ExplorerKlatt Posted August 1, 2015 Share Posted August 1, 2015 It's unclear what the problem is at 2 and 7. Maybe try reading the manual. These sound like things KIS can do if done right. You need the screwdriver for stack attach and you can carry the connector port in the kerbal's inventory.And the kerbal doing the attaching must be an engineer Link to comment Share on other sites More sharing options...
AlonzoTG Posted August 1, 2015 Share Posted August 1, 2015 (edited) !!! that must have been it, I must have forgotten to equip the power-wrench tool. It would have been helpful if it had a message "tool required" or something, it just didn't occur to me. =\ Edited August 1, 2015 by AlonzoTG Link to comment Share on other sites More sharing options...
Gryphon Posted August 1, 2015 Share Posted August 1, 2015 PROBLEM: I can't find a way to grab connectors and carry them with the kerbal like in the olden days so I have to land the ship practically right on top of the thing to recover. AFAIK, you should be able to drag the connector into the Kerbal's own inventory. Of course, the Kerbal needs to be an engineer, and will need a tool, too. Link to comment Share on other sites More sharing options...
Kowgan Posted August 2, 2015 Share Posted August 2, 2015 Hey Kospy. Thank you once more for the endless effort put into this.I've got a bug report, and I don't know how can I make this more helpful. The game has crashed twice now, after updating to KIS 1.2.1. Both crashes happened while moving something in the Inventory window, and since "KSP.exe stopped working", no crash reports were created. Although I looked at the output_log, I didn't find any crash reports there, so I was dumb not to copy the file before relaunching the game. Maybe next time.Instead, here's a screenshot of the second crash. The first one happened while organizing items on an EVA kerbal inventory, in orbit.A.D.E.P.T. 1.0AdvancedAnimator 1.1.1Brake Toggle 1.0Contract Configurator 1.5.4Contract Pack - Kerbin Space Station 2.1.1Crew Queue 2.0Crowd Sourced Science 3.0.1DMagic Orbital Science 1.0.7Firespitter Plugin 7.1.4HyperEdit 1.4KAS Portable Science Container 1.3.0KAS 0.5.4Kerbin Shuttle Orbiter System 4.2KIS 1.2.1Klockheed Martian Gimbal 3.0.3.0Klockheed Martian SSE 2.2.0MechJeb 2.5.3.0Mk2 Essentials 5Module Manager 2.6.6Muffler 1.0NavBall Docking Alignment Indicator 7.0OSE Workshop 0.9.6Portrait Stats 3.0Procedural Fairings 3.15Protractor 2.5.1RealChute 1.3.2.3SCANsat 14.1Smoke Screen 2.6.1.0SpaceShuttle NoseCone 3.0Stack Inline Lights 0.8Station Science 1.5Stock Bug Fix Modules 1.0.4b.2SurveyTransponder 0.1.0SXT for 1.0.4 - Master fileToolbar 1.7.9USI Life Support 0.1.3Waypoint Manager 2.4.0... Speaking of which, Is it a design choice not being able to fire the EVA propellant while grabbing parts on EVA? Sometimes my poor kerbals stumble on a part, while assembling something in orbit, and they find it pretty exhaustive to fly those parts back to their position. Thanks! Link to comment Share on other sites More sharing options...
Gryphon Posted August 2, 2015 Share Posted August 2, 2015 Is there a 1.25m diameter KIS container that I am not seeing? The first one I see is the big box, and that doesn't match up with my poor little rockets.Also, is it possible to a add a KIS container to a command pod? Perhaps my Module-Manager-fu is weak, but I was trying to add a little KIS container, just large enough to fit a tool in, to the mk1pod, and I have failed. (Both of these are because I want to be able to send a tool to orbit without needing to send another Kerbal along with it.) Link to comment Share on other sites More sharing options...
V8jester Posted August 2, 2015 Share Posted August 2, 2015 Hey Kospy. Thank you once more for the endless effort put into this.I've got a bug report, and I don't know how can I make this more helpful. The game has crashed twice now, after updating to KIS 1.2.1. Both crashes happened while moving something in the Inventory window, and since "KSP.exe stopped working", no crash reports were created. Although I looked at the output_log, I didn't find any crash reports there, so I was dumb not to copy the file before relaunching the game. Maybe next time.Instead, here's a screenshot of the second crash. The first one happened while organizing items on an EVA kerbal inventory, in orbit.A.D.E.P.T. 1.0AdvancedAnimator 1.1.1Brake Toggle 1.0Contract Configurator 1.5.4Contract Pack - Kerbin Space Station 2.1.1Crew Queue 2.0Crowd Sourced Science 3.0.1DMagic Orbital Science 1.0.7Firespitter Plugin 7.1.4HyperEdit 1.4KAS Portable Science Container 1.3.0KAS 0.5.4Kerbin Shuttle Orbiter System 4.2KIS 1.2.1Klockheed Martian Gimbal 3.0.3.0Klockheed Martian SSE 2.2.0MechJeb 2.5.3.0Mk2 Essentials 5Module Manager 2.6.6Muffler 1.0NavBall Docking Alignment Indicator 7.0OSE Workshop 0.9.6Portrait Stats 3.0Procedural Fairings 3.15Protractor 2.5.1RealChute 1.3.2.3SCANsat 14.1Smoke Screen 2.6.1.0SpaceShuttle NoseCone 3.0Stack Inline Lights 0.8Station Science 1.5Stock Bug Fix Modules 1.0.4b.2SurveyTransponder 0.1.0SXT for 1.0.4 - Master fileToolbar 1.7.9USI Life Support 0.1.3Waypoint Manager 2.4.0... Speaking of which, Is it a design choice not being able to fire the EVA propellant while grabbing parts on EVA? Sometimes my poor kerbals stumble on a part, while assembling something in orbit, and they find it pretty exhaustive to fly those parts back to their position. Thanks!You know with as many mods as you are using... It could be a memory issue. 32bit isn't as capable as 64bit with the kitchen sink mod mentallity Now when you get that error message do you give it a second? I've had that show up and then if you wait 5 seconds it will usually go away on its own. Link to comment Share on other sites More sharing options...
Kowgan Posted August 2, 2015 Share Posted August 2, 2015 Conventionally enough, I've had the game open for some good time, and loaded a bunch of crafts before both crashes happened. So, the memory issue possibility did come through my mind. But the "crash-from-memory-limit" for 32bit is different. It actually shows a KSP custom crash message, and a log folder is created. None of this is the case.And yes, I've waited about a minute in both situations. Link to comment Share on other sites More sharing options...
goldenpsp Posted August 2, 2015 Share Posted August 2, 2015 Conventionally enough, I've had the game open for some good time, and loaded a bunch of crafts before both crashes happened. So, the memory issue possibility did come through my mind. But the "crash-from-memory-limit" for 32bit is different. It actually shows a KSP custom crash message, and a log folder is created. None of this is the case.And yes, I've waited about a minute in both situations. Really? Cause I have had the game crash due to running out of memory plenty and never did I get a message. Link to comment Share on other sites More sharing options...
Vorg Posted August 3, 2015 Share Posted August 3, 2015 My out of memory crashes where always just a dump to desktop, but there where files created. It creates a n umbered folder for the log dump Link to comment Share on other sites More sharing options...
Kowgan Posted August 3, 2015 Share Posted August 3, 2015 Thanks for the reports, guys. I'll assume it was a memory limit issue, then. Link to comment Share on other sites More sharing options...
biasoc Posted August 3, 2015 Share Posted August 3, 2015 This is my first time trying KIS and it just isn't working right. Inventories are fine and I can drag and drop objects from the inventory but I can't seem to attach anything or grab any objects that have been dropped. I've tried with screwdriver and wrench. I've tried various combinations of pressing and holding x/h/g along with mouse buttons. I've tried disabling all other mods. I've tried using various different objects to attach. Nothing works. When I try to attach a part, the log shows:[Log]: [KIS] StartPointer(pointer)[Log]: [KIS] Surface node set to default[Log]: [KIS] Cancel key pressed, stop eva attach mode[Log]: [KIS] StopPointer(pointer)And when I try to pick up a dropped part:[Log]: [KIS] StartPointer(pointer)[Log]: [KIS] Surface node set to default[Log]: [KIS] Create & drop part[Error]: Actor::setLinearVelocity: Actor must be (non-kinematic) dynamic![Error]: Actor::setAngularVelocity: Actor must be (non-kinematic) dynamic![Log]: [KIS] StopPointer(pointer)Any ideas? Link to comment Share on other sites More sharing options...
Tarheel1999 Posted August 3, 2015 Share Posted August 3, 2015 This is my first time trying KIS and it just isn't working right. Inventories are fine and I can drag and drop objects from the inventory but I can't seem to attach anything or grab any objects that have been dropped. I've tried with screwdriver and wrench. I've tried various combinations of pressing and holding x/h/g along with mouse buttons. I've tried disabling all other mods. I've tried using various different objects to attach. Nothing works. have you tried watching a video to make sure you are doing it right? Try this one. https://youtu.be/PewYSK1Ix3AAlso are you using an engineer? Is the tool equipped? Link to comment Share on other sites More sharing options...
biasoc Posted August 3, 2015 Share Posted August 3, 2015 have you tried watching a video to make sure you are doing it right? Try this one. https://youtu.be/PewYSK1Ix3AAlso are you using an engineer? Is the tool equipped?Yes to all of the above. But I have solved the problem laterally... I plugged a mouse into my laptop instead of using the touchpad like usual. Now it works perfectly. Looks like my touchpad doesn't register mouse clicks while I'm holding down a key on the board. But KIS is working just fine Link to comment Share on other sites More sharing options...
Jenyaza01 Posted August 3, 2015 Share Posted August 3, 2015 Mod can add new buttons like "Eva Items" in the editor.Question: Is it possible to make this function only, and separately? It may be only one .dll... maybe.Then the user can decide to add categories in the .cfg file likeNEW_KATEGORY{name = elecricPartstitle = Electricicon = elecricParts.png //image in that folder, near the .cfg}NEW_KATEGORY{name = parachuteSystemstitle = Parachutesicon = Squad/Icons/MyIcon/Parachute.png // image in the specified folder}==================== Example ================= PART{name = mk16Parachute ...category = parachuteSystems}And compile it to 1.0+ / 1.0.2+ Thanks. Link to comment Share on other sites More sharing options...
Tarheel1999 Posted August 3, 2015 Share Posted August 3, 2015 That mod already exists. Check out Filter Extensions. You can customize it however you want. Link to comment Share on other sites More sharing options...
Wjolcz Posted August 4, 2015 Share Posted August 4, 2015 It's possible to attach the fuel lines with only KIS installed, right? Link to comment Share on other sites More sharing options...
Tarheel1999 Posted August 4, 2015 Share Posted August 4, 2015 It's possible to attach the fuel lines with only KIS installed, right?Stock fuel lines (yellow)? No. You need to use the connectors in KAS. Link to comment Share on other sites More sharing options...
Wjolcz Posted August 4, 2015 Share Posted August 4, 2015 Stock fuel lines (yellow)? No. You need to use the connectors in KAS.D:I know I might be late to this, but damn, this mod is fun! Just Watney'd my first abomination: Link to comment Share on other sites More sharing options...
edrobotguy Posted August 5, 2015 Share Posted August 5, 2015 Geez, the movie isn't even out yet and "Watney'd" is a verb?I have a request. Is there a way for the user to re-map the keyboard controls? I currently use hnijkl for the eva jetpack, since I use those keys for the same purposes when moving vehicles with rcs. I can't have my kerbals removing their helmet when I want them to move left. Link to comment Share on other sites More sharing options...
-ctn- Posted August 5, 2015 Share Posted August 5, 2015 Geez, the movie isn't even out yet and "Watney'd" is a verb?Well, to be fair, the book has been out for a year. Plus, Watney is awesome. Let the verbing commence.It's very easy to feel like Mark with this mod... Link to comment Share on other sites More sharing options...
Tarheel1999 Posted August 5, 2015 Share Posted August 5, 2015 Geez, the movie isn't even out yet and "Watney'd" is a verb?I have a request. Is there a way for the user to re-map the keyboard controls? I currently use hnijkl for the eva jetpack, since I use those keys for the same purposes when moving vehicles with rcs. I can't have my kerbals removing their helmet when I want them to move left.Look in the settings file. I believe that is where the keys are designated. If not look at the KIS wiki on github. Link to comment Share on other sites More sharing options...
Esme Posted August 5, 2015 Share Posted August 5, 2015 I suspect I'm missing the flippin' obvious somewhere, but even having read the KIS manual I haven't managed to work this out yet: how do you release an anchor that you've fired from a winch from the ground? I didn't really understand what the three options given when one grabs the anchor is, tried one at random and simply managed to detach the anchor from the winch cable. What should I have done to detach the anchor from the terrain so that the cable could then be retracted with the anchor still attached? Link to comment Share on other sites More sharing options...
Wjolcz Posted August 5, 2015 Share Posted August 5, 2015 (edited) It's very easy to feel like Mark with this mod...I confirm this.I suspect I'm missing the flippin' obvious somewhere, but even having read the KIS manual I haven't managed to work this out yet: how do you release an anchor that you've fired from a winch from the ground? I didn't really understand what the three options given when one grabs the anchor is, tried one at random and simply managed to detach the anchor from the winch cable. What should I have done to detach the anchor from the terrain so that the cable could then be retracted with the anchor still attached?I haven't played much with anchors and harpoons, but shouldn't you be able to pick it up when on EVA? Hold G and place it somewhere else or put it in your inverntory. Edited August 5, 2015 by Veeltch Link to comment Share on other sites More sharing options...
Tarheel1999 Posted August 5, 2015 Share Posted August 5, 2015 Try the "detach" option in the Winch GUI. The GUI can be opened by right clicking the winch and selecting the right option or by pressing "p". I've only used the grappling hook but I think the functionality is similar. Link to comment Share on other sites More sharing options...
Esme Posted August 5, 2015 Share Posted August 5, 2015 Try the "detach" option in the Winch GUI. The GUI can be opened by right clicking the winch and selecting the right option or by pressing "p". I've only used the grappling hook but I think the functionality is similar.There's no detach option. Sorry, but thios needs someone who definitely knows how to use the anchor properly to respond; thanks for trying to help though! Link to comment Share on other sites More sharing options...
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