orven Posted May 15, 2015 Share Posted May 15, 2015 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 Thank you so much for this! Link to comment Share on other sites More sharing options...
KospY Posted May 15, 2015 Author Share Posted May 15, 2015 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! Thanks for your feedback and tests ! It's nice to get the confirmation that it work fine now Nice, i didn't have that one in my starred hubsEdit: And Kospy labeled it "wontfix" 4 days ago :/It's a KSP related bug. You can check this ingame : the command seat tooltip icon are empty too. I currently use icons generated by KSP.I'm waiting Squad to fix this issue. Link to comment Share on other sites More sharing options...
Khazar Posted May 15, 2015 Share Posted May 15, 2015 Hi,I have a problem. I'm trying to build mining station for the first time. I landed several crafts in one are in aim to use their parts to assembly mining platform. I have dropped 2 fundations (cant remember this part name) and when I remove 2-3 parts from first craft game basicly freezes (runs at 1 fps or worse ). What could be the reason of this laags ? Does those parts need to be connected to command pod to stop cause lags or is it something else ?? Link to comment Share on other sites More sharing options...
Apollo13 Posted May 15, 2015 Share Posted May 15, 2015 (edited) KospY,Congrats on fixing the attach-and-explode problem. Just out of curiosity, what caused that? In the event I see that happen with another mod (including those I develop), I'd like to know where to look. Thanks. Edited May 15, 2015 by Apollo13 Link to comment Share on other sites More sharing options...
cordilon Posted May 15, 2015 Share Posted May 15, 2015 KospY,Congrats on fixing the attach-and-explode problem. Just out of curiosity, what caused that? In the event I see that happen with anoth mod (including those I develop), I'd like to know where to look. Thanks.Have a look at the Issue Tracker. KospY explained it somewhat there. Link to comment Share on other sites More sharing options...
Apollo13 Posted May 15, 2015 Share Posted May 15, 2015 Have a look at the Issue Tracker. KospY explained it somewhat there.thanks Link to comment Share on other sites More sharing options...
InsanePlumber Posted May 15, 2015 Share Posted May 15, 2015 Thank you for the update.My little contribution, textures converted to DDS format.version 1.1.4Orginal mbm 9,90 MB (10.387.716 bytes)Converted dds 3,30 MB (3.464.528 bytes)Without GameData\KIS\Parts\guide\*.*Link to Google Drive - Only for next 48h.>>> Remember to remove the old textures (*.mbm), they have the same names as those converted to a DDS format) <<<@ KospYPlease use them in the next update. (or not, your will) Link to comment Share on other sites More sharing options...
Vorg Posted May 15, 2015 Share Posted May 15, 2015 Anyone find it odd that you seem to get containers and container mounts before you get the tools to add remove parts? I have unlocked all the levels through 45 science cost, starting on the 90's, and the tab for Kerbal carry parts where the tools are is empty. Yet I have unlocked the storage boxes and the mounts for them. Did I miss something? Link to comment Share on other sites More sharing options...
goldenpsp Posted May 15, 2015 Share Posted May 15, 2015 Anyone find it odd that you seem to get containers and container mounts before you get the tools to add remove parts? I have unlocked all the levels through 45 science cost, starting on the 90's, and the tab for Kerbal carry parts where the tools are is empty. Yet I have unlocked the storage boxes and the mounts for them. Did I miss something?Sorta, but maybe not. You can at least send up rockets with parts you will want later even if you cannot attach them yet. I still use Rover wheels even though I don't have any Engineers trained to fix them. I just have to drive really carefully. :-) Link to comment Share on other sites More sharing options...
Andy81le Posted May 15, 2015 Share Posted May 15, 2015 Thank you for the update.My little contribution, textures converted to DDS format.version 1.1.4Orginal mbm 9,90 MB (10.387.716 bytes)Converted dds 3,30 MB (3.464.528 bytes)Without GameData\KIS\Parts\guide\*.*Link to Google Drive - Only for next 48h.>>> Remember to remove the old textures (*.mbm), they have the same names as those converted to a DDS format) <<<@ KospYPlease use them in the next update. (or not, your will)Thanks!! How did you convert the textures? Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted May 16, 2015 Share Posted May 16, 2015 Didn't see this mentioned in the first few pages... Does this allow connection & resource transfer via pipes like KAS? Link to comment Share on other sites More sharing options...
taniwha Posted May 16, 2015 Share Posted May 16, 2015 CatastrophicFailure: no. For that you use KAS. Link to comment Share on other sites More sharing options...
T-Pilot395 Posted May 16, 2015 Share Posted May 16, 2015 Anyone find it odd that you seem to get containers and container mounts before you get the tools to add remove parts? I have unlocked all the levels through 45 science cost, starting on the 90's, and the tab for Kerbal carry parts where the tools are is empty. Yet I have unlocked the storage boxes and the mounts for them. Did I miss something?You get the wrench at tier 2 (or tier 1 if the starting node is tier 0) along with the KIS guide, which is pretty good. Link to comment Share on other sites More sharing options...
archnem Posted May 16, 2015 Share Posted May 16, 2015 I've been waiting to install KIS until KAS was updated to 1.x. I just installed it last night and I have to say wow! What an absolutely awesome mod. Thank you for all your hard work KospY. Link to comment Share on other sites More sharing options...
Kershu5 Posted May 16, 2015 Share Posted May 16, 2015 (edited) What do I do about items that are "too heavy"? It says "bring more kerbal" but I have no idea what that means..e: never mind, I figured it out! Just put more Kerbals nearby! Edited May 16, 2015 by Kershu5 Link to comment Share on other sites More sharing options...
oobayly Posted May 16, 2015 Share Posted May 16, 2015 This mod is pure genius but there's one major deficiency - it's not possible to move large parts in space. If I want to move something like a hitchhiker module from one craft to another I have to play 3d football with it rather than being able to grab it and move it so it's close enough to attach it. I've gone through about 30 pages of this thread to see if I'm missing something obvious. Nothing would make me happier to be told that I'm wrong and "this is how you do it"!I can understand not being able to move large/massive objects at the bottom of a gravity well, but in orbit all the Kerbal has to deal with is the large inertia, lower accelerations and higher RCS consumption. For the time being I've increased the grab distance to 100m, which is annoying because it's now way too easy to attach parts, but at least it's realistic at being able to move parts in zero-g Link to comment Share on other sites More sharing options...
Enceos Posted May 16, 2015 Share Posted May 16, 2015 This mod is pure genius but there's one major deficiency - it's not possible to move large parts in space. If I want to move something like a hitchhiker module from one craft to another I have to play 3d football with it rather than being able to grab it and move it so it's close enough to attach it. I've gone through about 30 pages of this thread to see if I'm missing something obvious. Nothing would make me happier to be told that I'm wrong and "this is how you do it"!I can understand not being able to move large/massive objects at the bottom of a gravity well, but in orbit all the Kerbal has to deal with is the large inertia, lower accelerations and higher RCS consumption. For the time being I've increased the grab distance to 100m, which is annoying because it's now way too easy to attach parts, but at least it's realistic at being able to move parts in zero-gGet a harpoon from KAS or use a grappling device and make a small orbital tug for your Kerbal. Harpoon the part and drag it where you want it. For massive parts I usually slap an external seat, one monoprop tank and two 5 way rcs thrusters, then I drive the part where I want. Link to comment Share on other sites More sharing options...
Jagzeplin Posted May 16, 2015 Share Posted May 16, 2015 is there a way to transfer fuel from one ship to another with this mod or do i also need KAS? Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted May 16, 2015 Share Posted May 16, 2015 is there a way to transfer fuel from one ship to another with this mod or do i also need KAS?You need KAS to do fuel transfer. Link to comment Share on other sites More sharing options...
rabidninjawombat Posted May 16, 2015 Share Posted May 16, 2015 (edited) Question for anyone who may have an answer. Is it possible to have a container mount with multiple nodes (and still be able to release them using the ModuleKISPartMount module?) Playing around with the VTS mod and hopeing to update the Racks to work with KIS.EDIT: hey, got it partway figured out MODULE { name = ModuleKISPartMount mountedPartNode = bottom sndStorePath = KIS/Sounds/containerMount allowRelease = true MOUNT { attachNode = bottom01 allowedPartName= vtsfood } MOUNT { attachNode = bottom02 allowedPartName= vtsfood } MOUNT { attachNode = bottom03 allowedPartName= vtsfood } MOUNT { attachNode = bottom04 allowedPartName= vtsfood }}This actually lets me release them, only thing is it releases them all at once. Any way to fix that? Edited May 17, 2015 by rabidninjawombat Link to comment Share on other sites More sharing options...
Enceos Posted May 17, 2015 Share Posted May 17, 2015 (edited) Question for anyone who may have an answer. Is it possible to have a container mount with multiple nodes (and still be able to release them using the ModuleKISPartMount module?) Playing around with the VTS mod and hopeing to update the Racks to work with KIS.Yes, Universal Storage mod was already updated with that feature. See the Hexacore part config there. Edited May 17, 2015 by Enceos Link to comment Share on other sites More sharing options...
rabidninjawombat Posted May 17, 2015 Share Posted May 17, 2015 Yes, Universal Storage mod was already updated with that feature. See the Hexacore part config there.Thanks! I seem to have got it. Experimenting with US looks like clicking on the Hexicore and hitting release releases all the modules there too. So im assuming that just the way it works. On the plus side, attaching and reattaching works fine. except for the modules attach upsidown from the way their were attached. I can figure that one out. Link to comment Share on other sites More sharing options...
skbernard Posted May 17, 2015 Share Posted May 17, 2015 This mod is pure genius but there's one major deficiency - it's not possible to move large parts in space. If I want to move something like a hitchhiker module from one craft to another I have to play 3d football with it rather than being able to grab it and move it so it's close enough to attach it. I've gone through about 30 pages of this thread to see if I'm missing something obvious. Nothing would make me happier to be told that I'm wrong and "this is how you do it"!I can understand not being able to move large/massive objects at the bottom of a gravity well, but in orbit all the Kerbal has to deal with is the large inertia, lower accelerations and higher RCS consumption. For the time being I've increased the grab distance to 100m, which is annoying because it's now way too easy to attach parts, but at least it's realistic at being able to move parts in zero-gI haven't tried yet but can't you bring another kerbal near the piece, or potentially more than one to be able to carry the larger pieces?I swear I read that somewhere Link to comment Share on other sites More sharing options...
goldenpsp Posted May 17, 2015 Share Posted May 17, 2015 I haven't tried yet but can't you bring another kerbal near the piece, or potentially more than one to be able to carry the larger pieces?I swear I read that somewhereYea I have had that work. Link to comment Share on other sites More sharing options...
sharpspoonful Posted May 17, 2015 Share Posted May 17, 2015 I'm tinkering around with older parts that still have the KAS storage modules, specifically PRC and the ALCOR pod, and trying to figure out two things:1.) How would I go about removing the ALCOR's seat inventory in lieu of having 1000L space of storage (simulating stowage space on the outside of the craft)?2.) How would I reduce the volume size of the wheels? I think KIS is taking the expanded sizing rather than the collapse sizing as the default volume of the parts. Link to comment Share on other sites More sharing options...
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