Ateballgaming Posted November 10, 2015 Share Posted November 10, 2015 Any compatability issues with 1.0.5 I need to be aware of?other then what fireblade said it seems to work fine Link to comment Share on other sites More sharing options...
V8jester Posted November 10, 2015 Share Posted November 10, 2015 If you guys want to ignore the warning till Kospy has a chance to update KAS / KIS. You could just delete the AVC and .version files in the plugins folder. Then it wont bark at you. (But do this under the understanding that KAS and KIS are currently for 1.0.4 (but it seems to work just fine in 1.0.5) Link to comment Share on other sites More sharing options...
KospY Posted November 11, 2015 Author Share Posted November 11, 2015 KIS v1.2.3 released !Just a small update for KSP 1.0.5.Enjoy ! Link to comment Share on other sites More sharing options...
V8jester Posted November 11, 2015 Share Posted November 11, 2015 Thanks Kospy! Link to comment Share on other sites More sharing options...
Argonicus Posted November 12, 2015 Share Posted November 12, 2015 Can some one explain, for what KIS funny pack mod? in CKAN? Link to comment Share on other sites More sharing options...
cpttails Posted November 12, 2015 Share Posted November 12, 2015 Hey, I am having trouble with KIS 1.2.3. Its telling me that some sound files are mis located. Does anyone have any solutions? Link to comment Share on other sites More sharing options...
Gryphon Posted November 12, 2015 Share Posted November 12, 2015 Hey, I am having trouble with KIS 1.2.3. Its telling me that some sound files are mis located. Does anyone have any solutions?It sounds like you might have installed it incorrectly. There should be a "KIS" directory in your GameData directory. Do you have previous experience with successfully installing mods? Link to comment Share on other sites More sharing options...
ktosiu Posted November 13, 2015 Share Posted November 13, 2015 (edited) Re-entering (boarding) the cabin after EVA leaves a clone of the kerbal outside the ship.[00:00:12]: Bob Kerman boarded Mk1 Command Pod on EAGLE-2-X.(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[KIS] protoCrew seatIdx has been set to -1 ! (no internal ?)(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[KIS] Setting seat to : 0(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[KIS] Item transfer | source Bob Kerman(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[KIS] Drop item(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at KIS.KIS_Item.Drop (.Part fromPart) [0x00000] in <filename unknown>:0 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 KerbalEVA.proceedAndBoard (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.BoardPart (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.<SetupFSM>m__93 () [0x00000] in <filename unknown>:0 at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at KerbalEVA.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Edit: Looks like it happens when the kerbal has a DMAGIC OS part carried - upon first exit there is no model of the item attached to his back. Re-arranging the inventory updates the model. Edited November 14, 2015 by ktosiu Edit Link to comment Share on other sites More sharing options...
Morty Posted November 15, 2015 Share Posted November 15, 2015 Hi there, I am new here, so please don't bash me over the head for asking a stupid question, but I have a problem with "EVA Propellant" since 1.0.5 (and/or KIS 1.2.3, EPL 5.2.93).In 1.0.2 I had constructed an ILC 18-K container with some basic tools in it and - ever changing - parts that needed mounting on my space station. I use "Extraplanetary Launchpads" and in 1.0.2 everything worked fine with that container out in space. But in 1.0.5 I can't build that container in space any longer since it requires the resource "EVA Propellant", which I have no way of producing up there (at least that I know of, and Monopropellant will not do the trick it seems).I CAN, however, build and "launch" that container on Kerbin, but it would be madness to fly it to Gilly just for a bit of EVA Propellant :-)Can somebody confirm this? And if so: is this a problem with KIS or EPL? I don't want to bark at the wrong tree...Thank you! Link to comment Share on other sites More sharing options...
sardia Posted November 15, 2015 Share Posted November 15, 2015 Does anyone know how to edit KIS so that nonengineers can attach things? It's hard recruiting enough engineers, I got nothing but pilots and scientists. It says they need the repair skill, so I probably want to edit that restriction out. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted November 15, 2015 Share Posted November 15, 2015 (edited) Does anyone know how to edit KIS so that nonengineers can attach things? It's hard recruiting enough engineers, I got nothing but pilots and scientists. It says they need the repair skill, so I probably want to edit that restriction out.Try removing the repairSkill from the part configs for the Screwdriver and wrench.look for this line in the .cfg filesequipSkill = RepairSkill Edited November 15, 2015 by ExplorerKlatt Link to comment Share on other sites More sharing options...
sardia Posted November 15, 2015 Share Posted November 15, 2015 Perfect, it worked like a charm. Link to comment Share on other sites More sharing options...
Jarardo1 Posted November 19, 2015 Share Posted November 19, 2015 Can I use a crane instead of additional Kerbals to attach objects over 1 ton? I tried picking up the object (2 ton Drill) with a magnet and moving it right next to where I want it attached but I still just am seeing that I can't move it because it's to heavy. Thanks! Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted November 19, 2015 Share Posted November 19, 2015 [quote name='Jarardo1']Can I use a crane instead of additional Kerbals to attach objects over 1 ton? I tried picking up the object (2 ton Drill) with a magnet and moving it right next to where I want it attached but I still just am seeing that I can't move it because it's to heavy. Thanks![/QUOTE] It would be nice if you could use a crane to help, but unfortunately, you still need the additional kerbals. Link to comment Share on other sites More sharing options...
insert_name Posted November 22, 2015 Share Posted November 22, 2015 I downloaded this mod, copied the KIS folder into my game data folder, nothing happened except my game got a bit laggier help please Link to comment Share on other sites More sharing options...
Maestro22 Posted November 22, 2015 Share Posted November 22, 2015 Hello all, first of all, thank you al lot for this fantastic mod! It definitely extends the possibilities of the game into a more comprehensive and joyful experience. Even though I use it now for a few months already I only noticed it yesterday that when my Kerbal is on the surface of the Mun, he is not able to take off with its jetpack when there is too much load on his shoulders. First I supposed it is a bug introduced with 1.0.5 which I started evaluating yesterday, but then I understood that the effect was there already before and it physically makes sense. However I wonder how tiny amounts of mass lead to this effect - precisely, there seems to the a limit of 0.190 mass units on Mun - which is only a bit more than the kerbal with its suit alone (0.094). It would be a deal if the extra EVA-fuel tank would also provide some extra thrust to overcome this limitation. Or a separate booster pack. Is there a possibility to tweak the thrust of an EVA suit in one of the config files? Any feedback is welcome. Link to comment Share on other sites More sharing options...
taniwha Posted November 23, 2015 Share Posted November 23, 2015 [B]Maestro22[/B]: I'm not sure if your 190kg (yes, kg) is just the parts, or the total, but even 96kg extra is really quite a lot for those little jets to push. Mun is getting close to the limits for an unladen kerbal (not as close as Duna, true), and thus there just is not much leeway. Really, you are better off accepting the challenge of how to carry that stuff from A to B on Mun. Some things to remember: [list] [*]You can attach ladders where you need them. [*]Kerbals can often clamber over things. This makes pretty much anything you can attach useful for getting to high places. [*]You can use the winches in KAS to lift (or even drag) heavy stuff). [*]The above is actually surprisingly fun:) [/list] Just yesterday I took a kerbal from 50km above Minmus to the surface carrying the electric screwdriver, the mallet from EL, and 20 survey stakes (also EL). It took three tries to get her down safely: first try, misjudged vertical acceleration and plowed into the ground. Second try, ran out of fuel and plowed into the ground (saw it coming, tried to rotate so she was head down, but just that was enough to exhaust the fuel and she just continued spinning... splat). Third try worked well: she grabbed the ladder on the base with just a puff remaining in her tanks :) (yes, precision EVA landing). Also, carrying the screwdriver and 2 connector end-points just 6km on Minmus proved to be rather iffy for her tanks, but it was all very fun. Link to comment Share on other sites More sharing options...
Maestro22 Posted November 23, 2015 Share Posted November 23, 2015 [quote name='taniwha'] [LIST] [*]You can use the winches in KAS to lift (or even drag) heavy stuff). [/LIST] [/QUOTE] Yes, this is probably the main point which I missed until now. It took me a while to understand how to use those winches, and this is an obvious application. I already started taking that challenge and I agree, its fun. Thank you for your response. Link to comment Share on other sites More sharing options...
sardia Posted November 24, 2015 Share Posted November 24, 2015 What does the below do? I know the other two lines governs surface attaching and node stacking with wrenches and screwdrivers. toolStaticAttach = false Link to comment Share on other sites More sharing options...
taniwha Posted November 24, 2015 Share Posted November 24, 2015 [B]sardia[/B]: toolStaticAttach governs whether the tool can be used for attaching things to the ground or to "static" objects (KSC buildings, Mun arches, etc). Link to comment Share on other sites More sharing options...
insert_name Posted November 25, 2015 Share Posted November 25, 2015 I'm having a lot of trouble with this mod, it doesn't do anything when I load ksp, I copied the KIS folder into the game data folder please help Link to comment Share on other sites More sharing options...
Morty Posted November 25, 2015 Share Posted November 25, 2015 [quote name='insert_name']I'm having a lot of trouble with this mod, it doesn't do anything when I load ksp, I copied the KIS folder into the game data folder please help[/QUOTE] I am no expert in these matters, but have you checked out the KSP.log file? It told me I had a missing DLL when I had a similar problem. Do you see any KIS-related messages in there at all? It would also be nice to know if you use Linux or Windows, 32 or 64 bit, version of KSP and KIS and so on. Especially the 64 bit Windows version of KSP still seems to be problematic... Link to comment Share on other sites More sharing options...
insert_name Posted November 26, 2015 Share Posted November 26, 2015 ok I found out I had a 1.05 install inside my 1.04 install, removed the 1.04 install and everything works, looks like the problem was on my end Link to comment Share on other sites More sharing options...
PT Posted November 30, 2015 Share Posted November 30, 2015 Hello. I have issue with KAS/KIS and Contracts. I had usual contract for space station, so I sent bare-bone version of it with engineer on board and various utilities in boxes. When in orbit I attached utilities (solar panels, antena, etc) via KIS. Devices worked as intended, but Contract failed to detect attached parts like it does when two vessels dock. I tried to dock other vessel to station, but it didn't help with contract. Re-welding parts did not help. I checked in save file and PART.launchID was set to "0", while other parts had "55". My fix was to undock station-shuttle, move attached parts to other vessel and edit their PART.launchID to value from other parts. After docking again contract was finally marked as complete. Is there way to do it without docking and editing file? Link to comment Share on other sites More sharing options...
sashan Posted November 30, 2015 Share Posted November 30, 2015 Suggestion: make Engineers able to work with screwdriver in a very limited area round them while in external command seat. We'll be able to have robotic arms while on shuttle, cargo handlers inside bays of cargo planes, buckets for accessing high places like on firetrucks and lots of other possibilities. Link to comment Share on other sites More sharing options...
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