Helbrecht Posted February 9, 2016 Share Posted February 9, 2016 How do you attach struts, when I try it, it only attaches one end, can't seem to figure out how to get it to attach 2 things together. Link to comment Share on other sites More sharing options...
RocketsRUs Posted February 9, 2016 Share Posted February 9, 2016 Hey folks, new to KSP but can't put it down Been trying out the KIS/KAS mods and love it but I can't seem to put items in EVA mode into a Kerbals inventory (taking out is no problem). If I am reading the instructions right then it looks like you should be able to but no luck. Is this currently broken or is there a trick to putting things in your inventory? Even small items refuse to go back in once taken out. Help! Link to comment Share on other sites More sharing options...
V8jester Posted February 9, 2016 Share Posted February 9, 2016 2 hours ago, RocketsRUs said: Hey folks, new to KSP but can't put it down Been trying out the KIS/KAS mods and love it but I can't seem to put items in EVA mode into a Kerbals inventory (taking out is no problem). If I am reading the instructions right then it looks like you should be able to but no luck. Is this currently broken or is there a trick to putting things in your inventory? Even small items refuse to go back in once taken out. Help! Welcome to the Forums! This gets everybody the first time. You need to "hold" (G) and (Left Mouse button) Then drag the item into the open inventory window. Release, and poof. On 2/2/2016 at 11:47 PM, theonegalen said: Any luck getting that cfg? Would love to have a workable crew escape system. Sorry I totally forgot to post that cfg. So copy the squad Radial parachute folder - place it anywhere in the gamedata folder - Replace the cfg with this one and it should work. 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 } } Link to comment Share on other sites More sharing options...
IgorZ Posted February 9, 2016 Share Posted February 9, 2016 2 hours ago, Helbrecht said: How do you attach struts, when I try it, it only attaches one end, can't seem to figure out how to get it to attach 2 things together. You cannot do it with the stock struts. You can detach them but not attach. If you need attachable struts try using "Active Struts" or use the ones from "Infernal Robotics" mod. Link to comment Share on other sites More sharing options...
Helbrecht Posted February 9, 2016 Share Posted February 9, 2016 13 minutes ago, IgorZ said: You cannot do it with the stock struts. You can detach them but not attach. If you need attachable struts try using "Active Struts" or use the ones from "Infernal Robotics" mod. Thanks, I thought you could do it with stock, I saw the strut piece that KIS added, is that for the infernal robotics strut? Link to comment Share on other sites More sharing options...
IgorZ Posted February 9, 2016 Share Posted February 9, 2016 3 hours ago, Helbrecht said: Thanks, I thought you could do it with stock, I saw the strut piece that KIS added, is that for the infernal robotics strut? Do you mean KAS struts? KIS doesn't have any struts but KAS does have ones. In order to establish a KAS strut you need to: Attach two KAS struts to the parts of the same vessel. Bring a kerbal engineer close to one of the struts, right click on the strut, and choose "Link" from the pop-up menu. Move kerbal to the other strut and repeat the action. Two struts will become linked. Now you have two of your parts connected! Link to comment Share on other sites More sharing options...
Helbrecht Posted February 9, 2016 Share Posted February 9, 2016 5 hours ago, IgorZ said: 1 hour ago, IgorZ said: Do you mean KAS struts? KIS doesn't have any struts but KAS does have ones. In order to establish a KAS strut you need to: Attach two KAS struts to the parts of the same vessel. Bring a kerbal engineer close to one of the struts, right click on the strut, and choose "Link" from the pop-up menu. Move kerbal to the other strut and repeat the action. Two struts will become linked. Now you have two of your parts connected! You cannot do it with the stock struts. You can detach them but not attach. If you need attachable struts try using "Active Struts" or use the ones from "Infernal Robotics" mod. What is the name of the KAS strut? Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 9, 2016 Share Posted February 9, 2016 20 minutes ago, Helbrecht said: What is the name of the KAS strut? It's CS-R2 Strut Link to comment Share on other sites More sharing options...
Helbrecht Posted February 9, 2016 Share Posted February 9, 2016 Thought it was from KIS, forgot I had both installed, I tried using that one a while ago and it did the same thing as when I tried the stock strut, jsut attaches one end and won't tether 2 things together Link to comment Share on other sites More sharing options...
RocketsRUs Posted February 9, 2016 Share Posted February 9, 2016 9 hours ago, V8jester said: Welcome to the Forums! This gets everybody the first time. You need to "hold" (G) and (Left Mouse button) Then drag the item into the open inventory window. Release, and poof. Many thanks sir, that did the trick! Link to comment Share on other sites More sharing options...
Speedster159 Posted February 10, 2016 Share Posted February 10, 2016 So installing this would not interfere with KAS? Is this incompatible with any other mods? Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 10, 2016 Share Posted February 10, 2016 1 hour ago, Speedster159 said: So installing this would not interfere with KAS? I should hope not considering KAS needs this for full functionality. And the fact they are both made by the same person. Link to comment Share on other sites More sharing options...
goldenpsp Posted February 10, 2016 Share Posted February 10, 2016 7 hours ago, Speedster159 said: So installing this would not interfere with KAS? Is this incompatible with any other mods? KAS needs KIS in fact. By the way reading a mod threads OP can often help answer these and many other questions. in this case the section "Mods using KIS" with KAS as the first entry. Link to comment Share on other sites More sharing options...
Speedster159 Posted February 10, 2016 Share Posted February 10, 2016 5 minutes ago, goldenpsp said: KAS needs KIS in fact. By the way reading a mod threads OP can often help answer these and many other questions. in this case the section "Mods using KIS" with KAS as the first entry. On the KAS thread the lastest update mentions it's removed KIS as a dependency. Link to comment Share on other sites More sharing options...
goldenpsp Posted February 10, 2016 Share Posted February 10, 2016 7 minutes ago, Speedster159 said: On the KAS thread the lastest update mentions it's removed KIS as a dependency. Which can also be explained by reading the OP on the KAS thread, namely: Since KAS v0.5.4, KIS is no more mandatory (only highly recommended). However by using KAS without KIS, take note that you will not be able to : Attach/detach connectors from EVA Store hooks in containers Mount hooks on winches from EVA Attach hooks from EVA Attach ground pylon on the ground To get all this features, You need to install KIS. You can download it here. Link to comment Share on other sites More sharing options...
StickyScissors Posted February 12, 2016 Share Posted February 12, 2016 So, still having issues with the inventory lag while doing stuff in the editor that i mentioned 1 page back, and it's really starting to irritate me. is there any way at all to temporarily disable the "drag part into an inventory" feature so i can select parts without having to wait a few seconds for it to pop up? I need KIS to assemble a duna base, but again, the lagging is ridiculous. I'd submit a bug report to github but someone else already has and nothing has been done about it, unfortunately :/ Link to comment Share on other sites More sharing options...
IgorZ Posted February 12, 2016 Share Posted February 12, 2016 12 hours ago, StickyScissors said: So, still having issues with the inventory lag while doing stuff in the editor that i mentioned 1 page back, and it's really starting to irritate me. is there any way at all to temporarily disable the "drag part into an inventory" feature so i can select parts without having to wait a few seconds for it to pop up? I need KIS to assemble a duna base, but again, the lagging is ridiculous. I'd submit a bug report to github but someone else already has and nothing has been done about it, unfortunately :/ This is fixed in Alpha. If you cannot wait try installing it from here (just copy the dll) or wait till this change is released in 1.2.4. ETA is somewhere next week. Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 14, 2016 Share Posted February 14, 2016 Tried a search and didn't see an answer for this, can the numeric hotkeys for inventory items on EVA be disabled? I use these for other actions so when I have something in inventory it keeps selecting inventory items which can be really annoying. I checked the config and found assigning certain keys, but nothing to turn off the number keys selecting inventory slot items. Link to comment Share on other sites More sharing options...
IgorZ Posted February 16, 2016 Share Posted February 16, 2016 On 2/14/2016 at 9:54 AM, JeffreyCor said: Tried a search and didn't see an answer for this, can the numeric hotkeys for inventory items on EVA be disabled? I use these for other actions so when I have something in inventory it keeps selecting inventory items which can be really annoying. I checked the config and found assigning certain keys, but nothing to turn off the number keys selecting inventory slot items. No, it cannot be disabled. What actions do have assigned to the numeric keys? Link to comment Share on other sites More sharing options...
V8jester Posted February 16, 2016 Share Posted February 16, 2016 (edited) 7 hours ago, IgorZ said: No, it cannot be disabled. What actions do have assigned to the numeric keys? Kerbal animation suite likes to argue with KIS in this regard as well. They each use AG to either use an animation or equip an item. So it makes it interesting to use both. I'd also love to see even a true / false in a cfg. Edited February 16, 2016 by V8jester Link to comment Share on other sites More sharing options...
Buster Charlie Posted February 16, 2016 Share Posted February 16, 2016 7 hours ago, IgorZ said: No, it cannot be disabled. What actions do have assigned to the numeric keys? Not a stock game issue but the Eva enhancements mod adds pitch keys whigh defaults one of the key binds to 2 Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 16, 2016 Share Posted February 16, 2016 11 hours ago, IgorZ said: No, it cannot be disabled. What actions do have assigned to the numeric keys? EVAEnhancement uses by default the 2 to pitch down on EVA, which makes sense in the orientation of the other keys. If I have anything in the 2 slot though it keeps selecting and deselecting it which makes very goofy things happen. I'm working around by not using that slot, but was hoping it could be disabled since I never use them for that purpose and it would free that slot up for inventory use without goofiness Link to comment Share on other sites More sharing options...
IgorZ Posted February 16, 2016 Share Posted February 16, 2016 7 hours ago, V8jester said: Kerbal animation suite likes to argue with KIS in this regard as well. They each use AG to either use an animation or equip an item. So it makes it interesting to use both. I'd also love to see even a true / false in a cfg. 6 hours ago, Buster Charlie said: Not a stock game issue but the Eva enhancements mod adds pitch keys whigh defaults one of the key binds to 2 3 hours ago, JeffreyCor said: EVAEnhancement uses by default the 2 to pitch down on EVA, which makes sense in the orientation of the other keys. If I have anything in the 2 slot though it keeps selecting and deselecting it which makes very goofy things happen. I'm working around by not using that slot, but was hoping it could be disabled since I never use them for that purpose and it would free that slot up for inventory use without goofiness Okay, I got it. Created an issue: https://github.com/KospY/KIS/issues/101. Will fix it once 1.2.4 is out. Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 17, 2016 Share Posted February 17, 2016 You once again impress with your awesomeness Link to comment Share on other sites More sharing options...
LMRaptor Posted February 17, 2016 Share Posted February 17, 2016 (edited) I simply cannot get things to attach. I have my drill equipped and a small object that I want to attach to another surface. I hold H or X and then click, but the object just floats off like I simply dropped it. I can detach things just fine, it's only attaching that refuses to work. Am I doing something wrong here? http://imgur.com/a/C5Fke In the first image I am holding down the X key for the drill to attach. In the 2nd image, the hub is floating away. I'm not quite sure if this is more appropriate in this thread or the KAS thread. Edited February 17, 2016 by LMRaptor Link to comment Share on other sites More sharing options...
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