IgorZ Posted October 13, 2016 Share Posted October 13, 2016 (edited) KIS introduces new gameplay mechanics by adding a brand new inventory system and EVA usables items as tools. You want to build a rover on Duna from scratch? Or you've forgot to attach a solar panel to the planetary station? With KIS it's not a problem! >>> Support me at Patreon if you like the mod! Kerbal Inventory System (KIS) The mod offers container parts of various size to deliver spare parts to the orbit or at the construction site. Tiny containers for light-weight rockets. Big containers for serious projects. Mk3 containers for really big constructions ideas! Kerbals now have own backpack to hold small items, and some of them can be equipped on the model. AR goggles? Fancy hat? Or, maybe, a completely new helmet?! It's all possible now! With special tools (provided by the mod) kerbals now can modifying teh existing vessels by adding or removing parts. It's even possible to build a whole new vessel from scratch! * Goggles, hats and helmets are provided by the third-party mods. E.g. "Kerbal Props". Demo media MANUAL: KIS for DUMMIES. VIDEO: Debugging abilities for mod creators. VIDEO: Full support for part variants and TweakScale. Languages supported Русский Italiano Español 简体中文 Português Français Support You can support this and the other of my mods on Patreon. This is where I post my ideas, prototypes and the features development progress. Other useful mods for EVA If you want doing EVA comfortably, you really should consider adding these mods as well: Kerbal Attachment System (KAS). Need to link two vessels? Just send out your kerbals EVA! Don't forget to update their inventories, though. Easy Vessel Switch (EVS). No more guessing how to switch to "that vessel" - simply point and click! Surface Mounted Lights. Too dark for EVA on the other side of the moon? Problem solved with these ambient lights! How to install Recommended: Install and run CKAN. Search for "Kerbal Inventory System" or just "KIS", then install the mod. Occasionally run CKAN client to update KIS (and other mods) to the latest version. If you follow this path, then all the KIS dependencies will be updated automatically. It may save you a lot of time during the update. Manual: Download the ZIP archive: From CurseForge. From Spacedock. From GitHub. If you have an older version of the mod in your game, you must delete all the old files first! Do not just copy over, this will likely result in compatibility issues. Unzip the release archive into the game's GameData folder. Note, that names of the folders must be exactly like in the archive or the mod won't work. The release archive contains the minimum versions of the required dependencies: ModuleManager and CommunityCatgeoryKit. If your game has better versions, do not overwrite! Verify the installation: the mod's LICENSE.md file must be located at <game root>/GameData/KIS/LICENSE.md. If you don't want seeing the fun parts in your game, you can remove them: Find file remove_fun_part_patch.txt in the mod's folder. Rename it into remove_fun_part_patch.cfg. Move it one level up in the directory structure (into the GameData folder). Now the fun parts won't show up even if you update the mod. This mod was originally created by @KospY. I took responsibility on it when we agreed with the original author that I can drive it forward. And I am! The original forum thread can be found here. Edited January 5, 2022 by IgorZ 1.26 Quote Link to comment Share on other sites More sharing options...
omelaw Posted October 13, 2016 Share Posted October 13, 2016 (edited) maybe we can move containers to payload section? Edited October 13, 2016 by omelaw Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 13, 2016 Author Share Posted October 13, 2016 1 hour ago, AliceTheGorgon said: It seems that the EVA-11 Fuel Canisters no longer do anything after the update to KSP 1.2. I did a quick test from the launchpad with hacked gravity, and while the menu for the tanks appears, and you can click "Refuel", the tank doesn't lose any fuel, and the Kerbal doesn't gain any fuel. The only mods installed where KIS 1.3.0 and ModuleManager 2.7.2. Thanks for the report. I've created a bug. Will also appreciated a KSP.log. 53 minutes ago, omelaw said: maybe we can move containers to payload section? It could. Created an FR. Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted October 13, 2016 Share Posted October 13, 2016 Yay! KIS! WOOT! Quote Link to comment Share on other sites More sharing options...
Enceos Posted October 13, 2016 Share Posted October 13, 2016 @IgorZ Congrats on the release and a new thread! Time to dust my own mods. Quote Link to comment Share on other sites More sharing options...
SelectHalfling0 Posted October 14, 2016 Share Posted October 14, 2016 @IgorZ Thanks for keeping this mod alive! It is integral to my game. Quote Link to comment Share on other sites More sharing options...
ZentroCatson Posted October 16, 2016 Share Posted October 16, 2016 @IgorZ Thank you very much for maintaining this mod, you're a true hero! :hailIgorZ: Quote Link to comment Share on other sites More sharing options...
Technical Ben Posted October 16, 2016 Share Posted October 16, 2016 (edited) Will be trying adding this back into my game soon. I love adapting builds on the fly. Edited October 16, 2016 by Technical Ben Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 16, 2016 Share Posted October 16, 2016 @IgorZ Do you know if it is possible to use a MM patch to make changes to the KIS settings file? Here is the patch I'm trying to use to add parts to the stackable override which isn't working. I don't know if it's not working because I'm doing it wrong or if you only check the settings file once. @KISConfig[KISConfig] { @StackableItemOverride[] { partName = USI_DeomlitionBlock } } FYI, the part is spelled correctly and works when added directly to the settings file. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 17, 2016 Author Share Posted October 17, 2016 4 hours ago, Tarheel1999 said: @IgorZ Do you know if it is possible to use a MM patch to make changes to the KIS settings file? Here is the patch I'm trying to use to add parts to the stackable override which isn't working. I don't know if it's not working because I'm doing it wrong or if you only check the settings file once. @KISConfig[KISConfig] { @StackableItemOverride[] { partName = USI_DeomlitionBlock } } FYI, the part is spelled correctly and works when added directly to the settings file. Thanks in advance. Yes, KIS settings can be easily adjusted via MM. See how your case was done here. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 17, 2016 Share Posted October 17, 2016 Awesome, thanks for keeping such a great classing going! Quote Link to comment Share on other sites More sharing options...
MK3424 Posted October 17, 2016 Share Posted October 17, 2016 Awesome! Thanks for Keeping this mod alive! Quote Link to comment Share on other sites More sharing options...
whaaw Posted October 17, 2016 Share Posted October 17, 2016 Hi, im setting up my 1.2 install, and after installing KIS i found some notifications in KSP.log Spoiler [LOG 14:35:02.125] Loading UI sounds for KIS... [LOG 14:35:02.126] Loading clip: KIS/Sounds/bipwrong [ERR 14:35:02.126] Cannot locate clip: KIS/Sounds/bipwrong [LOG 14:35:02.127] Loading clip: KIS/Sounds/click [ERR 14:35:02.127] Cannot locate clip: KIS/Sounds/click [LOG 14:35:02.128] Loading clip: KIS/Sounds/attachScrewdriver [ERR 14:35:02.128] Cannot locate clip: KIS/Sounds/attachScrewdriver i went to the Gamefolder and found the "missing" Ogg's, they are named correctly and at the right place... Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 17, 2016 Share Posted October 17, 2016 51 minutes ago, whaaw said: i went to the Gamefolder and found the "missing" Ogg's, they are named correctly and at the right place... probably just an error that is similar to the "missing texture" of some game objects that pops up here and there in the log. Harmless Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 18, 2016 Author Share Posted October 18, 2016 13 hours ago, whaaw said: Hi, im setting up my 1.2 install, and after installing KIS i found some notifications in KSP.log Hide contents [LOG 14:35:02.125] Loading UI sounds for KIS... [LOG 14:35:02.126] Loading clip: KIS/Sounds/bipwrong [ERR 14:35:02.126] Cannot locate clip: KIS/Sounds/bipwrong [LOG 14:35:02.127] Loading clip: KIS/Sounds/click [ERR 14:35:02.127] Cannot locate clip: KIS/Sounds/click [LOG 14:35:02.128] Loading clip: KIS/Sounds/attachScrewdriver [ERR 14:35:02.128] Cannot locate clip: KIS/Sounds/attachScrewdriver i went to the Gamefolder and found the "missing" Ogg's, they are named correctly and at the right place... https://github.com/KospY/KIS/issues/129 Quote Link to comment Share on other sites More sharing options...
DanGer Posted October 21, 2016 Share Posted October 21, 2016 Got a weird issue with 1.2. Using the Wrench i cant attach any parts to nodes anymore. Have not got the Screwdriver yet in my new game.. Any hints? Wont even show nodes. Quote Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted October 21, 2016 Share Posted October 21, 2016 (edited) 1 hour ago, DanGer said: Got a weird issue with 1.2. Using the Wrench i cant attach any parts to nodes anymore. Have not got the Screwdriver yet in my new game.. Any hints? Wont even show nodes. IIRC, the wrench was never able to node attach just surface attach. Edited October 21, 2016 by ExplorerKlatt Correct spelling Quote Link to comment Share on other sites More sharing options...
DanGer Posted October 21, 2016 Share Posted October 21, 2016 Damn, you are right, just saw the hint on page 9 of the .pdf.. :/ Ok.. need a screwdriver then, plan failed. Thx for the Hint! @Dev: Thx for the Mod. Quote Link to comment Share on other sites More sharing options...
Benji13 Posted October 24, 2016 Share Posted October 24, 2016 I was wondering why this hadnt been updated yet. Didn't realise there was a new thread. Thanks for keeping this mod maintained! Quote Link to comment Share on other sites More sharing options...
Sulaiman Posted October 25, 2016 Share Posted October 25, 2016 THANKS A lot For maintaining This awesome Mod! Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 25, 2016 Author Share Posted October 25, 2016 53 minutes ago, Sulaiman said: THANKS A lot For maintaining This awesome Mod! You're welcome Quote Link to comment Share on other sites More sharing options...
BaconOnARock Posted October 31, 2016 Share Posted October 31, 2016 (edited) I know this is a little bit of a silly request, but is there a way to change the pressure required to take off helmets? I have some stations/ships with "fake" interiors that I'd like to be able to float around in helmet-free. and thanks for maintaining this mod Edited October 31, 2016 by BaconOnARock Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted October 31, 2016 Share Posted October 31, 2016 21 minutes ago, BaconOnARock said: I know this is a little bit of a silly request, but is there a way to change the pressure required to take off helmets? I have some stations/ships with "fake" interiors that I'd like to be able to float around in helmet-free. and thanks for maintaining this mod Wrong mod. Try Texture Replacer. Quote Link to comment Share on other sites More sharing options...
BaconOnARock Posted October 31, 2016 Share Posted October 31, 2016 (edited) 59 minutes ago, Tarheel1999 said: Wrong mod. Try Texture Replacer. doesnt this mod allow you to take off helmets too? i do have texture replacer, but even if i can change required pressure for texture replacer it would disable my jetpack, which is why i was wondering if i can with this mod. Edited October 31, 2016 by BaconOnARock Quote Link to comment Share on other sites More sharing options...
IgorZ Posted October 31, 2016 Author Share Posted October 31, 2016 1 hour ago, BaconOnARock said: I know this is a little bit of a silly request, but is there a way to change the pressure required to take off helmets? I have some stations/ships with "fake" interiors that I'd like to be able to float around in helmet-free. and thanks for maintaining this mod Change value of breathableAtmoPressure in KIS settings file. Quote Link to comment Share on other sites More sharing options...
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