Apollo13 Posted May 24, 2019 Share Posted May 24, 2019 The Breaking Ground DLC is about to be released. It includes an inventory system in the stock game. I wonder how that may impact the need for KIS. If KIS is no longer used, can we still use KAS? I'm hoping KIS is not needed for KAS. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 24, 2019 Share Posted May 24, 2019 @Apollo13 KAS is a parts pack for connecting vessels and transferring resources. It does not have a dependency on KIS. Quote Link to comment Share on other sites More sharing options...
deadlyh Posted May 31, 2019 Share Posted May 31, 2019 pls, can anybody help me: i cant grab the fuel pipe from station, i just hear squeaky sound and nothing else happens game version 1.7.1 and latest kas from ckan Quote Link to comment Share on other sites More sharing options...
Vanguard-Warden Posted May 31, 2019 Share Posted May 31, 2019 Hi i cant use KAS, i can grab the connector from the winch, but then i can't drop it and i can't connect to a joint socket or a hook cable... I have the version 1.7.1 and the last expansion. Did it brake anything related to KAS making it unable to be used? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 31, 2019 Share Posted May 31, 2019 (edited) @IgorZ I'll confirm KAS has issues with 1.7.1. It seems that 1.7.1 broke being able to grab connectors. The winches, cable reel and RTS-1 fail when you grab the connector. The TJ struts still work since the Kerbal doesn't grab them in the same manner as the other parts. Since this normally works the KAS device thinks the Kerbal has the connector and shows you drop connector message; Press 'y' to drop and highlights available connectors to connect, but this doesn't work and KAS is left in an odd state. You get the following error when you try to grab a connector: Spoiler [LOG 13:28:52.919] [Part:KAS.RTS1 (id=F1255903841)#Module:0] Linking to target: [Part:kerbalEVA (Bill Kerman) (id=F840144035)#Module:12], actor=Player [EXC 13:28:52.922] InvalidOperationException: Transition AcceptingLinks=>Locked is not allowed KSPDev.ProcessingUtils.SimpleStateMachine`1[KASAPIv2.LinkState].SetState (Nullable`1 newState) KSPDev.ProcessingUtils.SimpleStateMachine`1[KASAPIv2.LinkState].set_currentState (Nullable`1 value) KAS.AbstractLinkPeer.SetLinkState (LinkState state) KAS.AbstractLinkPeer.OnKASLinkedState (IKasLinkEvent info, Boolean isLinked) KAS.KASLinkTargetBase+<>c__DisplayClassb.<OnPeerChange>b__7 (ILinkStateEventListener x) System.Collections.Generic.List`1[KASAPIv2.ILinkStateEventListener].ForEach (System.Action`1 action) KAS.KASLinkTargetBase.OnPeerChange (ILinkPeer oldPeer) KAS.AbstractLinkPeer.SetOtherPeer (ILinkPeer peer) KAS.KASLinkTargetBase.set_linkSource (ILinkSource value) KAS.KASLinkSourceBase.LogicalLink (ILinkTarget target) KAS.KASLinkSourcePhysical.LogicalLink (ILinkTarget target) KAS.KASLinkSourceBase.LinkToTarget (ILinkTarget target) KAS.KASLinkSourceBase.LinkToTarget (LinkActorType actor, ILinkTarget target) KAS.KASLinkSourcePhysical.GrabConnectorEvent () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [LOG 13:29:20.419] [Kopernicus] No new objects this time. (Probablility is 90%) [ERR 13:29:40.726] [Part:KAS.RTS1 (id=F1255903841)#Module:0] Cannot break link in state: Linking Edited May 31, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
IgorZ Posted May 31, 2019 Author Share Posted May 31, 2019 Looks interesting. The state transition reported in the log is not supposed to happen under the circumstances. I'll be out of town for the weekend, so will be able to take a look only on Monday. Quote Link to comment Share on other sites More sharing options...
snakeru Posted June 1, 2019 Share Posted June 1, 2019 (edited) I confirm that it is "Breaking Ground" that breaks winches. If I delete the BG then winches start working as intended. Edited June 1, 2019 by snakeru Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 1, 2019 Share Posted June 1, 2019 11 minutes ago, snakeru said: I confirm that it is "Breaking Ground" that breaks winches. If I delete the BG then winches start working as intended. Just BG or reverting to 1.7? Quote Link to comment Share on other sites More sharing options...
snakeru Posted June 1, 2019 Share Posted June 1, 2019 3 hours ago, Tonka Crash said: Just BG or reverting to 1.7? Just BG. I have just finished towing stuff around and quit to main menu specifically to answer your question. The version is 1.7.1. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 1, 2019 Share Posted June 1, 2019 32 minutes ago, snakeru said: Just BG. I have just finished towing stuff around and quit to main menu specifically to answer your question. The version is 1.7.1. Okay, that's a interesting bit of info. I moved my Serenity folder out of SquadExpansions to the Desktop and KAS works. BUT, I found a new bug. After testing KAS on the launchpad I reverted and now selecting anything in the VAB throws an exception: [EXC 10:59:23.846] NullReferenceException: Object reference not set to an instance of an object EditorLogic.OnPodSpawn (.AvailablePart pod) EditorLogic.SpawnPart (.AvailablePart partInfo) EditorLogic.OnPartListIconTap (.AvailablePart p) KSP.UI.Screens.EditorPartList.TapIcon (.AvailablePart part) KSP.UI.Screens.EditorPartIcon.MouseInput_SpawnPart () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() Back out of the Space Center and back in and go back into the VAB and it works again until I revert. Time to try with a clean install. Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted June 1, 2019 Share Posted June 1, 2019 DLCs usually add exotic features that tend to break things. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 1, 2019 Share Posted June 1, 2019 (edited) Clean install of 1.7.1 and no expansion packs with CKAN install of @IgorZ mods and Module Manager (MM isn't set as a KIS/KAS dependency in CKAN) Spoiler Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe -popupwindow Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.0.2.0 EasyVesselSwitch v1.11.7052.36539 / v1.11 for KSP v1.7+ KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ KAS-API-v2 v2.0.7037.1430 / vKAS API v2 KAS v1.3.7050.3681 / v1.3-pre for KSP 1.6+ KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ KIS v1.22.7090.200 / v1.22 for KSP 1.7+ KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ Folders and files in GameData: EasyVesselSwitch KAS KIS Stock folder: Squad ModuleManager.4.0.2.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree Result is the behavior I noticed above. KIS/KAS works, but reverting breaks selecting parts in the VAB until you go to Spacecenter and back into VAB. Stock game with no mods doesn't have a problem reverting. Edited June 1, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
_TG_ Posted June 1, 2019 Share Posted June 1, 2019 for me, the revert bug only happened when an RTS-1 was attached to the craft. Ports, Winches were fine. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 1, 2019 Share Posted June 1, 2019 13 minutes ago, _TG_ said: for me, the revert bug only happened when an RTS-1 was attached to the craft. Ports, Winches were fine. I only tried it with the RTS-1, but not the others. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 3, 2019 Share Posted June 3, 2019 @IgorZ I don't know if it helps your troubleshooting, but I ran a PAW problem in another mod. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2019 Share Posted June 3, 2019 KIS has a really nice debug ability(I saw it in this vid - partAlignToolKey) - does KAS? I ask because it would be very helpful in a project I have going on. Thank you in advance. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted June 3, 2019 Author Share Posted June 3, 2019 (edited) 1 hour ago, zer0Kerbal said: KIS has a really nice debug ability(I saw it in this vid - partAlignToolKey) - does KAS? I ask because it would be very helpful in a project I have going on. Thank you in advance. There is a setting in KAS settings file: Debug { partAlignToolKey = // Set to a keyboard shortcut. E.g. "&L" for Alt+L. } Edited June 3, 2019 by IgorZ Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2019 Share Posted June 3, 2019 2 minutes ago, IgorZ said: There is a setting in KAS settings file: Debug { partAlignToolKey = // Set to a keyboard shortcut. E.g. "&L" for Alt+L. } Thank you. I swear I looked twice before asking! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2019 Share Posted June 3, 2019 (edited) am trying to locate where KAS debug dumps to? am hoping it writes all the data so can easily xfer it into the part. log - so just copied and paste from the game into part.cfg - now for the other part... Edited June 3, 2019 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
The_8_Bit_Zombie Posted June 3, 2019 Share Posted June 3, 2019 Does anyone know how to quickly replace all legacy KAS parts with the new ones? I really would like to update KAS and KIS to their latest versions, but I have ~10 crafts in space with legacy parts on them, including many KIS containers filled with them. Replacing them manually would take ages. Would it be possible to do this by editing a .sfs file? (Editing as in replacing every instance of the legacy part's ID with the new part's ID.) Quote Link to comment Share on other sites More sharing options...
Friznit Posted June 3, 2019 Share Posted June 3, 2019 There's an upgrade path script built into the latest version. Details are in the OP and on the wiki Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2019 Share Posted June 3, 2019 so am writting a patch for several parts - essentially want to have two versions of the patch - one for old KAS one for new KAS. // OLD KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS/LEGACY|KAS/Parts/hook_anchor/]:LAST { // does old KAS things} // NEW KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS],!KAS/LEGACY|!KAS/Parts/hook_anchor/]:LAST { // does NEW KAS things} is there a simple way to do this? a way for MM to know the difference? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 3, 2019 Share Posted June 3, 2019 25 minutes ago, zer0Kerbal said: so am writting a patch for several parts - essentially want to have two versions of the patch - one for old KAS one for new KAS. // OLD KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS/LEGACY|KAS/Parts/hook_anchor/]:LAST { // does old KAS things} // NEW KAS @PART[billsrebob]:HAS[???]:NEEDS[KAS],!KAS/LEGACY|!KAS/Parts/hook_anchor/]:LAST { // does NEW KAS things} is there a simple way to do this? a way for MM to know the difference? Quit trying to support legacy KAS on new KAS? Or just write two versions, one named KAS.cfg, the other KAS_Legacy.txt. Let the user decide if he needs the legacy add-ons and he can rename the file. The part names are unique between the two so patches don't really need to smart enough to know which KAS is installed if you address them by name. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 3, 2019 Share Posted June 3, 2019 (edited) 1 hour ago, Tonka Crash said: Quit trying to support legacy KAS on new KAS? Or just write two versions, one named KAS.cfg, the other KAS_Legacy.txt. Let the user decide if he needs the legacy add-ons and he can rename the file. The part names are unique between the two so patches don't really need to smart enough to know which KAS is installed if you address them by name. I like automated. So you install a mod from CKAN, are running RO or whatever that is a couple of versions behind; plus I like the challenge which pushes me to learn and improve. There is also the issue of overwriting by re-installations and updates. This way, it is a not a concern. Thanks for the reply, will take your suggestion under advisement. Edited June 3, 2019 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
ss8913 Posted June 5, 2019 Share Posted June 5, 2019 so am I hearing right, KAS isn't working right in 1.7.1 currently? i was trying real hard to connect an RT-1 to one of those connector ports (the new one) and it just.. would not. so... just wait for the update, then? Quote Link to comment Share on other sites More sharing options...
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