (SR) Kerbal Construction Time (KCT) Kaboom! (BOOM) Supports Goo Pumps & Oils' (GPO)) Speed Pump (GPOSP) On Demand Fuel Cells (ODFC) KRASH TweakScale (TWK) RemoteTech (RT) FAR Mods using ScrapYard (SYD) Kerbal Construction Time by @linuxgurugamer / @magico13 Oh Scrap! (OHS) by @severedsolo / @zer0Kerbal Tags plugin,editor,flags,agency,sound,career red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks magico13 for creating this glorious parts addon! severedsolo for the picking up where magico13 left off SiriusSam for the original idea of creating a separate part inventory way back in 2014 and for the name enneract for discussion and design help. see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (3) - Lisias and zer0Kerbal Connect Track progress: issues here and projects here along with The Short List Release Schedule GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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Introduction KHSK is used for extend kerbal's capabilities. This mod will provide some parts that kerbal can equiped with stock inventory system. Two parts are working in prograss, and almost finished. Maybe i will add more in the future, but i don't have any idea about them now. Overview Parts: 1.Exoskeleton When you put the part "Exoskeleton" in kerbal's inventory. This part will be equiped on kerbal automatically. Exoskeleton will increase kerbal's "ConstructionWeightLimit" 15 times in Construction Mode.It means kerbal engineer can lift 0.9 tons part compare to the default 0.06 tons. (15 times seems too buggy, i'm considering to decrease it) Assist Kerbal who wears exoskeleton will also influence the final results(Just like below, the maxium part weight reaches to 1.87 tons, because one assist kerbal equips exoskeleton) 2.Kerbal Inflatable backpack Just like exoskeleton. Put it in kerbal's inventory it will be equiped automatically. "Expand Inflatable Backpack" will appear in PAW when it is equiped. Press it to expand backpack. After expanding, you could put cargo in it now! Parts in Inflatable Backpack will not functionally, such as Jetpack, parachute, KHSK parts . "Pack Inflatable Backpack" will appear when backpack is expanded. It's used for packing it again( You can't pack the backpack if it's not empty) . "Drop Inflatable Backpack Item" is used for drop all cargo in Inflatable backpack, the droped cargo will be destroyed by this action. Others: 1.If you equiped exoskeleton, the original backpack and the small backpack will disappeared. Their MeshRenderer will be closed to avoid model overlapping. 2.Infatable Backpack will adjust its position according to kerbal's inventory statue. Required Mods: Module Manager: https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-110x-module-manager-414-july-7th-2020-locked-inside-edition/ Know Issues: Important: cargo in inflatable backpack will be destroyed after kerbal boarded a ship. Make sure to remove them before boarding. I will try to solve this in the future. Source Code and Download : Github: https://github.com/IssacMun/KHSKProject download:https://github.com/IssacMun/KHSKProject/releases Bug report: post here or https://github.com/IssacMun/KHSKProject/issues License: All artwork assets are distributed under an All Rights Reserved License. All source code and compiled plugin binaries for this addon are distributed under the MIT License.
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Weight is a force: f = ma & gravity is an acceleration, so weight = mass * acceleration but this should be a ratio: weight = mass * environment_gravity / 9.81 m/s. For convenience, orbit should be weightless. A 200kg mass weighs 200kg on Earth/Kerbin but 33.2 kg on the Mun. In a low g vacuum, the mass is mostly weightless. So you can more easily displace the mass in orbit and on the Mun, than on Kerbin, because your kerbals are able to do more work (displacement of mass) with the same effort (energy). Hence, the mass carrying capacity should change relative to the kerbal's environment: weight carrying capacity = mass * environment_gravity / 9.81 m/s. The only catch is that the more mass a kerbal carries, the more energy (eva rcs) the kerbal expends regardless of environment. I want my kerbals to carry two jet packs in orbit and on the Mun, but not on Eve, Kerbin, Tylo, etc. Please fix.
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The WalkAbout mod allows you to take an available kerbal from the Astronaut Complex and have him/her placed outside any door at the KSC (see Placement, see note 6). It also allows you to move your kerbal around without having to hold down the W-A-S-D keys (see Perpetual Motion below). Download from SpaceDock Placement: You can activate WalkAbout from the Space Centre scene by pressing ctrl-W. The WalkAbout seclections screen will appear. 1 - List of available kerbals. any kerbal currently not assigned to a craft or on EVA will appear in this list. Simply click on a kerbal to select that one. 2 - Facilities a list of the KSC facilities with locations for placing kerbals. Click on one of these to restrict the list of Locations (see below) to only those locations associated with the facility. 3 - Locations - list of all locations where a kerbal may be placed. Or, if a facility has been selected, a list of all locations associated with that facility. See notes 1, 2, 3 and 4. 4 - Action Button - when the button text is green, click it to send your kerbal on WalkAbout. 5 - Top 5 Button - Restricts the locations shown to only the top 5 most commonly selected locations. See notes 3, 4 and 5. For players who use the Kerbal Inventory System mod: 6 - Toggle Inventory Button (only appears if the Kerbal Inventory System mod is installed) - turns the inventory display on or off 7 - Kerbal's Inventory - lists all items in the selected kerbal's inventory. 8 - Available Items - list all items that can be added to the kerbal's inventory. Perpetual Motion: When a kerbal is on EVA, it is now possible to walk/swim or run without having to hold down the movement keys. To do this enter Perpetual Motion mode by pressing the activation key (single quote ['] - see note 1). Your kerbal should now start walking forward (see note 2). The movement keys (W-A-S-D) will now change your kerbal's direction of movement. See note 2. The run key (left-shift) will act as a toggle, switching your kerbal's movement between walking and running. Time acceleration is limited to physics time-warp only (1x, 2x, 3x, 4x). Pressing the activation key again will take you out of Perpetual Motion mode. Many thanks to Diazo, Crzyrndm, IgorZ, and LabRats for helping me out in the forums. And thanks too to mod creators KospY (KIS), MSK (EVA-Follower), MrHappyFace (Better Time Warp), The kOS Team (kOS), and Qberticus (Haystack Continued) for creating the code that helped me figure out how to do most of this. This software is licenced under the GNU General Public License
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I have been looking and can't seem to find this most basic function in 1.9. Could you please add in settings/input/(open inventories). I can't find how to open any inventories unless I add the Kerbal inventory system mod. I have all the expansions breaking ground included. But i can't figure out how to open the kerbal inventories. i can't figure out how to deploy the deploy-able experiments. That's a lot of science i cant access. I can place them in the storage boxes while in build mode, but when i get to where i wish to set up the deploy-able experiments, I can't seem to open the inventories on the kerbals, and i would rather not use mods. So the simple question is, How do i open the inventory on the kerbals themselves, how do i deploy the experiments from the storage boxes?
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I just noticed that since Jeb got his fourth star, he now has an inventory slot when I right click on him. What is it used for? All I can find when I search google is stuff about KIS. P.S. I don't have KIS or breaking ground, so I don't think it is for parts or moon rocks.
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I'm sorry if the title wasn't too clear, but in case you have never used Steam, you have an inventory full of cards that you can sell for money or "gems". Is there any way to earn these in the game? Feel free to yell at me if I'm unclear. Thanks.
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Ive been using Kerbal Inventory System for a while. I love that you can store parts and add them to spacecraft when needed. I want to add a docking node to my space station, but the volume of the node is 782.5L and Kerbals can only hold 250L. So when I transport this part to my station, how am I going to attach it if the kerbal can't hold it. Also is there a way to go into the mod files and change how much a Kerbal can hold?? Thanks
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Hey all, I have no clue if this should be in here or addon discussions, but here goes: I just got KAS/KIS and desperately wanted to use the kerbal EVA inventory, because I could remove helmets and refuel airplanes without the pain of docking.The issue is that I have no inventory to use. I right-clicked Doddard(an engineer and dedicated fuel tanker technician) and went to click the Inventory button, but there was none there. Next, I tried to find the inventory button on one of those side mount containers(with some tools inside). Thankfully the inventory button showed. I clicked on it and nothing happened. Again. This is weird because the inventories work in the SPH/VAB and on loaded vessels/cockpits. Any help would be nice. Thanks, GKSP
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Hi all, I can see the inventory and even put items in container on assembly, but when I go EVA, theres no buton to open inventory on kerbals nor pressing tab key. The container inventory button is there but when I press it, theres the opening doors sound but nothing happens. My versions are KSP - 1.2.2.1622 (64k) and KIS is 1.4.3. KSP prerelease chrashes on loading
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Hello! I would like to create a small plugin that can add thing to a KIS inventory. I browsed the kis, and ose workshop's code and I find out that i can do this with the AddItem() method, but I can't make it working! Someone can help me?