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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29


IgorZ

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Steps are very simple:

Mk1-2 Command Pod, and 3 kerbals,

seat1 with E-SD80 Electric Screwdriver,

launch, go EVA with kerbal on seat1, equip screwdriver, and return to pod,

EVA this kerbal again, and screwdriver is not auto equipped.

I tested this with no other mods installed.

Game version 1.3.1.

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On 12/21/2017 at 1:06 AM, robson1000 said:

Steps are very simple:

Mk1-2 Command Pod, and 3 kerbals,

seat1 with E-SD80 Electric Screwdriver,

launch, go EVA with kerbal on seat1, equip screwdriver, and return to pod,

EVA this kerbal again, and screwdriver is not auto equipped.

I tested this with no other mods installed.

Game version 1.3.1.

Created a bug entry. Thank you for the report!

Edited by IgorZ
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I have strange bug in KIS, when i try to attach/deattach/move items kis doesnt do anything exept show icon and text, when i click any item nothing happens, but same time i can easily drag&drop tem from inventory

Spoiler

Modlist

[x] Science! (xScience v5.11)
10km Omni Antenna for Kerbals on EVA for Remotetech (10kmOmniEVA4RT 1:1)
6 Crew Science Lab (SixCrewScienceLab 1.1)
6 Seat Mk3 Cockpit (SixSeatMk3cockpit 1.1)
Action Groups Extended (AGExt 2.3.1)
Alcubierre Warp Drive (Stand-alone) (AlcubierreStandalone 0.7.0.0)
AT Utils (AT-Utils v1.5.0)
AutomatedScienceSampler (AutomatedScienceSampler 1.3.3)
B9 Part Switch (B9PartSwitch v2.1.0)
BahamutoD Animation Modules (BDAnimationModules 1:v0.6.4.9)
CapCom - Mission Control On The Go (CapCom 2.7)
Collision FX (CollisionFX v4.0)
Community Category Kit (CommunityCategoryKit 2.0.2.0)
Community Resource Pack (CommunityResourcePack 0.8.0.0)
Community Tech Tree (CommunityTechTree 1:3.2.1)
Configurable Containers Core (ConfigurableContainers-Core 2.4.1.2)
Connected Living Space (ConnectedLivingSpace 1.2.5.5)
Contract Configurator (ContractConfigurator 1.23.3)
Contract Pack: Bases and Stations (ContractConfigurator-KerbinSpaceStation 2:3.7.0.1)
Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1)
Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.7)
Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Contract Parser (ContractParser 7.0)
Contracts Window + (ContractsWindowPlus 8.1)
Corvus CF (Corvus125mTwoKerbalPod v1.3.1)
Crowd Sourced Science (CrowdSourcedScience v4.1)
Cryogenic Engines (CryoEngines 1:0.5.11)
Cryogenic Engines Extras: LFO Patch (CryoEngines-LFO 1:0.5.11)
Cryogenic Engines Extras: Surface Attachment (CryoEngines-SurfaceAttach 1:0.5.11)
Cryogenic Tanks (CryoTanks 0.4.11)
DeepFreeze Continued... (DeepFreeze V0.23.7.0)
Deployable Engines Plugin (DeployableEngines 0.4.11)
DMagic Orbital Science (DMagicOrbitalScience 1.3.11)
Docking camera (KURS) (DockingCamKURS 1.3.2)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.7.0)
Dynamic Battery Storage (DynamicBatteryStorage 1:0.4.11)
Easy Vessel Switch (EVS) (EasyVesselSwitch 1.5)
Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.2.2-1)
EVA Enhancements Continued (EVAEnhancementsContinued 0.1.12.1)
EVA Handrails Continued (EVAHandrailsPackContinued 0.2.1.6)
EVA Parachutes & Ejection Seats (EVAParachutes 0.1.15)
EVA Struts (EVAStruts 4.1)
EVA Transfer (EVATransfer 7.1)
Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.0.2)
Filter Extensions - Plugin (FilterExtensions 3.2.0.2)
Final Frontier (FinalFrontier 1.3.6-3189)
Firespitter Core (FirespitterCore v7.6.0)
Ground Construction Core (GroundConstruction-Core 1.2.1)
Heat Control (HeatControl 0.4.4)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.0.1)
HyperEdit (HyperEdit 1.5.6.0)
IndicatorLights (IndicatorLights 1.2.12)
IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.3.1)
Interstellar Fuel Switch (InterstellarFuelSwitch 2.10.3)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.10.3)
JSI Advanced Transparent Pods (JSIAdvancedTransparentPods V0.1.15.0)
JX2Antenna (JX2Antenna 2.0.2)
K2 Command Pod Continued (K2CommandPodCont 1.1.8.2)
KEI (KEI 1.2.3)
Kerbal Alarm Clock (KerbalAlarmClock v3.8.5.0)
Kerbal Atomics (KerbalAtomics 1:0.4.11)
Kerbal Atomics - NFE Compatibility Patch (KerbalAtomics-NFECompatibility 0.4.11)
Kerbal Attachment System (KAS 0.6.3.0)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.3.0)
Kerbal Inventory System (KIS 1.8)
Kerbal Joint Reinforcement (KerbalJointReinforcement v3.3.3)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.5.8)
KerboKatzUtilities (KerboKatzUtilities 1.5.0)
Konstruction (Konstruction 0.3.0.0)
KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.26)
Kronal Vessel Viewer Continued (KVVContinued 0.0.8)
KSP AVC (KSP-AVC 1.1.6.2)
KSP Interstellar Extended (KSPInterstellarExtended 1.16.3)
MechJeb 2 (MechJeb2 2.6.1.0)
Modular Fuel Tanks (ModularFuelTanks 5.9.0)
Modular Rocket Systems (ModularRocketSystem 1.13.1)
ModularPods (ModularPods 1.0.9)
Module Manager (ModuleManager 3.0.1)
Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.0.3)
NavUtilities continued (NavUtilitiesContinued 0.7.1)
Near Future Construction (NearFutureConstruction 0.8.4)
Near Future Electrical (NearFutureElectrical 0.9.8)
Near Future Electrical Core (NearFutureElectrical-Core 0.9.8)
Near Future Electrical Extras: Decaying RTGs Patch (NearFutureElectrical-DecayingRTGs 0.9.8)
Near Future IVA Props (NearFutureProps 0.7.5)
Near Future Launch Vehicles (NearFutureLaunchVehicles 1.1.3)
Near Future Propulsion (NearFuturePropulsion 0.9.5)
Near Future Propulsion Extras: Reduced Thrust Configs (NearFuturePropulsion-LowThrustEP 0.9.5)
Near Future Solar (NearFutureSolar 0.8.8)
Near Future Solar Core (NearFutureSolar-Core 0.8.8)
Near Future Spacecraft (NearFutureSpacecraft 0.7.5)
Nehemiah Engineering Orbital Science (NehemiahEngineeringOrbitalScience 0.7.1)
Patch Manager (PatchManager 0.0.11)
Phoenix Industries EVA Survival Suit (PhoenixIndustriesEVASuit 1)
Phoenix Industries Flags (PhoenixIndustriesFlags 2.1)
Precise Node (PreciseNode 1.2.6)
Procedural Wings (ProceduralDynamics 0.12.2)
Progress Parser (ProgressParser 8.0)
RasterPropMonitor (RasterPropMonitor 1:v0.29.2)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.29.2)
RemoteTech (RemoteTech v1.8.9)
REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.1.0)
SCANsat (SCANsat v18.2)
scatterer (Scatterer 2:v0.0320b)
scatterer - default config (Scatterer-config 2:v0.0320b)
scatterer - sunflare (Scatterer-sunflare 2:v0.0320b)
Science Relay (ScienceRelay 4.2)
SpaceY Expanded (SpaceY-Expanded 1.3.1)
SpaceY Heavy Lifters (SpaceY-Lifters 1.16)
StageRecovery (StageRecovery 1.7.2)
Station Science Continued (StationScienceContinued v2.3.0)
Stock Visual Enhancements (StockVisualEnhancements 3:1.2.8.0)
Stock Visual Enhancements-Medium Resolution Textures (SVE-MediumResolution 3:1.0.3)
Stockalike Station Parts Expansion (StationPartsExpansion 0.5.2)
StockRT (StockRT v1.33)
TakeCommandContinued (TakeCommandContinued 1.4.11)
TDProps (TDProps 1.1)
TextureReplacer (TextureReplacer v2.6.0)
The Janitor's Closet (JanitorsCloset 0.3.3)
Time Control (TimeControl 1:2.8.3)
Toolbar (Toolbar 1.7.16.5)
TriggerAu Flags (TriggerAu-Flags v2.9.2.0)
TweakScale - Rescale Everything! (TweakScale v2.3.7)
Universal Storage (UniversalStorage 1.3.0.0)
Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2)
USI Tools (USITools 0.10.1.0)
Vessel Viewer Continued (VesselView 2:0.8.6)
VesselView-UI-Toolbar (VesselView-UI-Toolbar 1:0.8.6)
Waypoint Manager (WaypointManager 2.7.0)
 

Spoiler

Странный баг у меня получается, когда я пытаюсь прикрепить/открепить какой либо элемент не происходит ничего кроме возникновения иконки с подписью, нет никакой реакции на клик, но при этом вещи спокойно перетягиваются и выкидываются из инвентаря. Как это возможно исправить?

 

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15 hours ago, CN_Warren said:

@IgorZ  pull request we need a test version for testing and revise.

A test version can be easily made by just placing the localization file into the game's folder. I can only do a normal release, which I'm going to push today or tomorrow (some other stuff needs to be done).

Edited by IgorZ
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Question:

Is there a way to put the StackableItemOverride section outside the settings file and then override the settings file with the info with MM? I've tried but doesn't seem to work (probably because I can only do really simple stuff in MM, but I'm learning). Just trying to find a way to keep my list of stackable items from being overwritten each time I upgrade KIS.

 

Thanks!

 

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48 minutes ago, jmbailey2000 said:

Question:

Is there a way to put the StackableItemOverride section outside the settings file and then override the settings file with the info with MM? I've tried but doesn't seem to work (probably because I can only do really simple stuff in MM, but I'm learning). Just trying to find a way to keep my list of stackable items from being overwritten each time I upgrade KIS.

Thanks!

You can change the section from MM as it is. Like this.

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Hi everyone. First time trying KIS and KAS. I installed it once before but never actually used it but this time I am going to create a Duna ground base.

Obviously I need to play with it a bit because even after the documentation I am not sure what everything does. But; for now I can't figure out is there anything that the spanner CAN do that the pistol tool CAN'T do? Thanks

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18 hours ago, Antstar said:

But; for now I can't figure out is there anything that the spanner CAN do that the pistol tool CAN'T do? Thanks

The wrench (spanner) can only attach parts on a surface of another part. The electrical screwdriver can attach via the stack nodes. E.g. if you need to attach a solar panel, then the wrench will do it. But if you need to attach an engine to a tank, then you need the pistol tool.

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Hi, I found a bug with KIS that, when on water, makes ALL vessels you activate (switch to) sink after you've gone EVA and loaded some heavy stuff into your inventory.

How to reproduce:

1 - Make a vessel that you know won't sink on water and make sure you add a container to it, containing some heavy part. And put at least one crew in it.

2 - Head out to non-shallow waters (just to make sure the bug is noticeable)

3 - Go EVA, walk/swim to the container and pick up the heavy stuff (you don't need to be on water, the bug will happen even if you are standing on a solid part of your floating vessel)

4 - Switch to the vessel or any other stuff that is on water in your surroundings. Whatever it is, it will start irreversibly sinking.

The only way to fix it after this point is switching back to the EVA'd Kerbal and getting rid (drop / put back in container / etc.) of the heavy stuff, or go back to the Space Center and 'fly' the sinking stuff again. It will immediately re-surface with a splash.

Hope it helps!

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I've been using a mod called space dock for a while, it had a mod for kis that enabled the aforementioned space dock to act as an engineer with a tool in it's hand.

issue is the mod developer has gone ark, I asked some other mod devs I know and they can't help, one suggested I ask you if it's possible to put a "switch" in to kis to enable mods to make parts act like a kerbal engineer.

many thanks in advance, love this mod! 

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7 hours ago, Lord_inter said:

I've been using a mod called space dock for a while, it had a mod for kis that enabled the aforementioned space dock to act as an engineer with a tool in it's hand.

issue is the mod developer has gone ark, I asked some other mod devs I know and they can't help, one suggested I ask you if it's possible to put a "switch" in to kis to enable mods to make parts act like a kerbal engineer.

many thanks in advance, love this mod! 

I'd love to implement such a switch if it was easy. Alas, in the current implementation a lot of code does checking for "is active vessel EVA". The only "vessel" that  can be EVA is a kerbal. That said, you cannot make any arbitrary part to act as a kerbal. There are too many dependencies in the code. However, there are things that you can do. E.g. you can increase the mass limit by adding a ModuleKISPickup module to the part. Those are counted regardless to their EVA status.

I have a long term plan to make a complete re-factor of the KIS codebase, but it's not gonna happen in the near future.

12 hours ago, Razorwings18 said:

Hi, I found a bug with KIS that, when on water, makes ALL vessels you activate (switch to) sink after you've gone EVA and loaded some heavy stuff into your inventory.

How to reproduce:

1 - Make a vessel that you know won't sink on water and make sure you add a container to it, containing some heavy part. And put at least one crew in it.

2 - Head out to non-shallow waters (just to make sure the bug is noticeable)

3 - Go EVA, walk/swim to the container and pick up the heavy stuff (you don't need to be on water, the bug will happen even if you are standing on a solid part of your floating vessel)

4 - Switch to the vessel or any other stuff that is on water in your surroundings. Whatever it is, it will start irreversibly sinking.

The only way to fix it after this point is switching back to the EVA'd Kerbal and getting rid (drop / put back in container / etc.) of the heavy stuff, or go back to the Space Center and 'fly' the sinking stuff again. It will immediately re-surface with a splash.

Hope it helps!

Thanks for the report. I've created a bug entry. Will test and fix it once I have spare time (may be not in the following two weeks).

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8 hours ago, Lord_inter said:

Do you know or wish for me to PM you a link to the modification that the other mod does to your code?

I'm pretty sure you can guess what hes done but it maybe a new look (i dont understand it and training as an accountant atm leaves no room to learn coding)

Feel free to PM it. No promises, though.

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