smjjames Posted April 10, 2015 Share Posted April 10, 2015 Yeah, I really want to be able to move the small containers around quickly without having to push the containers around and while playing soccer (or football for those in Europe) with the containers is fun, it's sort of haphazard. I get you want to make KAS a separate thing more about attachments, but I see no reason why you can't combine the best features of KAS with the inventory system of KIS. Link to comment Share on other sites More sharing options...
winn75 Posted April 10, 2015 Share Posted April 10, 2015 Yeah, I really want to be able to move the small containers around quickly... I see no reason why you can't combine the best features of KAS with the inventory system of KIS.Planned (Kospy is working on it ) Link to comment Share on other sites More sharing options...
helaeon Posted April 11, 2015 Share Posted April 11, 2015 Just logged GitHub issue:Seems that if you transfer a kerbal around a ship using the stock method that you lose their inventory. I noticed this on my moon base. If I EVA them between modules I'm fine, if I transfer they lose it. Link to comment Share on other sites More sharing options...
Gristle Posted April 11, 2015 Share Posted April 11, 2015 Is there any way to disable the only engineers can assemble stuff? Seems a bit silly that a scientist doesn't know how to turn a wrench to assemble his own experiment. What would be best is a way to specify by part what skill is needed for EVA assembly. Link to comment Share on other sites More sharing options...
Enceos Posted April 11, 2015 Share Posted April 11, 2015 (edited) Is there any way to disable the only engineers can assemble stuff? Seems a bit silly that a scientist doesn't know how to turn a wrench to assemble his own experiment. What would be best is a way to specify by part what skill is needed for EVA assembly.Find a config file of your wrench under \GameData\KIS\Parts\wrenchFind and delete the line equipTrait = EngineerI think it's good to have the wrench for everyone, while the electric screwdriver is only for Engineers. Edited April 11, 2015 by Enceos Link to comment Share on other sites More sharing options...
metl Posted April 11, 2015 Share Posted April 11, 2015 Can someone please tell me if I am doing something wrong. First, to attach something I have to drag it out of the backpack and just "drop" it. While doing this, My Kerbal's jetpack reacts to the mouse control and he begins dancing around. After I drop the part (which hopefully is not floating away too quickly) I have to then right-click on it and select "attach" while at the same time maneuvering my kerbal back into the position he was at first before going for a joy ride on his jetpack. Then I have to hope that the distance between the dropped part, the kerbal, and the rocket are all still close enough to reach, or I have to do the whole thing over again. Please tell me there is an easier way. Link to comment Share on other sites More sharing options...
Svm420 Posted April 11, 2015 Share Posted April 11, 2015 open your backpack each item should be assigned a number click that number on your keyboard that will prepare the part to drop/attach. While you have the hologram you can hold x to use the wrench/drivver in your right hand to attach without having to drop first. TO remove an attachment again equip the wrench/driver then use KIS grab defaults to "G" then you just grab the item and drag back to your inventory. Yes moving the mouse will make the jetpack spin I hope they can work something out for that. Besides that did you RTFM? Link to comment Share on other sites More sharing options...
Snarfster Posted April 11, 2015 Share Posted April 11, 2015 Can someone please tell me if I am doing something wrong. First, to attach something I have to drag it out of the backpack and just "drop" it. While doing this, My Kerbal's jetpack reacts to the mouse control and he begins dancing around. After I drop the part (which hopefully is not floating away too quickly) I have to then right-click on it and select "attach" while at the same time maneuvering my kerbal back into the position he was at first before going for a joy ride on his jetpack. Then I have to hope that the distance between the dropped part, the kerbal, and the rocket are all still close enough to reach, or I have to do the whole thing over again. Please tell me there is an easier way.Ladders are your friend. Basic gear for my engineers is the powertool and the simple ladder. Link to comment Share on other sites More sharing options...
Superfluous J Posted April 11, 2015 Share Posted April 11, 2015 Ladders are your friend. Basic gear for my engineers is the powertool and the simple ladder.Yes, but not dumping your stuff into space with the hope that you'll be able to grab it when needed is also basic for an engineer. Link to comment Share on other sites More sharing options...
Skalou Posted April 12, 2015 Share Posted April 12, 2015 (edited) Salut les gars!Maybe a new hand tool?we can yet attach kerbals with the winch of KAS but it is not really usefull, with a great gameplay it could be fun: allow kerbal to attach rigidy anywhere or only on defined parts in VAB (instead of carying a ladder everywhere). Safety First!!... or after few things! Edit: bug report?when reloading the data base with module manager (Alt+F11) it increase the number of kerbal invetory Edited April 12, 2015 by Skalou bug report Link to comment Share on other sites More sharing options...
metl Posted April 12, 2015 Share Posted April 12, 2015 Ladders are your friend. Basic gear for my engineers is the powertool and the simple ladder.Bah! Why did I not think of this? Link to comment Share on other sites More sharing options...
Mekan1k Posted April 12, 2015 Share Posted April 12, 2015 Is there a modulemanager cfg that converts the KAS container spaces into KIS container spaces? Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted April 12, 2015 Share Posted April 12, 2015 Is there a modulemanager cfg that converts the KAS container spaces into KIS container spaces?There is one somewhere in the last 4-5 pages Link to comment Share on other sites More sharing options...
Gristle Posted April 12, 2015 Share Posted April 12, 2015 Find a config file of your wrench under \GameData\KIS\Parts\wrenchFind and delete the line equipTrait = EngineerI think it's good to have the wrench for everyone, while the electric screwdriver is only for Engineers.I don't see an equipTrait line in the Wrench's part.cfg. I do see equipSkill = RepairSkill. Is this what needs to be modified? Link to comment Share on other sites More sharing options...
futrtrubl Posted April 12, 2015 Share Posted April 12, 2015 I don't see an equipTrait line in the Wrench's part.cfg. I do see equipSkill = RepairSkill. Is this what needs to be modified?They changed from using traits to skills. Link to comment Share on other sites More sharing options...
Grosstadas Posted April 12, 2015 Share Posted April 12, 2015 First off, I LOVE the Inventori system and modifying ships wile in orbit xDsecond, Is it a planned feature to be capable of fixing objects to the ground like with the KAS?, i tried fixing a ground pylon and only the KAS system worked, the KIS one just left it there for me to bump around (i kinda wanted to make some sort of light posts or antennas or solar panels and hook them to my base with some cables) Link to comment Share on other sites More sharing options...
Mecripp Posted April 12, 2015 Share Posted April 12, 2015 First off, I LOVE the Inventori system and modifying ships wile in orbit xDsecond, Is it a planned feature to be capable of fixing objects to the ground like with the KAS?, i tried fixing a ground pylon and only the KAS system worked, the KIS one just left it there for me to bump around (i kinda wanted to make some sort of light posts or antennas or solar panels and hook them to my base with some cables)Like this http://forum.kerbalspaceprogram.com/threads/50531-Sunshine-movie-style-Deployable-Light-Globe-%28updated-25-10-2013%29 there great. Link to comment Share on other sites More sharing options...
Enceos Posted April 12, 2015 Share Posted April 12, 2015 They changed from using traits to skills. Right, I forgot to update my version. Deleting the equipSkill line should remove the restriction. Link to comment Share on other sites More sharing options...
Arron Rift Posted April 12, 2015 Share Posted April 12, 2015 Out of curiosity, does this entirely replace KAS? I mean does it include all the winches and anchors and stuff, or would you still need to install KAS as well? Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted April 12, 2015 Share Posted April 12, 2015 Out of curiosity, does this entirely replace KAS? I mean does it include all the winches and anchors and stuff, or would you still need to install KAS as well?You still need KAS for the winches and pipes and such. Link to comment Share on other sites More sharing options...
cjones590 Posted April 12, 2015 Share Posted April 12, 2015 I can't open the inventory or grab stuff Link to comment Share on other sites More sharing options...
futrtrubl Posted April 12, 2015 Share Posted April 12, 2015 I can't open the inventory or grab stuff Need a whole lot more info. Link to comment Share on other sites More sharing options...
Enceos Posted April 13, 2015 Share Posted April 13, 2015 Need a whole lot more info.It was his first post, usual story. Link to comment Share on other sites More sharing options...
Varsi Posted April 13, 2015 Share Posted April 13, 2015 This mod has been a lot fun! Managed to switch Skipper engine to a Sr. docking port in space. Was somewhat tricky to have 3 kerbals near the engine but then I remembered I had some ladders nearby to move as well. Link to comment Share on other sites More sharing options...
Enceos Posted April 13, 2015 Share Posted April 13, 2015 This mod has been a lot fun! Managed to switch Skipper engine to a Sr. docking port in space. Was somewhat tricky to have 3 kerbals near the engine but then I remembered I had some ladders nearby to move as well.I hear you, totally love this mod for this ability. I always wanted to be able to upgrade my vessels when new parts are unlocked. Can't imagine playing without this mod anymore. Link to comment Share on other sites More sharing options...
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