IgorZ Posted April 16, 2016 Author Share Posted April 16, 2016 I confirm, KIS is indeed broken with the new build of KSP. I know what's the problem and I think I know how to fix it. Just need to polish the code a bit and do the release. ETA for the new release: 30-60 minutes. Link to comment Share on other sites More sharing options...
CraveMode Posted April 16, 2016 Share Posted April 16, 2016 I was going to report that it is the new build. I don't know how to fix it but a lot of other mods are broken, like Infernal Robotics. I just rebuilt my test installations with and without mods, all of them don't work Even Kerbal Engineer spams the debug console since the update. Link to comment Share on other sites More sharing options...
IgorZ Posted April 16, 2016 Author Share Posted April 16, 2016 New builds available: KIS: 2016-04-15 Alpha 4: [Enhancement] A little more changes in descriptions of the parts. From @Billy_Is_Dead [Fix] React on joint break on static attached items. [Change] Make static attached items kinematic to prevent immediate joint breakage. A temporary fix for KSP 1.1. KAS: 2016-04-15 Alpha 4: [Enhancement] A little more changes in descriptions of the parts. From @Billy_Is_Dead Always do clean install of every version. I.e. delete whole old folder from the game and then unpack the new version. Known issues: KIS All parts attached to the ground (e.g. CB-1) become kinematic and stop handle physics. KAS Harpoons and ports joint breaking force has been increased to make them more stable. It may make them unbreakable in some cases. All parts attached to the ground (e.g. ground pylon) become kinematic and stop handle physics. Link to comment Share on other sites More sharing options...
CraveMode Posted April 16, 2016 Share Posted April 16, 2016 @IgorZ Gah you are fast lol Thanks! Link to comment Share on other sites More sharing options...
IgorZ Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) 13 minutes ago, CraveMode said: I was going to report that it is the new build. I don't know how to fix it but a lot of other mods are broken, like Infernal Robotics. I just rebuilt my test installations with and without mods, all of them don't work Even Kerbal Engineer spams the debug console since the update. They've extended two interfaces with new methods: IPartCostModifier, IPartMassModifier. I have no idea what the new methods mean but the values my code returns seem working. Though, more testing is needed to prove it. Edited April 16, 2016 by IgorZ Link to comment Share on other sites More sharing options...
CraveMode Posted April 16, 2016 Share Posted April 16, 2016 Just now, IgorZ said: They've extended two interfaces with new methods: IPartCostModifier, IPartMassModifier. I have no idea what the new methods mean but the values my code returns seems working. Though, more testing is needed to prove it. I have a fresh 1.1 I will do some testing, need to check the new KSPedia pages I've finished as well. Link to comment Share on other sites More sharing options...
Maukse Posted April 16, 2016 Share Posted April 16, 2016 Hello everyone, I've just switched to the 1.1 pre-release with KIS/KAS alpha. So far, I mostly made use of winch mounted on my 1.05 aircraft, to realase ships / subs / rover from mk 2 bays => got once a glitch, tried to release a sub, nothing happened. Then, on take-off, the view switched to a distant one, just as if a part of the craft was way behind (still docked, released cable). I suppose this was associated with a mistake in the game loading. Rest is fine Now I will trys KIS for my ground-based refueling operation. Question : do we still have a shortcut to make the winch operation toolbar pop-up ? Regards to the dev !!! :-) Link to comment Share on other sites More sharing options...
IgorZ Posted April 16, 2016 Author Share Posted April 16, 2016 3 minutes ago, Maukse said: Question : do we still have a shortcut to make the winch operation toolbar pop-up ? If current vessel is the one with the winch then shortcut is "p". Link to comment Share on other sites More sharing options...
Apollo13 Posted April 16, 2016 Share Posted April 16, 2016 (edited) Igorz, thanks for the quick fix. Now my Kerbals won't starve. I also noted that Electricity does not transfer via a Winch and Port (Plugged-Docked mode). By design? Other resources can transfer via the cable. Edited April 16, 2016 by Apollo13 Link to comment Share on other sites More sharing options...
toril Posted April 16, 2016 Share Posted April 16, 2016 @IgorZ did you see my observations on the harpoon above? Link to comment Share on other sites More sharing options...
CraveMode Posted April 16, 2016 Share Posted April 16, 2016 (edited) Now that I have been on my weekend from work, I was able to tackle the KSPedia for KIS. I think I have the layout the way I want. I have an example below, keep in mind, this is the first page (not the Cover which is also done but needs tweaking) it has two pages worth of information on one screen from the PDF file. The others will have some spacing but I will try to fill them in with a cutout graphic of a Kerbal carrying a tool or something in each one. I welcome any feedback! Edited April 16, 2016 by CraveMode Link to comment Share on other sites More sharing options...
Spire Posted April 16, 2016 Share Posted April 16, 2016 38 minutes ago, CraveMode said: Now that I have been on my weekend from work, I was able tackle the KSPedia for KIS. I think I have the layout the way I want. I have an example below, keep in mind, this is the first page (not the Cover which is also done but needs tweaking) it has two pages worth of information on one screen from the PDF file. The others will have some spacing but I will try to fill them in with a cutout graphic of a Kerbal carrying a tool or something in each one. I welcome any feedback! Looking nice, good job. Link to comment Share on other sites More sharing options...
Grumman Posted April 16, 2016 Share Posted April 16, 2016 I think the first of the tips down the bottom could be clearer - something like: "A new category has been added for Tools and EVA items - look for the tab with the Kerbonaut." ...since saying it's under the Science category could mean it's below the Science category or it's inside the Science category. Link to comment Share on other sites More sharing options...
CraveMode Posted April 16, 2016 Share Posted April 16, 2016 (edited) @Grumman Thank you for the suggestion, I have only transferred the content from the PDF and didn't read over all of the content that I was able to copy and paste. Edited April 16, 2016 by CraveMode Link to comment Share on other sites More sharing options...
Apollo13 Posted April 16, 2016 Share Posted April 16, 2016 15 hours ago, IgorZ said: KIS All parts attached to the ground (e.g. CB-1) become kinematic and stop handle physics. KAS All parts attached to the ground (e.g. ground pylon) become kinematic and stop handle physics. Much to my chagrin, I just learned the true meaning of these two sentences; sh*t explodes!!! Even when you are not touching or manipulating it. Link to comment Share on other sites More sharing options...
IgorZ Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) 11 hours ago, Apollo13 said: I also noted that Electricity does not transfer via a Winch and Port (Plugged-Docked mode). By design? Other resources can transfer via the cable. Do you mean the transfer doesn't work when two vessels are connected via a cable from a winch? 11 hours ago, toril said: @IgorZ did you see my observations on the harpoon above? Yeah, I saw them. Thanks. The problem is clearly related to how colliders work in the new Unity. I have some ideas on how to fix it. 2 hours ago, Apollo13 said: Much to my chagrin, I just learned the true meaning of these two sentences; sh*t explodes!!! Even when you are not touching or manipulating it. Explosions and intermittent detachments happen before. Alas, no reproducible steps were found. Can you reliably reproduce the situation? Edited April 16, 2016 by IgorZ Link to comment Share on other sites More sharing options...
Apollo13 Posted April 16, 2016 Share Posted April 16, 2016 (edited) Quote Do you mean the transfer doesn't work when two vessels are connected via a cable from a winch? Yes. I had one manned vessel (10 electricity) connected to another with a battery (1000 electricity). Instead of showing 1010 electricity in the stock Resources icon in upper right corner, it showed only 10. I'll do more testing. Quote Explosions and intermittent detachments happen before. Alas, no reproducible steps were found. Can you reliably reproduce the situation? Yes. The same vessel I mentioned above. I attached two concrete pylons to Minmus ground. Attached Winch to each and Ports to the vessel. I then attached the cables from each Winch to the ports. I then quicksaved the game. Upon reloading the quicksave, I waited about five seconds, then...boom. Every time. Both pylons exploded. I don't have that quicksave nor log file. I'll see if I can go back to minmus to replicate this. (Oh, how I wish Hyperedit worked in 1.1 pre-release. Would make it much easier). Edited April 16, 2016 by Apollo13 Link to comment Share on other sites More sharing options...
IgorZ Posted April 17, 2016 Author Share Posted April 17, 2016 (edited) 1 hour ago, Apollo13 said: Yes. I had one manned vessel (10 electricity) connected to another with a battery (1000 electricity). Instead of showing 1010 electricity in the stock Resources icon in upper right corner, it showed only 10. I'll do more testing. Well, I'd say that at long as you connect by using harpoons, grapples or magnets there must be no actual connection in terms of resources. KAS pipes look more appropriate tools for this. 1 hour ago, Apollo13 said: (Oh, how I wish Hyperedit worked in 1.1 pre-release. Would make it much easier). Try this. I did some simple changes and dropped some functionality (C#6 specific) to make Hyperedit compiling under 1.1. All I can tell - it starts and opens main menu. If it works - great, if not - sorry. Edited April 17, 2016 by IgorZ Link to comment Share on other sites More sharing options...
Poofer Posted April 17, 2016 Share Posted April 17, 2016 2 hours ago, Apollo13 said: (Oh, how I wish Hyperedit worked in 1.1 pre-release. Would make it much easier). There ARE a couple of dlls experimentals for 1.1 on the bottom of the mod's page. Link to comment Share on other sites More sharing options...
IgorZ Posted April 17, 2016 Author Share Posted April 17, 2016 New release available: KAS: 2016-04-17 Alpha 5: [Internal] On eject set collision detection mode to CONTINUES to not punch thru the collider's bounds. Always do clean install of every version. I.e. delete whole old folder from the game and then unpack the new version. @toril @Poofer Guys, I relay on you in testing harpoon issues. Latest KAS version should solve harpoons bouncing issue. Though, beyond that I'm not an expert - I have never used this feature (ejecting harpoons) before. When you report an unexpected behavior, please, also specify what is the expected behavior, and what was the use case (i.e. why do you need using harpoons the way you describe). Unity 5 physics model is very different so, I'd say many things we've seen in the old game are no more. And it's not necessarily bad. As far as I can tell the physics in Unity 5 is much more precise, and more "physics". We just need to learn how to live with it Link to comment Share on other sites More sharing options...
Apollo13 Posted April 17, 2016 Share Posted April 17, 2016 (edited) 22 hours ago, IgorZ said: Try this. I did some simple changes and dropped some functionality (C#6 specific) to make Hyperedit compiling under 1.1. All I can tell - it starts and opens main menu. If it works - great, if not - sorry. Your Hyperedit DLL worked perfectly. I was able to orbit a vessel at Kerbin, Mun, Minmus. Thanks. I'll see if I can replicate the situation. Quote There ARE a couple of dlls experimentals for 1.1 on the bottom of the mod's page. I tried one a bit ago and it did not work. Thanks for the suggestion. EDIT: Concerning the electricity issue, ignore that. I just had a brain-fart and didn't read the right number. It works. Sigh... Rather than Hyperedit a vessel to Minmus, I simply hacked my persistent,sfs file to include the parts onboard the craft at the base site. Then used an Engineer to re-create the explosive situation. Unfortunately, it did not explode. I even tried switching vessels and coming back to it to see if I could cause an explosion. Nope. All is fine. I'll post a picture in a bit. Edited April 17, 2016 by Apollo13 Link to comment Share on other sites More sharing options...
IgorZ Posted April 18, 2016 Author Share Posted April 18, 2016 16 hours ago, Apollo13 said: Rather than Hyperedit a vessel to Minmus, I simply hacked my persistent,sfs file to include the parts onboard the craft at the base site. Then used an Engineer to re-create the explosive situation. Unfortunately, it did not explode. I even tried switching vessels and coming back to it to see if I could cause an explosion. Nope. All is fine. I'll post a picture in a bit. I was digging in the KSP code and found a component called "CollisionEnhancer". One of the things its does (you won't believe!) is exploding landed parts! It checks if part hits the ground too fast and explodes it. It sounds reasonable when you're landing but, unfortunately, it also triggers when a static attached part reacts with a static collider. The colliders issue is the reason why I've transformed pylons into kinematic parts. Alas, the enhancer doesn't check this flag. Anyways, I don't think turning parts to kinematic is a good way. It's only a workaround for 1.1 testing. There should be a better way. Btw, this issue is a consequence of better physics engine in Unity. It's not a bug. Link to comment Share on other sites More sharing options...
Ruedii Posted April 18, 2016 Share Posted April 18, 2016 I like the idea of all parts attached to the ground stopping their physics. As long as you can interact with them that's good. I ran into issues where sometimes physics would become exagerated due to improper handling of tension forces by the engine. This should solve that. Link to comment Share on other sites More sharing options...
Apollo13 Posted April 18, 2016 Share Posted April 18, 2016 (edited) Given your explanation concerning grounded items exploding, I reported this as a bug in the Squad pre-release 1.1 bug tracker: bug # 9241. I copied your explanation there as well. This goes beyond the KAS mod to basic KSP functionality. Hopefully, it will be viewed as such and fixed. Edited April 18, 2016 by Apollo13 Link to comment Share on other sites More sharing options...
davidy12 Posted April 18, 2016 Share Posted April 18, 2016 (edited) 7 hours ago, Ruedii said: I like the idea of all parts attached to the ground stopping their physics. As long as you can interact with them that's good. I ran into issues where sometimes physics would become exagerated due to improper handling of tension forces by the engine. This should solve that. Or you're not hitting "H" when you put it on the ground for surface attach. Edited April 18, 2016 by davidy12 Link to comment Share on other sites More sharing options...
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