Kobymaru Posted February 19, 2016 Share Posted February 19, 2016 19 hours ago, IgorZ said: Yes, you can now "meld" two ships. Don't forget about mass limitation, though. Another limitation applied by the game engine is that you cannot connect two ships at any joint. You can only attach a root part of one ship to any other joint of the other ship (same as in the editor). Though, with some experience you'll learn how to re-assemble "wrong" ships on the orbit to have the right part to be the root. So I tried that, but I still get the "Can't grab, X parts attached to it": Spoiler This is definitely the latest version (1.2.4) though. Am I missing some settings? Link to comment Share on other sites More sharing options...
V8jester Posted February 19, 2016 Share Posted February 19, 2016 15 hours ago, Synthesis said: Thanks Igor, but I actually found the post that described exactly what I needed. Here it is for anyone else with the issue: Patch Spoiler PART { name = parachuteRadial_FPS module = Part author = NovaSilisko / V8Jester mesh = model.mu scale = 1 rescaleFactor = 0.25 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate TechRequired = survivability entryCost = 2800 cost = 400 //category = Utility subcategory = 0 title = FPS Backpack Parachute description = For those times you actually do care about those brave Kerbals you carelessly tossed out a hatch and 20,000 feet. attachRules = 0,1,0,0,0 mass = 0.1 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 // = 3100 emissiveConstant = 0.7 breakingForce = 100 breakingTorque = 50 bodyLiftMultiplier = 0 stageOffset = -1 bulkheadProfiles = srf MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy semiDeployedAnimation = semiDeployLarge fullyDeployedAnimation = fullyDeployLarge stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 0.12 semiDeploymentSpeed = 0.5 chuteMaxTemp = 650 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 58 } MODULE { name = ModuleKISItem shortcutKeyAction = equip equipRemoveHelmet = false volumeOverride = 0.004 equipable = true equipMode = physic editorItemsCategory = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 // Shift L/R ,Shift Up/Dn, Shift F/B equipPos = (0.06,0.04,-0.05) //ROT Up/Dn, ROT L/R, Spin equipDir = (170,180,0) //runSpeed = 0.8 } MODEL { model = Squad/Parts/Utility/parachuteMk2-R/model //texture = texture, BDArmory/Parts/AmmoBox/texture20x102 } } Cool, Somebody found my patch You can thank WarEagle1 for that one. It was his idea. Link to comment Share on other sites More sharing options...
IgorZ Posted February 19, 2016 Share Posted February 19, 2016 4 hours ago, Kobymaru said: So I tried that, but I still get the "Can't grab, X parts attached to it": This is definitely the latest version (1.2.4) though. Am I missing some settings? I did the same test and to my shame was able to reproduce the problem. Looks like I've included a DLL built from the original KospY branch, before the merge. Will make another version on these weekends. But I'm going to fix this bug first. Just for the reference. Here how it should look if the version was correct: Spoiler Link to comment Share on other sites More sharing options...
Kobymaru Posted February 19, 2016 Share Posted February 19, 2016 (edited) 49 minutes ago, IgorZ said: I did the same test and to my shame was able to reproduce the problem. Looks like I've included a DLL built from the original KospY branch, before the merge. Will make another version on these weekends. But I'm going to fix this bug first. Just for the reference. Here how it should look if the version was correct: Hide contents Cool, thanks for looking into it. So if I build your branch, and replace the old DLL with the product, will it work? Edit: I am very, very confused. I build the project, I get the message that the DLL was created in <blabla>\KIS\Plugins\Source\bin\Debug\KIS.dll Then I look into the folder, and it's.... empty? WTF? But np. I compiled it in Release mode and found the DLL in the build folder. And it works!!! Thanks a lot! This is an amazing step for KIS. I've been looking for that functionality for a long long time Edited February 19, 2016 by Kobymaru Link to comment Share on other sites More sharing options...
IgorZ Posted February 19, 2016 Share Posted February 19, 2016 18 minutes ago, Kobymaru said: Cool, thanks for looking into it. So if I build your branch, and replace the old DLL with the product, will it work? Edit: I am very, very confused. I build the project, I get the message that the DLL was created in <blabla>\KIS\Plugins\Source\bin\Debug\KIS.dll Then I look into the folder, and it's.... empty? WTF? But np. I compiled it in Release mode and found the DLL in the build folder. And it works!!! Thanks a lot! This is an amazing step for KIS. I've been looking for that functionality for a long long time You can build from master KospY branch. All the changes are there, it was just a problem on my local env: I haven't synced after the merge so, the old code was built. As for the strange output path, well, there is a room for improvements there Everyone has own environment so, some changes to the project file will be required anyways. It's just a question of how to minimize them. Link to comment Share on other sites More sharing options...
StevieC Posted February 19, 2016 Share Posted February 19, 2016 can you send a CKAN pull request too, please? Link to comment Share on other sites More sharing options...
IgorZ Posted February 19, 2016 Share Posted February 19, 2016 38 minutes ago, StevieC said: can you send a CKAN pull request too, please? Are you talking about this CKAN? I did a search there but haven't found anything related to KIS. I'm willing to request a pull but I need more background. Link to comment Share on other sites More sharing options...
Synthesis Posted February 19, 2016 Share Posted February 19, 2016 7 hours ago, V8jester said: Cool, Somebody found my patch You can thank WarEagle1 for that one. It was his idea. I would have credited you, but I am literally incompetent at posting on these forums. That being said, thank you. Now I wish there was a smaller, tiny parachute (outside of the Vanguard one which looks...kind of odd) to use than the Umbra Sound Rocket one. Link to comment Share on other sites More sharing options...
V8jester Posted February 19, 2016 Share Posted February 19, 2016 3 minutes ago, Synthesis said: I would have credited you, but I am literally incompetent at posting on these forums. That being said, thank you. Now I wish there was a smaller, tiny parachute (outside of the Vanguard one which looks...kind of odd) to use than the Umbra Sound Rocket one. I can help you rewrite that patch file to another parachute and then tweak the aero drag to make just about anything work. We could even make it use an unrealistically small parachute and go like 1 m/s if you wanted to. just PM me what you are trying to do and I'll help you out. No worries on the credit. My name is on it anyway That's how I knew it was mine. Link to comment Share on other sites More sharing options...
Synthesis Posted February 19, 2016 Share Posted February 19, 2016 7 minutes ago, V8jester said: I can help you rewrite that patch file to another parachute and then tweak the aero drag to make just about anything work. We could even make it use an unrealistically small parachute and go like 1 m/s if you wanted to. just PM me what you are trying to do and I'll help you out. No worries on the credit. My name is on it anyway That's how I knew it was mine. It's a tempting offer, but honestly what I'm looking for is cosmetic as much as anything else--your code was clear enough I could apply it to an umbra parachute, and I have a general idea how to scale things--really, I just want a large personnel parachute that would look appropriate on a kerbal in a suit--I could probably modify the parachute by default open at a very low altitude and slow the kerbonaut to just under leg-breaking speed (or do it in Realchute, though then I'd have to do it over and over again). I may still take you up on that offer if I find what I'm looking for. Link to comment Share on other sites More sharing options...
Ruedii Posted February 20, 2016 Share Posted February 20, 2016 Normally I don't complain, about these things, and don't get me wrong, I'm greatful for all the work put towards this mod, but it seems the CKAN database hasn't had it's Kerbal Inventory Version updated yet. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 20, 2016 Share Posted February 20, 2016 You would be better off posting in the ckan thread since I'm pretty sure the modders for KIS do not maintain the metadata themselves. Link to comment Share on other sites More sharing options...
the_pazter Posted February 20, 2016 Share Posted February 20, 2016 for some reason curse crashes my pc, is there a GitHub link for KAS and KIS? Link to comment Share on other sites More sharing options...
DocMop Posted February 20, 2016 Share Posted February 20, 2016 @the_pazter Try using an Adblocker and turn of Flash, there could be a problem with some ads on the site or something. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 20, 2016 Share Posted February 20, 2016 Github link. That is the most recent release. Link to comment Share on other sites More sharing options...
the_pazter Posted February 20, 2016 Share Posted February 20, 2016 13 minutes ago, DocMop said: @the_pazter Try using an Adblocker and turn of Flash, there could be a problem with some ads on the site or something. Thanks, Adblocker is a life saver Link to comment Share on other sites More sharing options...
Speedster159 Posted February 21, 2016 Share Posted February 21, 2016 The new update has been out for 3 days and Still don't have it on CKAN. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 21, 2016 Share Posted February 21, 2016 (edited) 21 hours ago, ExplorerKlatt said: You would be better off posting in the ckan thread since I'm pretty sure the modders for KIS do not maintain the metadata themselves. @Speedster159 Quoting myself for posterity. ETA: Also, the CKAN devs have been working on SpaceDock, the replacement for KerbalStuff Edited February 21, 2016 by ExplorerKlatt Link to comment Share on other sites More sharing options...
LMRaptor Posted February 21, 2016 Share Posted February 21, 2016 @IgorZ and @ExplorerKlatt Thanks for y'all's help a few days ago. I resolved the problem today. Turns out I had the .dll files in 2 places: One in the KIS and KAS folders respectively, and another for KIS and KAS as standalone files in the KSP Gamedata folder; deleting the .dll files in the Gamedata folder solved the issue and now I can attach items like normal. Link to comment Share on other sites More sharing options...
V8jester Posted February 21, 2016 Share Posted February 21, 2016 Hey does anyone have a good trick for positioning items in kerbals hands? I've been doing it manually through the CFG files. Just curious if there is an easier way that trial and error. This is what I, Spanner, LordPrometheus and War Eagle 1 have been working on Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted February 21, 2016 Share Posted February 21, 2016 (edited) 23 hours ago, Ruedii said: Normally I don't complain, about these things, and don't get me wrong, I'm greatful for all the work put towards this mod, but it seems the CKAN database hasn't had it's Kerbal Inventory Version updated yet. 23 hours ago, ExplorerKlatt said: You would be better off posting in the ckan thread since I'm pretty sure the modders for KIS do not maintain the metadata themselves. 3 hours ago, Speedster159 said: The new update has been out for 3 days and Still don't have it on CKAN. You all misunderstand the relationship between Curse and CKAN. Complains here will not fix the issue. That is because CKAN cannot index mods from Curse. It is not a straight metadata issue, You have summon the team to manually move the mod across. This the wrong thread to do that on. There a CKAN thread for this. Plus an issue raised on github will get there faster and a PR faster still. There is talk of an automated system using a Curse API but is very early days and no way as open or as easy as using Spackdock.info Please don't bug the mod author about Curse issues. Edited February 21, 2016 by nobodyhasthis2 Link to comment Share on other sites More sharing options...
cordilon Posted February 21, 2016 Share Posted February 21, 2016 (edited) Hey, I encountered the same bug as described by @bradleyjh (some pages ago in this thread). Short version: RealChute parachutes disappear when attaching. Some additional info though: - the chute seems to get placed in the world, but without a model and somewhat in the center of the ship as opposed to where it should be - detaching an existing RealChute chute from the ship, storing it in a Kerbals inventory and attaching it somewhere else on the ship works perfectly fine. I know it's impossible to make a mod compatible with every other mod out there, but attaching emergency chutes some 5sec before atmospheric reentry is just the coolest thing to do ; ) Edited February 21, 2016 by cordilon Link to comment Share on other sites More sharing options...
jmbailey2000 Posted February 21, 2016 Share Posted February 21, 2016 I've been tearing my hair out and haven't been able to find anything about this. Can anyone explain how/why some parts placed in inventory can only take up one slot and you can increment the count of parts in that slot (i.e. ground pylon and the Pegasus ladder) yet other parts require a separate slot in inventory for each one placed (i.e. drill, RTG, etc.)? Is there a way to use MM to allow certain parts (like the ladder which is stock) only require one slot but have its quantity incremented? Thanks! Link to comment Share on other sites More sharing options...
pellinor Posted February 21, 2016 Share Posted February 21, 2016 1 minute ago, jmbailey2000 said: I've been tearing my hair out and haven't been able to find anything about this. Can anyone explain how/why some parts placed in inventory can only take up one slot and you can increment the count of parts in that slot (i.e. ground pylon and the Pegasus ladder) yet other parts require a separate slot in inventory for each one placed (i.e. drill, RTG, etc.)? Is there a way to use MM to allow certain parts (like the ladder which is stock) only require one slot but have its quantity incremented? Thanks! A part is 'stackable' if different copies are guaranteed to be identical (i.e. no persistent data). This is decided via a list of stackable partModules that you find in the KIS config. Examples of non stackable modules would be RESOURCE nodes or a TweakScale module. Link to comment Share on other sites More sharing options...
jmbailey2000 Posted February 21, 2016 Share Posted February 21, 2016 1 minute ago, pellinor said: A part is 'stackable' if different copies are guaranteed to be identical (i.e. no persistent data). This is decided via a list of stackable partModules that you find in the KIS config. Examples of non stackable modules would be RESOURCE nodes or a TweakScale module. Hmmmm......kind of understand, but I can't seem to correlate that with what I'm seeing in the Settings.cfg file for KIS and I can't find any other files that "tweak" parts like the ladder. Any thoughts on where to look? Link to comment Share on other sites More sharing options...
Recommended Posts