zer0Kerbal Posted May 4, 2019 Share Posted May 4, 2019 On 5/3/2019 at 4:01 PM, fatcargo said: ... Wold totaly work for some live action shots, go-pro-style. Parachutes, breaking sound barrier on sub-orbital trajectory, riding a rocket, bathing in flames of launched rocket, exiting cockpit in flight... Expand *chuckle* go-pro - yep exactly what I was thinking of. getting the 'talkie working would be interesting - just have to add resource EC - and Reveal hidden contents RESOURCE { name = ElectricCharge amount = 20 maxAmount = 20 } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 2.4 packetSize = 1 packetResourceCost = 1.2 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 20000 antennaCombinable = False } Quote Link to comment Share on other sites More sharing options...
SabertoothMosquito Posted May 4, 2019 Share Posted May 4, 2019 (edited) Hmm IF i remember this right - transmitter (at least stock module) doesn't work on EVA kerbals, didn't bother to memorize why. Edited May 4, 2019 by fatcargo Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted May 16, 2019 Share Posted May 16, 2019 (edited) @PART[kerbalEVA*] { %MODULE[ModuleDataTransmitter] { %antennaType = DIRECT %packetInterval = 0.2 %packetSize = 1.35 %packetResourceCost = 0.375 %requiredResource = ElectricCharge %antennaPower = 35000 %optimumRange = 5000 %packetFloor = 0.1 %packetCeiling = 5 } } eva kerbals are the same thing as a ship above is a cfg for adding a xmitter to them. the above works prior to breaking ground. if you have breaking ground installed use the universal storage II EVAx backpack. Edited July 5, 2019 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted July 18, 2019 Share Posted July 18, 2019 (edited) Tried the 1.5 version of the mod posted here on 1.7.3 and it mostly works, and the things that don't work might be because I'm a bit obtuse: - I tried changing the color of the Holo Visor "Eyepatch" during EVA using part commander, but I could not find the part in the part-list. I don't have firespitter installed. (The fuel gauge seems to be working, wasn't able to properly deplete enough fuel to see changes) - Equipping the Omni-Tool Blue and trying to bolt a part to a vessel (a Holo Visor) gave me the 'tool needed' error message. Are these issues worth looking into? Edited July 18, 2019 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
Enceos Posted July 19, 2019 Author Share Posted July 19, 2019 (edited) @The-Grim-Sleeper The blue omni tool is just for looks. You can add engineer functionality to it by adding this module: MODULE { name = ModuleKISItemAttachTool shortcutKeyAction = equip equipable = true equipSkill = RepairSkill equipSlot = leftHandWrist equipMeshName = body01 equipBoneName = bn_l_elbow_b01 equipPos = (-0.15,0.022,0.01) equipDir = (0,90,15) toolPartAttach = true toolStaticAttach = false toolPartStack = true attachPartSndPath = KIS/Sounds/attachScrewdriver detachPartSndPath = KIS/Sounds/detachScrewdriver } I will have time for updating the parts this month. Need to adapt them for new Kerbal bodies. I should replace the color changer on emissive parts with a stock module. Would love to get my hands on that inflight color changer for DLC suits. Edited July 20, 2019 by Enceos Quote Link to comment Share on other sites More sharing options...
jeancallisti Posted August 6, 2019 Share Posted August 6, 2019 Is there a mod similar to this one that gives me more feedback when I'm in first-person EVA ("through the eyes of a kerbal")? Like a mod showing a 3D joystick or arm-mounted buttons on the Kerbal, or whatever, so that when I'm in VR I have more feedback about the piloting of the space suit. Some piloting feedback similar to the one you have in the bottom-left corner of the screen when you're in docking mode guidance. Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted August 28, 2019 Share Posted August 28, 2019 (edited) On 7/19/2019 at 8:22 PM, Enceos said: I should replace the color changer on emissive parts with a stock module. Would love to get my hands on that inflight color changer for DLC suits. Expand I've looked at the new .cfg file for the tron-suits, and the only new modules are for the ROC-science and a 'ModuleColorChanger', similar to the one used in command pods for the window-lights. Instead of color curves, it uses 3 solid 'xxxxxColor'-fields for color definition. I don't see an obvious 'this-field-required-for-inflight-editting'-field. I'm not the most savvy of kerbal file explorer. I can't find the 'this module controls visor-color'-module in the ARHoloVisorSingle.cfg either. Any recommendations? Edit: Ok, I found that FStextureSwitch2 module. It helps if I look at the correct HoloGoggles file. Still not very savvy. Edited August 28, 2019 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
Enceos Posted August 28, 2019 Author Share Posted August 28, 2019 @The-Grim-Sleeper Yeah, I'll get to fixing my stuff eventually. Was extremely busy with my startup this summer. Quote Link to comment Share on other sites More sharing options...
Yoloking Mapping Posted September 11, 2019 Share Posted September 11, 2019 Omg This is very awesome mod. But i have some issues in 1.7.3. When i click the equip button it doesn't want to equip. Is this a bug? Can it be fixed? How do i fix that? Quote Link to comment Share on other sites More sharing options...
MacLuky Posted January 15, 2020 Share Posted January 15, 2020 +1 for 1.8.1 Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 21, 2020 Share Posted January 21, 2020 (edited) On 9/11/2019 at 12:19 AM, Yoloking Mapping said: Omg This is very awesome mod. But i have some issues in 1.7.3. When i click the equip button it doesn't want to equip. Is this a bug? Can it be fixed? How do i fix that? Expand It seems to be based on the KIS version change as noted here: https://github.com/ihsoft/KIS/wiki/Equippable-items-in-KIS-v1.15-and-higher#transitioning-from-the-pre-115-versions The body part name in the config for each little prop needs to be changed to the alias, instead. I just tested the holo eyepiece, and it works fine with the simple change from: equipBoneName = bn_upperJaw01 to: equipBoneName = aliasHead ...or the appropriate alias based on the link above. I'm also realizing that same part was giving me log spam because it's probably not talking properly to Kerbalism (which removes EVA fuel in favor of monoprop, i think). @Enceos -- do you have these in a github or anything? I'm probably going to "fix" all your props' .cfg files, then add a tiny Kerbalism patch if I can figure out the MM syntax. Edited January 21, 2020 by Beetlecat Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 21, 2020 Share Posted January 21, 2020 (edited) On 1/21/2020 at 6:25 AM, Beetlecat said: do you have these in a github or anything? I'm probably going to "fix" all your props' .cfg files, then add a tiny Kerbalism patch if I can figure out the MM syntax Expand sweet - I only use one or two (lights) - but still great. kindly also post the patches here. Edited January 21, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
MacLuky Posted January 22, 2020 Share Posted January 22, 2020 (edited) Nice! I found: Quote Soyuz:KISProps macluky$ grep -R equipBoneName *|cut -f 2 -d :|sort|uniq equipBoneName = bn_helmet01 equipBoneName = bn_jetpack01 equipBoneName = bn_l_elbow_b01 equipBoneName = bn_r_mid_a01 equipBoneName = bn_upperJaw01 Expand So for : ARHoloVisorSingle/ARHoloVisorSingleF.cfg: ARHoloVisorSingle/ARHoloVisorSingle.cfg: AcademyHat/AcademyHat.cfg: AviatorSunglasses/AviatorSunglassesDark.cfg: CowboyHat/FedoraHat.cfg: CowboyHat/CowboyHat.cfg: HardHat/HardHat.cfg: HoloGoggles/HoloGoggles.cfg: MicHeadset/MicHeadset.cfg: It becomes: MODULE[ModuleKISItemEvaTweaker] { @equipBoneName=aliasHead } What about the others? what are the new bones? #excited to fix this Ran ahead, not tested yet, but what about this: Quote PART[ARHoloVisorSingleF|ARHoloVisorSingle|AcademyHat|AviatorSunglassesDark|KHFedoraHat|KHCowboyHat|KHHardHat|HoloGoggles|MicHeadset] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasHead } } Expand Now the others... equipBoneName = bn_helmet01 equipBoneName = bn_jetpack01 equipBoneName = bn_l_elbow_b01 equipBoneName = bn_r_mid_a01 Edited January 22, 2020 by MacLuky Quote Link to comment Share on other sites More sharing options...
MacLuky Posted January 22, 2020 Share Posted January 22, 2020 ** update ** can anyone test this? away from KSP: PART[ARHoloVisorSingleF|ARHoloVisorSingle|AcademyHat|AviatorSunglassesDark|KHFedoraHat|KHCowboyHat|KHHardHat|HoloGoggles|MicHeadset] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasHead } } PART[CupolaGlassHelmet|HelmetLightsWarm|HelmetLightsElectric] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasHelmet } } PART[KHJetpackLight] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasJetpack } } PART[KHOmniToolOrange|KHOmniToolBlue] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasRightElbow } } PART[KHWalkieTalkie] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasRightPalm } } Quote Link to comment Share on other sites More sharing options...
Rik Posted January 22, 2020 Share Posted January 22, 2020 (edited) On 1/22/2020 at 8:45 PM, MacLuky said: Now the others... equipBoneName = bn_helmet01 is now aliasHelmet equipBoneName = bn_jetpack01 is now aliasJetpack equipBoneName = bn_l_elbow_b01 is now aliasLeftElbow equipBoneName = bn_r_mid_a01 is now aliasRightPalm Expand Sorry, you already caught them. Edited January 22, 2020 by Rik I was stupid Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 22, 2020 Share Posted January 22, 2020 (edited) this should work (original missing the @ before Part and should always have a :NEEDS and :FOR) Reveal hidden contents // KISPropsBones.cfg v1.0 // KerbalHacks/KISProps // created: 22 Jan 2020 // updated: 22 Jan 2020 @PART[ARHoloVisorSingleF,ARHoloVisorSingle,AcademyHat,AviatorSunglassesDark,KHFedoraHat,KHCowboyHat,KHHardHat,HoloGoggles,MicHeadset]:NEEDS[KerbalHacks/KISProps]:FOR[KISProps] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasHead } } @PART[CupolaGlassHelmet,HelmetLightsWarm,HelmetLightsElectric]:NEEDS[KerbalHacks/KISProps]:FOR[KISProps] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasHelmet } } @PART[KHJetpackLight]:NEEDS[KerbalHacks/KISProps]:FOR[KISProps] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasJetpack } } @PART[KHOmniToolOrange,KHOmniToolBlue]:NEEDS[KerbalHacks/KISProps]:FOR[KISProps] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasRightElbow } } @PART[KHWalkieTalkie]:NEEDS[KerbalHacks/KISProps]:FOR[KISProps] { @MODULE[ModuleKISItemEvaTweaker] { @equipBoneName = aliasRightPalm } } // thank you @MacLuky // MIT // zer0Kerbal @MacLuky ps: I prefer the ',' (comma) to the '|' (pipe) to indicate AND - to me the comma is more universally understood. just tested and apparently is working. thank you for the effort! Edited January 22, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 23, 2020 Share Posted January 23, 2020 Nice! And this gets around needing to modify/distribute the internal mod's cfg's themselves. I'll likely include an additional patch to switch the eyepiece's tracked resource from EVA_Propellant to MonoPropellant if Kerbalism is present. Yay, team! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 23, 2020 Share Posted January 23, 2020 On 1/23/2020 at 12:02 AM, Beetlecat said: I'll likely include an additional patch to switch the eyepiece's tracked resource from EVA_Propellant to MonoPropellant if Kerbalism is present. Expand excellent - what about the @linuxgurugamer mod that changes EVA_Propellant to MP? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 23, 2020 Share Posted January 23, 2020 (edited) On 1/23/2020 at 1:22 AM, zer0Kerbal said: excellent - what about the @linuxgurugamer mod that changes EVA_Propellant to MP? Expand In this case, Kerbalism is doing it already, and the eyepiece prop+indicator lights is looking for the wrong (now missing) resource. I'm trying this out to see if it'll take. There is more than one entry for that module in that part (one to manage each of the "bars" of fuel status) -- will this syntax replace @resourceName in all of them, or do I need to call them out individually? @PART[ARHoloVisorSingleF,ARHoloVisorSingle]:NEEDS[KerbalHacks/KISProps,Kerbalism,IndicatorLights]:FOR[KISProps] { @MODULE[ModuleResourceLevelIndicator],* { @resourceName = MonoPropellant } } Edited January 23, 2020 by Beetlecat fixed MM script per zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 23, 2020 Share Posted January 23, 2020 On 1/23/2020 at 5:57 AM, Beetlecat said: @PART[ARHoloVisorSingleF,ARHoloVisorSingle]:NEEDS[KerbalHacks/KISProps,Kerbalism,IndicatorLights]:FOR[KISProps] { @MODULE[ModuleResourceLevelIndicator],* { @resourceName = MonoPropellant } } Expand that might do it - the ",*" should mean ALL Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 23, 2020 Share Posted January 23, 2020 On 1/23/2020 at 6:19 AM, zer0Kerbal said: that might do it - the ",*" should mean ALL Expand ooo! That worked like a charm. I was only seeing one of the bars, so I knew I was on the right track. Cheers! So that's the "Kerbal Hacks + Indicator Lights + Kerbalism (or any mod that changes EVA_Propellant to MonoPropellant)" patch. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 23, 2020 Share Posted January 23, 2020 On 1/23/2020 at 6:38 AM, Beetlecat said: ooo! That worked like a charm. I was only seeing one of the bars, so I knew I was on the right track. Cheers! So that's the "Kerbal Hacks + Indicator Lights + Kerbalism (or any mod that changes EVA_Propellant to MonoPropellant)" patch. Expand welcome: here is a suggested change: Reveal hidden contents // EVAFuel.cfg v1.0 // KerbalHacks/KISProps // created: 22 Jan 2020 // updated: 23 Jan 2020 // update only if KISProps and IndicatorLights is installed @PART[ARHoloVisorSingleF,ARHoloVisorSingle]:NEEDS[KerbalHacks/KISProps,IndicatorLights]:FOR[KISProps] { // only change if either EVAFuel or Kerbalism is installed. @MODULE[ModuleResourceLevelIndicator],*:NEEDS[EvaFuel|Kerbalism] { @resourceName = MonoPropellant } } // @Beetlecat // MIT // zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 23, 2020 Share Posted January 23, 2020 On 1/23/2020 at 6:50 AM, zer0Kerbal said: welcome: here is a suggested change: Reveal hidden contents // EVAFuel.cfg v1.0 // KerbalHacks/KISProps // created: 22 Jan 2020 // updated: 23 Jan 2020 // update only if KISProps and IndicatorLights is installed @PART[ARHoloVisorSingleF,ARHoloVisorSingle]:NEEDS[KerbalHacks/KISProps,IndicatorLights]:FOR[KISProps] { // only change if either EVAFuel or Kerbalism is installed. @MODULE[ModuleResourceLevelIndicator],*:NEEDS[EvaFuel|Kerbalism] { @resourceName = MonoPropellant } } // @Beetlecat // MIT // zer0Kerbal Expand Niiiiice. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 24, 2020 Share Posted January 24, 2020 might also suggest moving the walkie to the left hand - so can use a wrench/screwdriver and walk'n'talk at the same time. Quote Link to comment Share on other sites More sharing options...
Stamp20 Posted January 24, 2020 Share Posted January 24, 2020 Whenever I try to equip a head accessory, like the aviator shades or helmet lights, I get these errors in orange: Error: Cannot find object for EVA item: bn_helmet01 for the helmet lights and Error: Cannot find object for EVA item: bn_upperjaw01 with the aviator shades. Quote Link to comment Share on other sites More sharing options...
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