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[1.1.2] Kerbal Inventory System (KIS) 1.2.12


KospY

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One rather interesting bug. I've never used the explosives before, but I decided to manually get rid of an old Minmus science station prior to abandoning it. Dropped a charge on it and about half the station was erased, but a science lab covered in batteries and science goodies was left. Dropped another on it.. and blew up Minmus. Well, not really.. but basically I was left with a neverending explosion that lasted a good ten minutes before my game finally froze. It basically looked like the explosion just kept retriggering every half second. My EVA kerbal was sent flying as the entire moon was shaking and I think she eventually died from being shaken around too much. Hard to tell, the camera was shaking so much I couldn't do anything at all. I swapped over to my other ship that was about 2km away and it was shaking too, though about 1/10th as much. Took off (hilariously still shaking) and flew up to about 2.5k and the game finally froze. Apparently setting off an explosive charge in the presence of a large amount of electric charge and whatever the Minmus lesser flats are made of tears a hole in the fabric of the universe. Do I get any science points for that?

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So I'm running into a pretty nasty problem using KIS, though I'm not 100% sure if KIS is directly the cause. I managed to launch 12 station science experiment modules without any way to return them to Kerbin (I normally use parachute docking rings, but put regular ones instead). I figured this would be a great time to test out KIS attachment so I launched a repair mission with a bunch of realChutes radial chutes in the KIS inventory with the intent of putting two on each group of experiments. I equipped the power screwdriver and then attempted to attach them, but they simply disappeared, apparently inside the modules. The chutes did appear in the staging list, so, after trying a couple more times to get them to stick to the surface, I attempted to return the modules to Kerbin as is, just using staging to activate the chutes. Unfortunately, when I activated the chutes, the whole screen went black except the UI, which went completely blank, forcing me to quit the game.

Did I do something wrong here? Why did the chutes disappear and why is that fact killing my game? I do have KAS and KIS installed together, but according to the first post, that shouldn't cause any real conflicts...

Here is what is happening when the chutes deploy:

G13mkx8.png

Any help would be appreciated

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Here is a log showing the end result. Looks to be the Hell Kraken based on the many entries stating "Look rotation viewing vector is zero". I have been unable to generate a log depicting the attach attempts where the part just disappears into the part I'm attaching it to. I should also mention that KAS seems broken currently as well. I'm testing without KIS to see if that unbreaks KAS, or if there is a different issue going on there...
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Here is a log showing the end result. Looks to be the Hell Kraken based on the many entries stating "Look rotation viewing vector is zero". I have been unable to generate a log depicting the attach attempts where the part just disappears into the part I'm attaching it to. I should also mention that KAS seems broken currently as well. I'm testing without KIS to see if that unbreaks KAS, or if there is a different issue going on there...

Considering KAS doesn't function without KIS that's a dead end. What I'd recommend is you try to reproduce the issue without RealChutes installed, if possible. It may be that KIS doesn't provide information to the modules that they are expecting, or even corrupts it somehow, and hence when you pop the cord the game freaks out. While it's possible you've discovered a KIS-centric bug, the sheer number of mods on your install makes it difficult, even if you can prove KIS is the culprit, to show that KIS is totally at fault here. If you can narrow it down to an incompatibility between two mods, or show it happening on a stock install, that's more beneficial.

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Well, it looks like the issue does indeed lie between KAS / KIS and realChutes. Even simply choosing a different parachute to bolt on worked just fine.

I will say for the record though that I'm on 0.90 still so my version of KAS does work just fine without KIS.

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You should have said you were on 0.90 to begin with. This mod is for v1.0.2 now. And development is for such. Any support for prior versions is a whole new ballgame as you can't guarantee what works with 1.0.2 will work with 0.90. I'm afraid you are probably on your own here. For that matter, with nearly everything moved over to 1.0.2, you should start making the switch anyway.

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Apparently this is a FAR issue not KIS, see below, I apologise kospY!

Bug report, posting over from the FAR thread because I've found a way to reproduce it. Last few days I've been playing with FAR and KIS-KAS installed along with a bunch of other mods. Whenever I save a vessel with items in an inventory, and reload it, everything is gone except for the root cockpit. I'm rather upset because this bug has just deleted two hours' work, one hour on my first career Mun stack and one on my first decent light aircraft, which was stacked with procedural parts. Here are the errors I'm seeing:

NullReferenceException: Object reference not set to an instance of an object
at EditorLogic.recurseShipList (.Part part, System.Collections.Generic.List`1 shipList) [0x00000] in <filename unknown>:0

at EditorLogic.getSortedShipList () [0x00000] in <filename unknown>:0

at EditorLogic.get_SortedShipList () [0x00000] in <filename unknown>:0

at FerramAerospaceResearch.FARGUI.FAREditorGUI.EditorGUI.ResetEditorEvent (.ShipConstruct construct) [0x00000] in <filename unknown>:0

at EventData`1[ShipConstruct].Fire (.ShipConstruct data) [0x00000] in <filename unknown>:0

at KIS.ModuleKISInventory.RefreshMassAndVolume () [0x00000] in <filename unknown>:0

at KIS.ModuleKISInventory.OnStart (StartState state) [0x00000] in <filename unknown>:0

at Part.ModulesOnStart () [0x00000] in <filename unknown>:0

at Part+.MoveNext () [0x00000] in <filename unknown>:0

That's what starts it. It's followed by many of these:

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () [0x00000] in <filename unknown>:0

at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [0x00000] in <filename unknown>:0

Which I assume might just be FAR throwing a fit over the suddenly vanished ship.

Is there any way I can get my work back? And is there a fix?

Edited by Volt
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Not sure if this is a known problem: I have just landed a base on Minmus to fulfill a contract, but the contract does not get resolved. I have added the docking port and solar panels with KIS in orbit. Somehow the game does not register that the completed assembly does fulfill all conditions. And yes, the station core and every part on it has been built and launched after accepting the contract.

I could reprodue the behaviour on the launchpad - a preassembled station checks the requirement. The one where an engineer mounts the solar panels on a launchpad-EVA does not.

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You should have said you were on 0.90 to begin with. This mod is for v1.0.2 now. And development is for such. Any support for prior versions is a whole new ballgame as you can't guarantee what works with 1.0.2 will work with 0.90. I'm afraid you are probably on your own here. For that matter, with nearly everything moved over to 1.0.2, you should start making the switch anyway.

It's time.

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You should have said you were on 0.90 to begin with. This mod is for v1.0.2 now. And development is for such. Any support for prior versions is a whole new ballgame as you can't guarantee what works with 1.0.2 will work with 0.90. I'm afraid you are probably on your own here. For that matter, with nearly everything moved over to 1.0.2, you should start making the switch anyway.

Why is there always an automatic assumption within this community that just because someone isn't on the newest version of KSP that they are automatically unaware of the existence or availability of previous versions of mods? I can assure you that every mod I have installed is the most current 0.90 compatible version or at least the most current pre-1.0 version. That said, while I do understand that it's unlikely any dev will put additional work into old versions of their work, that shouldn't preclude the possibility of help with what might actually be an easy thing to fix (In this case, simply choosing a different parachute), so getting responses telling me essentially to update or be quiet seems wrong. As to updating to 1.0.2, I'm still waiting on a few of my favorite mods to be updated, at which time I'll make the jump.

Edited by SpacedInvader
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Why is there always an automatic assumption within this community that just because someone isn't on the newest version of KSP that they are automatically unaware of the existence or availability of previous versions of mods? I can assure you that every mod I have installed is the most current 0.90 compatible version or at least the most current pre-1.0 version. That said, while I do understand that it's unlikely any dev will put additional work into old versions of their work, that shouldn't preclude the possibility of help with what might actually be an easy thing to fix (In this case, simply choosing a different parachute), so getting responses telling me essentially to update or be quiet seems wrong. As to updating to 1.0.2, I'm still waiting on a few of my favorite mods to be updated, at which time I'll make the jump.

Why should there be an automatic assumption when you bring up a potential issue, that we should know you are running an older version? Given the number of changes in both KIS and KAS recently, by failing to mention this key fact you basically wasted people's time barking up the wrong tree trying to help you.

And no, most modders state pretty clearly they aren't supporting old versions. They usually barely have enough time working on the current ones. And often bugs that existed in older versions were specifically fixed in newer ones.

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Out of curiosity, what mods are you waiting on?

At this point it's mostly Real Fuels, though there are still a few older mods like engine igniter and custom asteroids that I am wait for firm works / doesn't work results before moving on.

Why should there be an automatic assumption when you bring up a potential issue, that we should know you are running an older version? Given the number of changes in both KIS and KAS recently, by failing to mention this key fact you basically wasted people's time barking up the wrong tree trying to help you.

And no, most modders state pretty clearly they aren't supporting old versions. They usually barely have enough time working on the current ones. And often bugs that existed in older versions were specifically fixed in newer ones.

I'm not seeing where I've wasted anyone's time? A total of three people responded with posts that couldn't have taken more than 5 minutes collectively to write, one of which contained the information I needed to resolve the issue acceptably, namely that Real Chutes wasn't liking something that KIS / KAS were doing, so I should look there for a solution to the problem. When I wrote that first post, the only assumption I made was that someone else might have seen this issue before and thus might be able to point me toward an established solution. I do not think that is an unreasonable assumption.

Edited by SpacedInvader
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Just curious, and hopefully this isn't a bonehead question. But for several parameters for ModuleKISItem it says to "use item debug tool to find names". But I have no idea what the item debug tool is. I googled but only got references to the in game debug menu that does not really seem relevant.

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I don't see why a ripoff of KAS would get so much populoh my God you can actually have your Kerbals build whole ROCKETS?!?!

*presses the download button 9001 times *

That, and KAS/KIS work with eachother, is made by the same author, and does different things :P

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Just curious, and hopefully this isn't a bonehead question. But for several parameters for ModuleKISItem it says to "use item debug tool to find names". But I have no idea what the item debug tool is. I googled but only got references to the in game debug menu that does not really seem relevant.

You can enable it in the settings.cfg then rightclicking an item in your inventory during flight will reveal a debug button.

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Just posting to tell you how absolutely awesome this mod is; it adds an entire new layer of gameplay. I just unlocked the screwdriver and disassembled an entire airplane on the runway, because I can.

This must have been an awful lot of work, and I truly appreciate it.

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That, and KAS/KIS work with eachother, is made by the same author, and does different things :P

Yes, yes, I was embarrassed enough to notice a few moments after I posted. I was too bored to edit, though.

Oh, and a question; are there (or are they scheduled to be) containers large enough for 3.75m tanks? :-P

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A few requests:

- offer angle snap when surface-attaching (just press C to toggle it) (maybe require a higher-level engineer to do the precision measurements?)

- allow detaching, and grabbing, entire subassemblies (instead of displaying an error message "can't grab; there are two parts attached")

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