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kis's Issues

Right click on boxes

I can mount the boxes and the box mounts to objects but I can't seem to open them to add items to it?

Compatibility issue with Near Future Solar

When KIS and Near Future Solar are both installed the category does not show up. This may also be the cause of ships saved with items in KIS slots do not load correctly. With Near Future Solar removed KIS seems to have everything come up normally (note insufficient testing to confirm vessel load error also removed without Near Future Solar installed)
UPDATE: Vessel saving issue is separate and not connected to the problem with Near Future Solar

tooltip without any decimal places

Yemo : The right click tool tip currently shows maxVolume without any decimal places. For info compatibility with the old KAS container transitions, I recommend showing 2 decimal places.

Wrong unit conversion?

The SC-62 container shows volume of 1.00 m^3 (= 1 000 000 cm^3) in the editor, but it's not possible to fill it past 100 cm^3.

click through

when you open a kis container,
then get a stackable item.
by clicking the plus button it is clicking through the icon messing up the craft
and causing rage.

"Escape" is spelled wrong & missing comma

Can be seen when in flight when you choose a part from the inventory and get ready to place it on the ground somewhere. In the explanation for the key bindings that pops up next to the part, "[Escape]" is spelled incorrectly as "[echap]".

Also, there is a comma missing after "orientation".

Full text: "(Press [Q][E] / [W][S] / [A][D] to rotate, [Space] to reset orientation [R] to change node, [echap] to cancel)"

Resource mass added to dry mass

The mass of resources in a command pod is being added to the dry mass of the pod. This issue was fixed with the 1.0.2 release, but seems to have returned in 1.1. Same as issue #29 and #32.

Allow Ground Base to be removed

With KAS, the Ground pylon was able to be removed without restriction. This was often useful for assembling items by being able to assemble using the ground pylon as an "anchor" and then removing it at the end, such as building a Rover from parts. This helped greatly with the parts falling through the ground or exploding issues.

With the KIS Ground base however this does not seem possible. At the end of the process I get an error that I cannot grab or remove the ground base as it has other items attached to it.

[Feature] Containers should be KAS compatible

As of right now, it's impossible to "carry" a container from one mount to another when they're a distance apart. Utilizing KAS would make it much easier to carry while in EVA a container from one spot (or one ship) to another.

Transfer Kerbal Removes Inventory

On KIS 1.0.2.
It seems if you transfer a Kerbal within a ship by using the transfer function introduced with .90 it does not take the Kerbal's inventory with them.

Framerate drops while hovering over inventory

Significant framerate drop (to only a few frames per second) occurs when hovering a mouse cursor over an inventory window during the flight scene.

There are no messages printed to the log. It only occurs during flight, it works fine in editor.

Contrat experiment recovering not working

So Get my rocket into orbit, out goes the engineer and places experiment X (POSA I / PPMD) it does its thing and runs the experiment. When complete and finalized, engineer goes out and recoveres the experiment and store it in his inventory. The ship lands on Kerbin, and I recover. I get the science from the experiment, condition 1 of the contract is completed, but not condition 2. It is as if placing it into the inventory hides the part from the contract gods.

Source : http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-0?p=1791607&viewfull=1#post1791607

Request: Allow other mods to add partModules to the Stackable list

As the author of several utility mods, I add partModules to other parts in the game, including one which adds its partModule to every part in the game.

As my partModule is not in the StackableModules list in the Settings.cfg, this results in no part in the game being stackable.

Could you establish a method that would allow other mod makers to add their partModules to the stackables list please?

While you can set things up as you wish, my suggested method would be to load your settings file as a configNode, that allows other mod makers to use a ModuleManager file to add their modules to the stackables list.

I do so here in AGX if you want a reference: https://github.com/SirDiazo/AGExt/blob/master/AGExt/CommonMethods.cs#L58

ship exploding when attaching parts deep in space

After attaching just a single part via KIS far from a planet my ship (no matter how complex afaik) would stay calm for a few seconds and then completele disintegrate in most cases with parts flying away in all directions. Sometimes the force that seems to be applied is more gentle and the ship will just start to spin wildly.
No other mods installed besides HyperEdit, but the issue occured without it, too.

KSP v1.02 32bit (manual install from store) and KIS v.1.1.2 were used.
To recreate

  • get a ship deep into space (for example 1.000.000.000km above Jool)
  • get an Engineer on EVA
  • equip a screwdriver
  • put a part (solar panel, battery, etc.) in your inventory or grab an existing one from the ship
  • attach the part anywhere to your ship
  • wait a few secs

I made a video for convenience and added the save file and output log here:
https://www.dropbox.com/sh/732efmbfbi7453j/AABQm1dS3i1olavWlJzSsobxa?dl=0
The sounds heard were actually like that in the game.

My machine: Intel i7 2600K on ASUS P8H77-V motherboard with 16gb DDR3 RAM by Kingston. GPU is a Nvidia GTX770 OC by Gigabyte. My OS is Windows7 64bit Service Pack 1.

Compatibility issue with RCS Build Aid

When RCS Build Aid is installed along with KIS, vessels saves with a part in a KIS inventory slot will not load properly. Screenshots and log included to aid in finding the issue.

Built ship and added part to KIT inventory
https://www.dropbox.com/s/5i04qb7ut0...shot3.png?dl=0

Saved and loaded after adding part, this is result
https://www.dropbox.com/s/zi9sdrjj9v...shot4.png?dl=0

Log to hopefully indicate what is going on
https://www.dropbox.com/s/tk8zfv36u9...t_log.txt?dl=0

Exception thrown on first time entering VAB (only appeared once)

It might be something harmless though and it hasn't appeared again.

Edit: Actually, it'll appear when you first start up KSP and enter the VAB/SPH (as I saw after that odd crash), but it doesn't show up again, not even exiting and reloading the save.

NullReferenceException: Object reference not set to an instance of an object
at KIS.KISAddonPickup.Awake () [0x00000] in :0
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
AddonLoader:StartAddons(Startup)
AddonLoader:OnLevelWasLoaded(Int32)

Yet another EPL interaction problem - container cost calculation

Extraplanetary launchpads cost for items in containers is calculated in a wrong way and any resource could be made from rocket parts.

Steps to reproduce:

  • install KIS and EPL
  • make new ship in VAB/SPH
  • add KIS container
  • put any small tank with fuel into KIS container
  • look at EPL cost - there is no optional fuel cost there and rocket parts cost is enormous high
  • remove tank from container and add it directly
  • look at EPL cost - there is optional fuel cost and rocket parts cost is much smaller

KSP crashes when attaching a docking port

KSP crashed on two different machines when attempting to add a standard-sized docking port to the top of a Mk1 lander on ground and atop the Command Pod while in space.

[Feature] Whitelist/Blacklist for an inventory or individual slots (and related goodies)

Fictional Scenario

The proton smoothie pack mod (not a real mod) enables a Kerbal to create great tasting and long lasting smoothies for deep space exploration missions.
A KIS container made to look like a tiny space age refrigerator is attached somewhere on to their craft.
The smoothie maker has only 4 slots:

  1. Accepts either strawberry or chocolate esscence
  2. Requires a nuclear fuel bottle
  3. Needs an empty drinking flask
  4. Output slot accepts no items but dispenses a full flask
MODULE
{
    name = ModuleKISInventory
    slotsX = 1
    slotsY = 4
    slot {
        X = 1
        Y = 1
        Whitelist = Strawberry_item, Chocolate_item
    }
    slot {
        X = 1
        Y = 2
        Whitelist = UraniumTank
    }
    slot {
        X = 1
        Y = 3
        Whitelist = SmoothieContainer
    }
    slot {
        X = 1
        Y = 4
        Blacklist = ALL
        GhostImage = proton-smoothie-pack/assets/blenderblades.png
    }
}

KIS could perhaps provide ghosted images for the items required in the Whitelist slots or have a means for the modder to provide their own image.

The proton-smoothie-pack.dll would hook into KIS and KSP's right click context menus providing a means to start the smoothie making process, checking the requirements are met, then taking a small amount of uranium, a little electric charge, a bit of time and then stock the output slot with a filled smoothie container of the required flavour.

The Proton Smoothie Pack also provides a chilled KIS storage container part so Kerbals can stock up their supply of Chocolate and Strawberry Proton Smoothies:

MODULE
{
    name = ModuleKISInventory
    slotsX = 6
    slotsY = 4
    InventoryWhitelist = Strawberry_Smoothie, Chocolate_Smoothie
}

Feature Summary

The above is not quite the mod I am planning but would use those particular features, in short:

  • Ability to Whitelist/Blacklist Item slots to prevent invalid items from being stored
  • Ability to Whitelist/Blacklist entire inventories to prevent invalid items from being stored
  • Optionally have KIS (or the modder) create background images for slots

Thanks and Keep up the good work!

Only root part of craft loading

Good morning, I'm trying to help one of my users track down an issue he's having and I believe I've narrowed it down to this mod. (KIS Ver. 1.0.1 used.)

Trying to load a spaceplane, only the root part appears and the following error appears in the log which I believe is the cause:

ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[System.Int32,KIS.KIS_Item].Add (Int32 key, KIS.KIS_Item >value) [0x00000] in :0
at KIS.ModuleKISInventory.AddItem (.AvailablePart availablePart, .ConfigNode partNode, Single qty, >Int32 slot) [0x00000] in :0
at KIS.ModuleKISInventory.OnLoad (.ConfigNode node) [0x00000] in :0
at PartModule.Load (.ConfigNode node) [0x00000] in :0
at Part.LoadModule (.ConfigNode node, System.Int32& moduleIndex) [0x00000] in unknown>:0
at ShipConstruct.LoadShip (.ConfigNode root) [0x00000] in :0
at ShipConstruction.LoadShip (System.String filePath) [0x00000] in :0
at EditorLogic.Start () [0x00000] in :0

Note this is happening in the ShipConstruct.Loadship method and as it is a critical error, it causes KSP to error out and stop loading the craft, which is why only the root part appears in the editor.

Leaving everything else the same, if I delete the KIS.dll file (but leave the KIS parts), the plane loads sucessefully.

The following files are in the attached .zip:
JK-Series SSTO mk_IIa.craft Craft file as the player submitted to me, I have made no changes
output_log with KIS.txt Output_log.txt from when the KIS.dll file is present and only the root part shows in editor.
output_log without KIS.txt Output_log.txt from the run with the KIS.dll file deleted.
https://drive.google.com/file/d/0B6-5UOjSWq7bSXdzWVF6ZmVRZ1E/view?usp=sharing

Both output_logs were simply load the game, move to editor, try to load the craft, alt-f4 once KSP had finished trying to load.

Mods required to load the .craft file:
MechJeb
RemoteTech
B9 Procedural WIngs
SXT Stock Extention Parts Pack
Near Future Electrical
Real Chute
TAC Life Support
OPT Spaceplane Parts

Attaching new parts to stations/satellites built for contract makes them not eligible for contract completion

Title says it all.
I was playing career mode, accepted station contract, decided to put all not-so-aerodynamic stuff like solars and radial-mounted life support into inventories and attach them in orbit. And after I've attached the first LS container, I noticed that station no longer satisfies the "build new station" part of contract. Detaching the container and storing it into inventory makes the station satisfy that part of contract again.

Quick dig through persistence files tells me that it's because attached part's launchId property is set to zero instead of some decent value, and that part make the contract system think that I cheated by attaching my new station to some previously existing object.

Adding inventory to a command pod is not supported

Yemo : Unfortunately the KIS plugin does not allow for editing KIS storage when it is part of a command pod, in that case it only gives the editor option for "Open seat ~ inventory" instead of also giving the option to "Open inventory

inventory UI clickthrough not completely gone in editor

I'm noticing that when in editor and you attempt to left click+drag on one of the inventory boxes (it's the same whether the inventory box has something in it or not) of a container and you mouse over a ship part when you release the mouse button, you'll grab and move the ship part. Definetly better than before where you'd click right through, but still a problem.

It also happens when you click the close button and the mouse happens to be over a ship part, you'll instantly left click and remove the part at the same time as it closes.

Edit: The old KAS edit container UI actually has the same problem with the close button where if it's over a part when you click the button, you'll also click on the part an instant after. The KAS UI is so big though that the button is generally out of the way.

ModuleKISInventory is adding mass when added to a part. KIS 1.0.1

When adding the ModuleKISInventory module to a part, the part will increase in mass in game. The game's mass reporting mechanisms will most likely not show the real mass, but MechJeb2 does. I have tested this bug without any other mods installed besides KIS, and here's how:

Build a rocket with the Okto2 probe, Jumbo 64 Fuel tank, and Skipper engine. Without KIS being added to the Jumbo 64, the whole rocket will take off easily from the launch pad. Adding the KIS inventory module to the Jumbo 64 will increase it's mass from 36 to 68 tons. This will put this rocket under 1 Thrust to Weight ratio, meaning that when you launch it, it will sit there till enough fuel has been burned off to increase the TWR above 1.

Here's the module being added to the Jumbo 64:

MODULE
{
name = ModuleKISInventory
maxVolume = 1
externalAccess = true
internalAccess = false
slotsX = 6
slotsY = 4
slotSize = 50
itemIconResolution = 128
selfIconResolution = 128
openSndPath = KIS/Sounds/containerOpen
closeSndPath = KIS/Sounds/containerClose
defaultMoveSndPath = KIS/Sounds/itemMove
}

(maxVolume 1 or 1000 actually doesn't matter)

The amount of mass being added seems to correlate to the amount of fuel the part holds. The more Fuel, the more mass added.

Here's the output log from the test with KIS installed on the Jumbo 64: https://www.dropbox.com/s/wbllpv8qh4gazr5/output_log.txt?dl=0

System specs:
Windows 7 pro 64 bit
AMD FX 6300 six-core 3.5 ghz
16Gb Ram
Nvidia GTX 660ti
Kerbal Space Program 32 bit "Steam edition"

I noticed this issue when I added KIS to the Descent stage of the FASA LEM. I ran out of fuel when trying to land on the Mun. After some investigation, found out that the Descent stage fuel tank had more mass than it's supposed to thanks to KIS.

EAS-1 External Command Seat loses icon

You can move the command seat into a storage container but it loses its icon. You can interact with it and later remove it from the container, but while it is in the container it is invisible. You can hover over the inventory and see that it is there from the tooltip pop on mouseover, just not the icon.

When KIS is installed, the mass of command parts is drastically increased---Please merge with issue #29

Anyway, for the affected parts, Ablative Shielding and Monoprop are added twice to the mass of the command part, instead of only one time.
Thus eg a command part with a mass of 2 tons dry and 2.8 tons with monoprop and ablative shielding now has a mass of 2.8 tons dry and 3.6 tons wet.

MK1 command pod (stock)
with KIS: 0.880tW 0.840tD detail: 0.84t
Without KIS: 0.84tW 0.800tD

MK2 lander can (stock)
With KIS: 2.820tW 2.660tD detail: 2.66t
without KIS: 2.660tW 2.500tD

Taurus HCV
With KIS: 8.700tW 8.100tD detail: 8.1t
without KIS: 8.100tW 7.500tD

S2 reusable pod (B9)
With KIS: 3.660tW 3.580tD detail: 3.58
Without: KIS: 3.580tW 3.500tD

pod inventory is lost when...

I launched a ship for one of these "rescue stranded kerbal" missions (probe-controlled, one empty Mk1 capsule), and added a wrench, screw-driver, battery and 2 solar panels to the pod/seat-0 inventory (to be prepared in case that kerbal happened to be an engineer). On the launch pad, the inventory is still there (verified in the quicksave). After rendezvous in orbit and successful EVA-transfer of the kerbal, all items are lost. I kind of understand why it happens (the stranded kerbal of cause did not have any items, and I guess the pod-inventory just gets replaced with that of the boarding kerbal), but it "doesn't feel right".

Can be reproduced on the launchpad:

  • launch a pod with something (a wrench..) in the inventory
  • check via any suiteable method that items are in the pod (savegame, debug log?)
  • walk Jeb (with an empty personal inventory) over and board
  • observe all items formerly stored in the pod having being lost (no trace of them in the savegame)

Obviously not quite trivial to solve, especially in cases of conflicts (volume, slots).

ModuleKISItemEvaPropellant weirdness

When setting "equipMode = part" and then using the Refuel function, the fuel values of the part as shown ingame(stock) and in the inventory(KIS) are out of sync.

How to reproduce:

  • edit the KIS_evapropellant.cfg , set ModuleKISItemEvaPropellant.equipMode = part
  • put the EVA fuel bottle into Jebs inventory, go to EVA, equip bottle
  • waste some fuel
  • use the refuel
  • compare the EVA fuel values shown in the KIS inventory (now reduced) to the values shown when rightclicking the item (100% full)
  • unequip the item, again check the values in the KIS inventory (100% full)
    = unlimited EVA fuel

Background: I have a composite part which I previously used with KASModuleGrab which contains some EVA fuel, a battery and stuff; thought I would give it a try to convert it to ModuleKISItemEvaPropellant , but observed said weirdness.

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