Van Disaster Posted April 5, 2015 Share Posted April 5, 2015 (edited) Hmm. Using 1.0.2, attached a KIS container with an EL stake to an existing vehicle, and ...well, procedural tanks didn't like it much, neither did the part menu Log file post reboot. Going to try removing one or two things to see what changes but ... ew .Edit: Problem actually *was* RCSBuildAid, no idea why it's interacting so badly though. Edited April 5, 2015 by Van Disaster Link to comment Share on other sites More sharing options...
JPRockets Posted April 6, 2015 Share Posted April 6, 2015 (edited) Hey, great mod!! I just tried it out and really enjoyed it.Can I make a suggestion? An interesting gameplay element would be to reduce the stored volume of truss structures (i.e. Modular Girder Segment and similar). Those structures are mostly empty space, and can be very compact if disassembled into beams and joints. For realism, we can claim that the kerbal assembles the components when they are removed from the container.This allows you to build large truss structures in orbit by delivering truss components in compact form. And it still maintains realism, IMHO. I know I can edit the configs myself, but I think a lot of people might be interested in the idea.Thanks again!EDIT: Real life example of in-space assembly of trusses from the shuttle programhttp://en.wikipedia.org/wiki/EASE/ACCESS Edited April 6, 2015 by JPRockets More info Link to comment Share on other sites More sharing options...
Deltac Posted April 6, 2015 Share Posted April 6, 2015 I'm trying to convert a mod that used KAS to use KIS instead. The mod in question is the Portable Rover From ASET.Basically, with KAS, you take the rover platform out, drop it on the ground and deploy it, take a wheel out, right click the rover platform, and click something, and the wheel is attached to a proper node. Same goes for the solar panel bumpers. I want to do the same thing with KIS, but I'm not sure how. Anyone willing to give me some aid?So far I've done this to the platform:MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = false usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = false volumeOverride = 0 editorItemsCategory = true moveSndPath = KIS/Sounds/itemMove equipable = false } MODULE { name = ModuleKISPartMount bayNodeName = WFL allowRelease = true allowedPartName = ASET_PRC_Wheel sndStorePath = KIS/Sounds/containerMount }and this with the wheel part:MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = false stackable = false volumeOverride = 50 editorItemsCategory = true moveSndPath = KIS/Sounds/itemMove equipable = false }Unfortunately, even with bill and his trusty screwdriver, I can't mount the wheel to the appropriate node on the platform. Link to comment Share on other sites More sharing options...
smjjames Posted April 6, 2015 Share Posted April 6, 2015 I'm trying to convert a mod that used KAS to use KIS instead. The mod in question is the Portable Rover From ASET.Basically, with KAS, you take the rover platform out, drop it on the ground and deploy it, take a wheel out, right click the rover platform, and click something, and the wheel is attached to a proper node. Same goes for the solar panel bumpers. I want to do the same thing with KIS, but I'm not sure how. Anyone willing to give me some aid?So far I've done this to the platform:MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = false usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = false volumeOverride = 0 editorItemsCategory = true moveSndPath = KIS/Sounds/itemMove equipable = false } MODULE { name = ModuleKISPartMount bayNodeName = WFL allowRelease = true allowedPartName = ASET_PRC_Wheel sndStorePath = KIS/Sounds/containerMount }and this with the wheel part:MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = false stackable = false volumeOverride = 50 editorItemsCategory = true moveSndPath = KIS/Sounds/itemMove equipable = false }Unfortunately, even with bill and his trusty screwdriver, I can't mount the wheel to the appropriate node on the platform.You know, the Packrat from RoverDudes Exploration pack uses the same method for construction, so, he'll run into the same problems when converting the PackRat from KAS to KIS.Not sure if the Packrat is made by RoverDude or where he got it from though. Link to comment Share on other sites More sharing options...
RoverDude Posted April 6, 2015 Share Posted April 6, 2015 The PackRat was made by me (Side note - anything released by USI is made my me, with the exception of most of the Karbonite models).Also - yeah, the old storage mechanism is kinda flaky right now, so would be good to see this either sorted (ideally with an update to the PDF documenting it), or I will likely have to deprecate support (which is what I have done currently in my dev build till this is sorted). Link to comment Share on other sites More sharing options...
BinaryBad Posted April 6, 2015 Share Posted April 6, 2015 After playing with this mod a couple of weeks, I don't think I could easily go back to playing without it. Such an elegant solution to some of KAS's clunkier aspects. Congrats to all involved for such a nicely thought out piece of work. Link to comment Share on other sites More sharing options...
Bioman222 Posted April 6, 2015 Share Posted April 6, 2015 With this and KAS, the game is so different. You can makeshift stuff in flight, which is AWESOME! Link to comment Share on other sites More sharing options...
smjjames Posted April 6, 2015 Share Posted April 6, 2015 (edited) I'm noticing that when in editor and you attempt to left click+drag on one of the inventory boxes (it's the same whether the inventory box has something in it or not) of a container and you mouse over a ship part when you release the mouse button, you'll grab and move the ship part. Definetly better than before where you'd click right through, but still a bit of a problem.And I'll ask again, has anybody made a KAS to KIS conversion for MKS (a temporary one obviously) that works for MKS/OKS?Also, KospY and Winn75, are you guys holding off until KSP 1.0 is released before depreciating KAS? Just wondering here. Might actually be better to do it then because theres going to be major changes for everybody then anyway.Edit: Regarding using RCS while EVAng on a planet, if I'm trying to grab something that requires me to use the EVA RCS in order to reach it and theres nothing close enough to stand on, the moment that I grab it, I'm unable to control the kerbal or use RCS anymore which gives me a very short window to do anything before I go out of range of the part and it turns yellow because I'm too far away. Edited April 6, 2015 by smjjames Link to comment Share on other sites More sharing options...
futrtrubl Posted April 6, 2015 Share Posted April 6, 2015 Edit: Regarding using RCS while EVAng on a planet, if I'm trying to grab something that requires me to use the EVA RCS in order to reach it and theres nothing close enough to stand on, the moment that I grab it, I'm unable to control the kerbal or use RCS anymore which gives me a very short window to do anything before I go out of range of the part and it turns yellow because I'm too far away.Takes some ladders with you and use them as scaffolding you can hold on to during construction. Link to comment Share on other sites More sharing options...
Snarfster Posted April 6, 2015 Share Posted April 6, 2015 Takes some ladders with you and use them as scaffolding you can hold on to during construction.Yep, standard equipment for my engineers, a ladder and a powertool Link to comment Share on other sites More sharing options...
Helix935 Posted April 7, 2015 Share Posted April 7, 2015 am i the only one that would like to see more tools for this mod such as portable radar, and science tools? Link to comment Share on other sites More sharing options...
The Space Man Posted April 7, 2015 Share Posted April 7, 2015 I keep getting these NullRefs when i exit or enter the mk2 crew cabin for some reason. I haven't added anything to do with KIS on the craft.[00:13:24]: Nedbald Kerman from XJ-17c Raptor SP went on EVA.(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[KIS] Pod to eva(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at KIS.ModuleKISInventory.OnCrewTransferred (HostedFromToAction`2 fromToAction) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+HostedFromToAction`2[ProtoCrewMember,Part]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 at FlightEVA.onGoForEVA () [0x00000] in <filename unknown>:0 at FlightEVA.spawnEVA (.ProtoCrewMember pCrew, .Part fromPart, UnityEngine.Transform fromAirlock) [0x00000] in <filename unknown>:0 at FlightEVA.drawCrewDialog (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 NullReferenceException: Object reference not set to an instance of an object at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at KIS.ModuleKISInventory+<WaitAndTransferItems>d__0.MoveNext () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
justinpatrick1011 Posted April 8, 2015 Share Posted April 8, 2015 Now it feels like MINECRAFT!! Link to comment Share on other sites More sharing options...
ahappydude Posted April 8, 2015 Share Posted April 8, 2015 am i the only one that would like to see more tools for this mod such as portable radar, and science tools?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 =) Link to comment Share on other sites More sharing options...
Mecripp Posted April 8, 2015 Share Posted April 8, 2015 It must be you having bad luck I played with PRC it still don't work like KAS did but all the modules for the animation still works or are you talking about on the kerbal ? Link to comment Share on other sites More sharing options...
Enceos Posted April 8, 2015 Share Posted April 8, 2015 By the way, for anyone still not aware OSE Workshop has been updated to work with KIS.Anyone who uses Extraplanetary Launchpads or/and MKS will find this extremely useful. OSE Workshop allows you to produce parts on site from Rocket Parts, which are then stored in a container. Link to comment Share on other sites More sharing options...
sp1989 Posted April 8, 2015 Share Posted April 8, 2015 It must be you having bad luck I played with PRC it still don't work like KAS did but all the modules for the animation still works or are you talking about on the kerbal ?Since Alexustas is back maybe pm him or post in the PRC thread. Alex might not even know about KIS. When PRC was made KAS was still blowing stuff up, so maybe ask him. Link to comment Share on other sites More sharing options...
smjjames Posted April 8, 2015 Share Posted April 8, 2015 I'm still asking whether anybody has made a KAS to KIS inventory conversion for MKS/OKS that works.... Link to comment Share on other sites More sharing options...
RoverDude Posted April 8, 2015 Share Posted April 8, 2015 Because KAS still works, and KIS has in my experience as a mod developer proven to be more than a bit flaky (edit)Also, given we're in experimentals now, all bets are off on what will break once 1.0 hits. Link to comment Share on other sites More sharing options...
ahappydude Posted April 8, 2015 Share Posted April 8, 2015 It must be you having bad luck I played with PRC it still don't work like KAS did but all the modules for the animation still works or are you talking about on the kerbal ?As i wrote, "attached" so yes on the kerbals Link to comment Share on other sites More sharing options...
smjjames Posted April 8, 2015 Share Posted April 8, 2015 Because KAS still works, and KIS has in my experience as a mod developer proven to be more than a bit flaky (edit)Also, given we're in experimentals now, all bets are off on what will break once 1.0 hits.Good point then I guess. Link to comment Share on other sites More sharing options...
Mecripp Posted April 8, 2015 Share Posted April 8, 2015 (edited) As i wrote, "attached" so yes on the kerbals One could have took it as attaching to a part EDIT- Hoping KospY could give alittle more info for use not so smart people on using KIS for mods like ASET PRC know, I'm missinf something.Here is what, I got {name = ASET_PRC_Bumpermodule = Partauthor = Alexustasscale = 1rescaleFactor = 1MODEL{ model = ASET/PRC/KRoverBumper}node_stack_ToPlatform = 0.0, -0.02101165, -0.230, 1.0, 0.0, 0.0, 0//node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, 1.0, 0.0, 0//node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0TechRequired = compositesentryCost = 5800cost = 520category = Structuralsubcategory = 0title = ASET PRC Bumpermanufacturer = ASETdescription = attachRules = 1,0,0,0,0// --- standard part parameters ---mass = 0.025dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 7maxTemp = 400MODULE{ name = ModuleAnimator animationName = Deploy_RoverBumperAnim //Name of the animation from the model guiEnableName = Deploy Bumper //Part tooltip name to display for deployment guiDisableName = Retract Bumper //Part tooltip name to display for retraction animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA}MODULE{ name = ModuleKISPartMount bayNodeName = ToPlatform allowedPartName = ASET_PRC_Platform allowedPartName = ASET_PRC_Platform sndStorePath = KIS/Sounds/containerMount}MODULE{ name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = suncatcher pivotName = solarPivot isBreakable = false resourceName = ElectricCharge chargeRate = 0.5 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 }}RESOURCE{ name = ElectricCharge amount = 0 maxAmount = 45}}PART{name = ASET_PRC_Platformmodule = Partauthor = AlexustasMODEL{ model = ASET/PRC/KRoverPlatform}scale = 1rescaleFactor = 1node_stack_WFL = 0.44, -0.00355, 0.70442, -1.0, 0.0, 0.0, 0node_stack_WBL = 0.44, -0.00355, -0.39021, -1.0, 0.0, 0.0, 0node_stack_WFR = -0.44, -0.00355, 0.70442, 1.0, 0.0, 0.0, 0node_stack_WBR = -0.44, -0.00355, -0.39021, 1.0, 0.0, 0.0, 0node_stack_FrontBumper = 0.0, -0.01848, 0.66876, 1.0, 0.0, 0.0, 0node_stack_BackBumper = 0.0, -0.01848, -0.352, -1.0, 0.0, 0.0, 0node_stack_top = 0.0, 0.03, 0.17424, 0.0, 1.0, 0.0, 0node_stack_bottom = 0.0, -0.03, 0.17424, 0.0, 1.0, 0.0, 0//node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0TechRequired = compositesentryCost = 5800cost = 400category = Structuralsubcategory = 0title = ASET PRC Platformmanufacturer = ASETdescription = attachRules = 1,1,1,1,0// --- standard part parameters ---mass = 0.1dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 7maxTemp = 400MODULE{ name = ModuleAnimator animationName = DeployRoverPlatformAinm //Name of the animation from the model guiEnableName = Deploy Platform //Part tooltip name to display for deployment guiDisableName = Retract Platform //Part tooltip name to display for retraction animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA}MODULE{ name = ModuleKISPartMount bayNodeName = top bayNodeName = WFL bayNodeName = WBL bayNodeName = WFR bayNodeName = WBR bayNodeName = bottom bayNodeName = FrontBumper bayNodeName = BackBumper allowedPartName = ASET_PRC_Seat allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Bumper allowedPartName = ASET_PRC_Bumper sndStorePath = KIS/Sounds/containerMount}MODULE{ name = FlagDecal textureQuadName = FlagPlate}MODULE{ name = FlagDecal textureQuadName = FlagPlate1}}PART{name = ASET_PRC_Wheelmodule = Partauthor = AlexustasMODEL{ model = ASET/PRC/KRoverWheel}scale = 1rescaleFactor = 1node_stack_wheelmount = 0.3064924, 0.06158525, 0.0, 1.0, 0.0, 0.0, 1node_stack_bottom = 0.3064924, 0.06158525, 0.0, 1.0, 0.0, 0.0, 1node_attach = 0.3941842, 0.06158525, 0.00, 1.0, 0.0, 0.0, 1TechRequired = fieldScienceentryCost = 5200cost = 550category = Utilitysubcategory = 0title = ASET PRC Wheelmanufacturer = ASETdescription = attachRules = 1,1,0,1,0mass = 0.05dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 1crashTolerance = 10maxTemp = 600 crashTolerance = 50breakingForce = 50breakingTorque = 50//----------------------- Wheel Stuff ---------------------------MODULE{ name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 1.0 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 200 brakeSpeed = 0.6 impactTolerance = 200 overSpeedDamage = 60 WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = 1 rotateY = 0 rotateZ = 0 } steeringCurve { key = 0 16 key = 10 9 key = 30 2 } torqueCurve { key = 0 25 0 0 key = 20 10 0 key = 30 5 0 0 key = 34 0 0 0 }}//--------------------------Wheel Constraints---------------------------MODULE{ name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = SuspArmMountAimLoc rotatorsName = K-WheelSuspension } CONSTRAINLOOKFX { targetName = K-WheelSuspension rotatorsName = SuspArmMountAimLoc } CONSTRAINLOOKFX { targetName = SuspMainCylinderLoc rotatorsName = SuspMainPistonLoc } CONSTRAINLOOKFX { targetName = SuspMainPistonLoc rotatorsName = SuspMainCylinderLoc } CONSTRAINLOOKFX { targetName = SuspDampeBottomLoc rotatorsName = SuspDamperUpLoc } CONSTRAINLOOKFX { targetName = SuspDamperUpLoc rotatorsName = SuspDampeBottomLoc }}MODULE{ name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = steering moversName = trackSteering }}//------------------- ANIMATION --------------------------------------------MODULE{ name = ModuleAnimator animationName = KRoverWheelRetractionAnim //Name of the animation from the model guiEnableName = Expand Wheel //Part tooltip name to display for deployment guiDisableName = Retract Wheel //Part tooltip name to display for retraction animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA}//----------------- KIS ----------------------------------MODULE{ name = ModuleKISPartMount bayNodeName = wheelmount allowedPartName = ASET_PRC_Platform sndStorePath = KIS/Sounds/containerMount}}PART{ name = ASET_PRC_Seat module = Part author = AlexustasMODEL{ model = ASET/PRC/KRoverSeat}scale = 1rescaleFactor = 1 node_attach = 0.0, -0.01452002, -0.2211618, 0.0, 0.0, 1.0 TechRequired = fieldScience entryCost = 8100 cost = 1200 category = Pods subcategory = 0 title = ASET PRC Command Seat manufacturer = ASET description = attachRules = 0,1,0,1,0 mass = 0.035 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 600 vesselType = RoverMODULE { name = ModuleAnimator animationName = KRoverCommSeatDeploy //Name of the animation from the model guiEnableName = Deploy Seat //Part tooltip name to display for deployment guiDisableName = Retract Seat //Part tooltip name to display for retraction animationSpeed = 0.1 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 2 //The range from which the part tooltip is visible from in EVA }MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0, 1, 0.2 }MODULE{ name = ModuleKISPartMount bayNodeName = attach allowedPartName = ASET_PRC_Platform sndStorePath = KIS/Sounds/containerMount}RESOURCE { name = ElectricCharge amount = 40 maxAmount = 40 }}PARTEDIT- Can built it just you can get things out of place. Edited April 8, 2015 by Mecripp2 Link to comment Share on other sites More sharing options...
metl Posted April 9, 2015 Share Posted April 9, 2015 Not sure if this has been covered in the past 35 pages, but is it possibly to disable the conflict with mouse controls? As soon as I pick up an item from the pack (either by right-click or by using keyboard shortcut) my Kerbal goes into mouse control mode and flies around with the jetpack while I am trying to drop the item. Link to comment Share on other sites More sharing options...
smjjames Posted April 9, 2015 Share Posted April 9, 2015 By the way, for anyone still not aware OSE Workshop has been updated to work with KIS.Anyone who uses Extraplanetary Launchpads or/and MKS will find this extremely useful. OSE Workshop allows you to produce parts on site from Rocket Parts, which are then stored in a container.http://i.imgur.com/o2hmgMy.pngIt's not working for me. The progress bar keeps getting stuck and nothing is outputted. Link to comment Share on other sites More sharing options...
Enceos Posted April 9, 2015 Share Posted April 9, 2015 (edited) It's not working for me. The progress bar keeps getting stuck and nothing is outputted.Thanks for reporting to the mod's own thread. Let's keep KIS thread on topic. Edited April 9, 2015 by Enceos Link to comment Share on other sites More sharing options...
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