curiousepic Posted May 29, 2015 Share Posted May 29, 2015 Could be, what part are you trying to make usable from the inventory screens?The old Cargo Transfer Bags, which otherwise are working fine.Here's the default .cfgPART{ // --- general parameters --- name = CargoTransferBag module = Part author = Albert VDS - blackheart612: Textures // --- asset parameters --- model = CargoTransferBag.mu scale = 1 rescaleFactor = 1 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 // --- general parameters --- node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 attachRules = 0,1,0,1,0 // --- editor parameters --- TechRequired = survivability entryCost = 2800 cost = 340 category = Utility subcategory = 0 title = Crago Transfer Bag manufacturer = VDS description = Velcro Delivery System as introduced by VDS claimed as "The best way to avoid things going to your face in space". Contains all the things you need to stay alive while dying. Made of very tight fibre to not let water leak out. Warranty void if Velcro is eaten. // --- general parameters --- mass = 0.07 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900MODULE{ name = KASModuleGrab evaPartPos = (0.0, 0.2, -0.22) evaPartDir = (0,0,-1) storable = False //storedSize = 16 attachOnPart = True attachOnEva = False attachOnStatic = True attachPartSndPath = KAS/Sounds/attachTape grabSndPath = KAS/Sounds/detachTape}MODULE{ name = FStextureSwitch2 nextButtonText = Next resource prevButtonText = Previous resource statusText = Current resource switchableInFlight = true repaintableEVA = false textureRootFolder = CargoTransferBags/Parts/CargoTransferBags/ textureNames = CargoTransferBags;Water;Food;Oxygen;Food objectNames = CargoTransferBags textureDisplayNames = Empty;Water;Food;Oxygen;Mixed useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4}MODULE{ name = FSfuelSwitch resourceNames = Structural;Water;Food;Oxygen;Water,Food,Oxygen resourceAmounts = 0;250;250;250;80,80,80 hasGUI = false switchableInFlight = true}}And my changes:@PART[CargoTransferBag]{ -MODULE[KASModuleGrab] MODULE { name = ModuleKISItem shortcutKeyAction = drop usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = false stackable = false volumeOverride = 0 editorItemsCategory = false equipable = true equipMode = part equipSlot = jetpack useName = Resupply equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.21,-0.3) equipDir = (0,280,0) carriable = true }MODULE { name = ModuleKISItemEvaTweaker runSpeed = 0.8 }}Hmm... "-MODULE[KASModuleGrab]" It doesn't seem to be working to remove that module. Link to comment Share on other sites More sharing options...
KospY Posted May 29, 2015 Author Share Posted May 29, 2015 (edited) Contract support please.I sent up a space station (to Min) but forgot the antenna... No problem because I have the twins KIS and KAS. So I made a service vehicle full of spare parts and an engineer. Went and attached an antenna... But it doesn't seem to want to trigger the contract component that mentions antenna. Do I need to leave the sphere of influence? I tried restarting the game. I tried undocking a part to see if that would prompt a "rebuild" of its capabilities. Ideas?I think it's related to the "launchid" not being set by KIS on stored part. I fixed this in the next update, but I not tested contracts yet.Can you try to edit your save and set the launchid of your antenna to the launchid of your vessel (the one that brought antenna) ? Keep me informed if it work PS can I suggest a Fun Pack addition? Paper Airplanes with the ability to give them a throw. Atmosphere = some lift. Low Gravity = long throw. etc. Could also make darts with a different model. Well, fun pack is not my priority, but I will see what I can do. I add it to my list of ideas (which is already long ... )- - - Updated - - -So it looks like ModuleKISItemEvaPropellant allows transfer of resources, but specifically for EVA propellant to a Kerbal's suit. Is there a more general module that allows resource transfer from the part to a targeted part? A "ModuleKISItemResupply"?As the title says, ModuleKISItemEvaPropellant is only for EVA propellant.However, I can change this if needed. Can you tell me what you want to do exactly ? Also, what the point to transfer resource to another part ? There is already the stock transfer resource system no ? Edited May 29, 2015 by KospY Link to comment Share on other sites More sharing options...
KospY Posted May 29, 2015 Author Share Posted May 29, 2015 I have asked this before, but didn't see any answer...besides the SHAPE, is there any difference between the Concrete block in KIS and the Pylon in KAS? yes they are shaped differently, but is there any Function/use/intention difference?There is no difference, it's just that the pylon look more suited for pipe linking. Link to comment Share on other sites More sharing options...
curiousepic Posted May 29, 2015 Share Posted May 29, 2015 (edited) As the title says, ModuleKISItemEvaPropellant is only for EVA propellant.However, I can change this if needed. Can you tell me what you want to do exactly ? Also, what the point to transfer resource to another part ? There is already the stock transfer resource system no ?As mentioned in my other posts, I'd like to be able to use a resource-bearing item from the seat inventory of a pod to transfer to the pod or another part of the vessel, which it doesn't seem I can do, at least using the method I am to hack on the cfgs. I'd like to be able to allow it for certain parts, or certain resources, specifically TACLS supplies. Edited May 29, 2015 by curiousepic Link to comment Share on other sites More sharing options...
curiousepic Posted May 29, 2015 Share Posted May 29, 2015 Another thing I'd love to be able to do - use tools (ie screwdriver to allow attaching) from a Command Seat. This would allow you to use IR robotic arms to move Engineers around and operate on your vessel without having to deal with maneuvering with RCS, as with real Shuttle missions. (Ideally we'd have a foot grip model to put on the ends of the arm) Link to comment Share on other sites More sharing options...
smjjames Posted May 29, 2015 Share Posted May 29, 2015 Another thing I'd love to be able to do - use tools (ie screwdriver to allow attaching) from a Command Seat. This would allow you to use IR robotic arms to move Engineers around and operate on your vessel without having to deal with maneuvering with RCS, as with real Shuttle missions. (Ideally we'd have a foot grip model to put on the ends of the arm)That sounds like a neat suggestion for the IR model rework thread. Link to comment Share on other sites More sharing options...
Smurfalot Posted May 29, 2015 Share Posted May 29, 2015 PS can I suggest a Fun Pack addition? Paper Airplanes with the ability to give them a throw. Atmosphere = some lift. Low Gravity = long throw. etc. Could also make darts with a different model.It is not a "paper airplane" it is an "Aerodynamic Launch Simulatorâ„¢" and it costs 300 specos in the KSC gift shop.- - - Updated - - -That sounds like a neat suggestion for the IR model rework thread.That sounds a lot like the KAS tethers concept that are in the works. Link to comment Share on other sites More sharing options...
skbernard Posted May 29, 2015 Share Posted May 29, 2015 stick a command chair on the end of a robotic arm - stick kerbal in chair, boom no RCS needed Link to comment Share on other sites More sharing options...
Thorbane Posted May 29, 2015 Share Posted May 29, 2015 Can i attach compound parts like struts and fuel lines with KIS? It'd be great to be able to fix that one misaligned fuel duct in flight. Link to comment Share on other sites More sharing options...
Chittychad23 Posted May 30, 2015 Share Posted May 30, 2015 If only someone can fix the exploding parts bug or parts going through the surface... Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted May 30, 2015 Share Posted May 30, 2015 That is a stock ksp bug. Link to comment Share on other sites More sharing options...
Boamere Posted May 30, 2015 Share Posted May 30, 2015 (edited) Huh, So trying to use realchutes and attaching them causes them to become invisible and not work. This is probably down to they way the code for them works.they showed up as parachutes on the probe, when I deployed them it crashed the game Edited May 30, 2015 by Boamere Link to comment Share on other sites More sharing options...
smjjames Posted May 30, 2015 Share Posted May 30, 2015 That is a stock ksp bug.I hope that situation with the exploding parts improves in Unity 5. Link to comment Share on other sites More sharing options...
goldenpsp Posted May 30, 2015 Share Posted May 30, 2015 I hope that situation with the exploding parts improves in Unity 5.Same,Sometimes im not sure which i dislike more, the exploding bug or the falling through the ground never to be seen again bug. Link to comment Share on other sites More sharing options...
MrDude Posted May 30, 2015 Share Posted May 30, 2015 Changed Antenna Launch ID from 0 to 41 which matches the Stations ID (not the service mission) since it was easier to find that ID than the service Missions ID.Worked Like a Charm. Thanks! Link to comment Share on other sites More sharing options...
M4ck Posted May 31, 2015 Share Posted May 31, 2015 I tried searching this thread, but without success: does anyone else have this behaviour that dropping parts on ground or craft is fine (they fall freely and later slide), attaching parts on craft is fine (they stick), but pats "attached" to the launchpad (like concrete base) are loose, like they were just dropped, easily pushable by kerbals and ships? It has allowAttachOnStatic = true, after all... Do I miss something here? Link to comment Share on other sites More sharing options...
blub01 Posted May 31, 2015 Share Posted May 31, 2015 So, i kinda like the idea of being able to attach parts in-flight, the only downside is: you have to bring the parts with you. what I'd like would be something like space engineer's system where you can out a frame down and build apart on it from different components. It would allow for orbital assamebly, without the hassle of getting an extraplanetary launchpaf going, simply by bringing up resources and putting them together via kerbals. Link to comment Share on other sites More sharing options...
Frimi_2 Posted May 31, 2015 Share Posted May 31, 2015 Hey guys, I encouterded a minor bug. If you fill a capsule inventory in the VAB but launch it without a pilot in it e.g. a lander. It don't save the KIS inventory whith it.If you put a Kerbal into it everything is fine.So better launch your vessels fully manned Link to comment Share on other sites More sharing options...
goldenpsp Posted May 31, 2015 Share Posted May 31, 2015 Hey guys, I encouterded a minor bug. If you fill a capsule inventory in the VAB but launch it without a pilot in it e.g. a lander. It don't save the KIS inventory whith it.If you put a Kerbal into it everything is fine.So better launch your vessels fully manned IIRC not really a bug. The seat inventory is thought of the Kerbals' "Pockets". Similar to how the seat inventory goes into the kerbals inventory automatically when you EVA Link to comment Share on other sites More sharing options...
KospY Posted May 31, 2015 Author Share Posted May 31, 2015 (edited) KIS 1.1.5 released ! Changelog :[Enhancement] Disable jetpack mouse input while dragging [Enhancement] Converted parts textures to DDS [Enhancement] AVC is now used for version check [Enhancement] Added a KAS version dependancy check [Enhancement] Added more stackable module (KASModuleHarpoon, ModuleRecycleablePart, CollisionFX) [Fix] launchID is now correctly set for stored parts [Fix] Prevent removing the launch vessel flag of stored parts [Fix] Stored parts must now be recognized by contracts [Fix] Fix static part not attaching when dragged from an inventory [Fix] Prevent vessel switching while dragging an item [Fix] Engineer report take into account the mass update [Fix] OnKISAction method use BaseEventData (prevent KAS crash if KIS is missing) [Fix] Fix two typos in the user manual [Fix] Fix wording for removing helmets. (thanks to iPeer) - - - Updated - - -So, i kinda like the idea of being able to attach parts in-flight, the only downside is: you have to bring the parts with you. what I'd like would be something like space engineer's system where you can out a frame down and build apart on it from different components. It would allow for orbital assamebly, without the hassle of getting an extraplanetary launchpaf going, simply by bringing up resources and putting them together via kerbals.This is planned for KCS (Kerbal Crafting System).KIS is only the framework for new mods I'm working on Edited May 31, 2015 by KospY Link to comment Share on other sites More sharing options...
PeakyBlinder Posted May 31, 2015 Share Posted May 31, 2015 For some strange reason i want little traffic cones.. just because they're anoying haha. they hard to make myself ? i have no idea how to make stuff like that and get it working. Link to comment Share on other sites More sharing options...
smjjames Posted May 31, 2015 Share Posted May 31, 2015 Kerbal CRAFTING System? Ambitious And I mean that in a good way. Link to comment Share on other sites More sharing options...
KospY Posted May 31, 2015 Author Share Posted May 31, 2015 I hope that situation with the exploding parts improves in Unity 5.I hope so! Link to comment Share on other sites More sharing options...
Popeholden Posted June 1, 2015 Share Posted June 1, 2015 so i tried to search the thread for this problem without any luck, but nothing stacks for me. whats the deal? Link to comment Share on other sites More sharing options...
goldenpsp Posted June 1, 2015 Share Posted June 1, 2015 so i tried to search the thread for this problem without any luck, but nothing stacks for me. whats the deal?http://i.imgur.com/73mezcL.pngOnly items that allow stacking will stack. IIRC the default is no. Link to comment Share on other sites More sharing options...
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