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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)


ObiVanDamme

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Check out the forum thread of MKS.

Yeah... RoverDude should really check out MKS forum thread... :)

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Recently updated KIS/KAS seem to break smth. with this mod. Guess it needs re-compile against recent versions.

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Yeah... RoverDude should really check out MKS forum thread... :)

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Recently updated KIS/KAS seem to break smth. with this mod. Guess it needs re-compile against recent versions.

Currently a new KIS release will always break my mod, because for some reason it tries to match the exact assembly version of the KIS assembly. If KIS is present with a different version it will break, even if KIS is compatible. I always need to recompile against the new release to fix the reference. ;.;

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Is there part disassembly in this mod? If not, can you add disassembly action that refunds half of the RocketParts? I wish i could use this workshop for recycling old lander engines, legs and other parts on my base into something useful.

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Version 0.7.3 was released just now and is compatible to KIS 1.1.5

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Is there part disassembly in this mod? If not, can you add disassembly action that refunds half of the RocketParts? I wish i could use this workshop for recycling old lander engines, legs and other parts on my base into something useful.

Disassembly is a nice Idea. I will add this to my backlog and take a look at this for a future release.

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With disassembly this mod can be useful as standalone too, not only as MKS addon.

The mod currently uses MKS to have a nice placeholder model as well as the infrastructure for RocketPart creation at a colony. Enceos is currently working on models for a stand-alone version. MKS will be a recommendation but no requirement for the 1.0 release, that hopefully will come soon, when the original models are done and I implemented everything I planned for the final release. Final in this case means, that everything I originally planned is done. There are plenty of things that came to my mind during implementation as well as feedback from the community, that I would really like to have in the mod at some point.

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Awesome looking mod ObiVanDamme, but i cannot seem to get the workshop to work - when i click the open workbench button, nothing happens. Are there any known compatibility issues?

I am using the up to date version of this mod and KIS, if it helps.

EDIT: I am using the forced DX11 option for KSP and having issues with it. This might be one of them

Edited by Whizzkid
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I uploaded Version 0.7.3 a few hours ago. This Version is compiled against KIS 1.1.5. Do you have those Versions installed? If yes, can you please take a look at the log, or the debug console to see if there are any errors?

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I uploaded Version 0.7.3 a few hours ago. This Version is compiled against KIS 1.1.5. Do you have those Versions installed? If yes, can you please take a look at the log, or the debug console to see if there are any errors?

I have the same problem as ogled. My log spams errors from interstellar but from what I was able to catch it says "Target is null". I pasted what I think is the result from the output log on pastebin: http://pastebin.com/YprveARm hopefully this helps! And yes both KAS and KIS are updated.

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I have the same problem as ogled. My log spams errors from interstellar but from what I was able to catch it says "Target is null". I pasted what I think is the result from the output log on pastebin: http://pastebin.com/YprveARm hopefully this helps! And yes both KAS and KIS are updated.

From what I can see in the error log, there is a problem with the filter icons in the Workbench. I currently use the following items to draw the Filters:

"Squad/PartList/SimpleIcons/R&D_node_icon_veryheavyrocketry"

"Squad/PartList/SimpleIcons/RDicon_commandmodules"

"Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced"

"Squad/PartList/SimpleIcons/RDicon_propulsionSystems"

"Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol"

"Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction"

"Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics"

"Squad/PartList/SimpleIcons/R&D_node_icon_generic"

"Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech"

"Squad/PartList/SimpleIcons/R&D_node_icon_evatech"

Make sure, that all those Icons exist at the specified location and that each item exists only once. A missingor duplicate item looks like the cause of your error message. I do not understand why one of those files should be missing, but it seems to be the case

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From what I can see in the error log, there is a problem with the filter icons in the Workbench. I currently use the following items to draw the Filters:

"Squad/PartList/SimpleIcons/R&D_node_icon_veryheavyrocketry"

"Squad/PartList/SimpleIcons/RDicon_commandmodules"

"Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced"

"Squad/PartList/SimpleIcons/RDicon_propulsionSystems"

"Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol"

"Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction"

"Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics"

"Squad/PartList/SimpleIcons/R&D_node_icon_generic"

"Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech"

"Squad/PartList/SimpleIcons/R&D_node_icon_evatech"

Make sure, that all those Icons exist at the specified location and that each item exists only once. A missingor duplicate item looks like the cause of your error message. I do not understand why one of those files should be missing, but it seems to be the case

Looks like DDS4KSP converted these icons, i will restore the originals to see if they work.

EDIT: Reverting the icons to the originals seems to fix it for me.

Edited by Whizzkid
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From what I can see in the error log, there is a problem with the filter icons in the Workbench. I currently use the following items to draw the Filters:

"Squad/PartList/SimpleIcons/R&D_node_icon_veryheavyrocketry"

"Squad/PartList/SimpleIcons/RDicon_commandmodules"

"Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced"

"Squad/PartList/SimpleIcons/RDicon_propulsionSystems"

"Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol"

"Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction"

"Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics"

"Squad/PartList/SimpleIcons/R&D_node_icon_generic"

"Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech"

"Squad/PartList/SimpleIcons/R&D_node_icon_evatech"

Make sure, that all those Icons exist at the specified location and that each item exists only once. A missingor duplicate item looks like the cause of your error message. I do not understand why one of those files should be missing, but it seems to be the case

I don't even have a "PartList" file under Squad in GameData to begin with. Is there some kind of mod dependency that I'm missing besides MKS/OKS?

EDIT: Found it, but it's in DDS format. Should I revert?

EDIT 2: Yep DDS doesn't work well.

Edited by StormWolf
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I don't even have a "PartList" file under Squad in GameData to begin with. Is there some kind of mod dependency that I'm missing besides MKS/OKS?

EDIT: Found it, but it's in DDS format. Should I revert?

EDIT 2: Yep DDS doesn't work well.

I have no Idea why DDS Textures do not work, because I only reference the files by there location and no the file ending or format. I will investigate that and maybe find a way to support that if possible. For the moment it looks like you need to have the files in there original format.

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Did the progress bar and the display of the current item go away when it reached 100% or is it stuck? If the bar goes away and is set to 0 the item is placed in an inventory. Maybe there is another inventory on your vessel you are not aware of. I am currently working on a method to select the inventory, where items should be stored and to highlight the inventories on your vessel.

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As i have mentioned before, this is a great looking and very useful mod. What plans do you have for the future of this mod ObiVanDamme?

There is a planned features section in the first post of this thread. In addition to the mentioned features over there I am currently planning a recycler module, that will take items from KIS inventories and convert them back to RocketParts. Everything else will come based on feedback or experience while playing.

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There is a planned features section in the first post of this thread. In addition to the mentioned features over there I am currently planning a recycler module, that will take items from KIS inventories and convert them back to RocketParts. Everything else will come based on feedback or experience while playing.

Awesome! :)

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Thank you for the mod, this is great - it's the 3D printer my station has been needing :)

I imagine this may well be to do with having Community Tech Tree installed (I'm guessing it's referencing nodes that would be unlocked at this stage in the career), but I can build items from the workshop that I haven't researched yet in my current career save. It's not game breaking, since I don't have to exploit it, but it's still a thing.

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For the same reason 3D printers are going to be hugely important for future spaceflight- you don't know in advance what you'll need.

For example, if you managed to drop your last spanner from KIS, currently you'd have to launch a whole new rocket to replace it. With a workshop, you can print one on-site. If you found that you needed more solar panels, or another docking port, then you could have the same deal. Wheels for a rover, or a whole replacement Eva pod, etc. You could even construct a satellite or interplanetary probe in orbit and by hand.

It's like a smaller, more limited (and much earlier tech) version of an extraplanetary launch pad, and that's mostly the niche it fills.

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