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[1.1.2] Kerbal Inventory System (KIS) 1.2.12


KospY

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Finally found a way to fix the delayed ship explosion after attaching parts in deep space.

Tested in kerbin orbit, minmus orbit and "deep space". No problem so far !

I released 1.1.4 with the fix.

Hopefully all major bugs are fixed.

I'm now ready to release KAS v0.5 soon :)

Coolness :D

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Yup still shows 1.1.3

1.1.4 file is "under review" since 45 min on Curse...

It take longer than normal, I don't know why...

Edit : 1.1.4 is online !

Edited by KospY
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Finally found a way to fix the delayed ship explosion after attaching parts in deep space.

Tested in kerbin orbit, minmus orbit and "deep space". No problem so far !

I released 1.1.4 with the fix.

Hopefully all major bugs are fixed.

I'm now ready to release KAS v0.5 soon :)

You are a hero Sir, I have been refreshing this page or a week now biting my nails with the community.

Thank you for your hard work

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Probably should have the github release download up as an alternate link, in case Curse takes a while or something.

I think the curse elcusivity is intended unfortunately.

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1.1.4 file is "under review" since 45 min on Curse...

It take longer than normal, I don't know why...

It seems to often happen when an update happens soon after a previous one.

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I've been trying to update my Munar Surface Experiment pack for the latest version of KIS, and I've been having rather a lot of trouble.

Namely, when I equip a science part, run the science experiment, and place it on the ground to remove the science, I cannot (though the "Run Science Experiment" button still shows up, for some reason). As of right now, the only working procedure for recovering the science seems to be to run the experiment, then save it and review the report, then return to the capsule and it will, somehow, mysteriously appear in the stored science, in spite of it not showing up in the Kerb's science reports while EVA.

I was wondering if anyone had any suggestions as to what is going on, and how to get the process to be less confusing.

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Hi, first I would like to thank you for your mod. I am having an issue with Kis and Collision Fx. When both are installed Collision Fx disables Kis's stack ability in Vab and Sph.

Ksp - Fresh Install Latest Version

Mods

Kis - v1.1.3

Collision FX - v3.2

Module Manager - 2.6.3

Debug Screen below

https://drive.google.com/file/d/0BzZKK2zuzSHVSXFIZENTZlJlcEU/view?usp=sharing

Edited by Baked Bean
My error
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Thanks for the explosion fix, I came here to report it only to find that it was already fixed! Well done.

Now I just have one request, is it possible to preserve custom action groups assigned to a part, when it is placed in the inventory? I removed a gravioli detector which I had assigned to action group 1. I put it in the kerbal's inventory to transport it. But when I re-attached it, the action group assignment was gone, pressing "1" no longer activates the detector. When placed directly without putting the part in the inventory this works but sometimes it's just too far away. So it'd be nice if it remembers the action groups even when placed in the inventory. If that's possible. Thanks!

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So I stress tested the new version a bit regarding the explosion bug and from my perspective it seems totally bulletproof so far.

Really great job, KospY and again many thanks! :D

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I know that there's a bug with object that are detached in space by EVA becoming debris and have the Unknown Space Object icon, but has this Krakenified Bill Kerman something to do with that bug?

PH00eeI.png
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Ya know, you can do this yourself. Just take the KAS containers, remove the MODULE{} for KAS, and add the KIS MODULE{}. You're done! For instance, I wanted a smaller version of the KIS container. I simply copied the container CFG file, set Scale and Rescale to 0.70, adjusted the volume to 340L, the number of slots, and the costs, and renamed the part. Very easy.

Right I mention this in my post.... But my concern is if the parts are removed then I can no longer use them as the model will no longer exist in the game. I could then rip the model out of an old version of the mod just to get the container back in and make a new mod that is nothing but the old model and the new KIS information... However if the old models were just updated to the new KIS standard and left in the KIS mod it would negate the need to do all this hacking to get the model back.

On top of this it gives the player more options for the design of their ship, as the old containers fit in places the new containers do not. And in my book variety is always better, it lets the player's creativity decide what their craft look like in more ways.

Edited by Bit Fiddler
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There is a download for the old kas parts on kas's curse page. If you want them to show up in the editor you will have to change this line : "category = none" to "category = Utility"

Edited by ExplorerKlatt
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The command seat doesn't have an icon in the inventory. So basically you have to drag something and guesstimate where the cursor (which has turned into the nonexistent icon) is...

Then you wonder why the contained volume in your inventory hasn't changed...

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The command seat doesn't have an icon in the inventory. So basically you have to drag something and guesstimate where the cursor (which has turned into the nonexistent icon) is...

Then you wonder why the contained volume in your inventory hasn't changed...

Already submitted as a known issue on github

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