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Thread: [0.24.2] Kerbal Joint Reinforcement v2.4.3 7/25/14

  1. #1

    [0.24.2] Kerbal Joint Reinforcement v2.4.3 7/25/14

    Tired of rockets collapsing when physics initializes, but it would be fine if physics didn't start with a jerk?
    Irritated launch clamps can twist your rocket apart when physics starts for no apparent reason?
    Need more joint stiffness because you're playing Real Solar System and the stock joints just don't cut it?

    Then you need KERBAL JOINT REINFORCEMENT!

    Lessen the effects of physics glitches and get back to designing rockets to handle flight, not to handle the forces applied when the game loads.

    EXCITING FEATURES!

    1. Physics Easing
      • Slowly dials up external forces (gravity, centrifugal, coriolis) when on the surface of a planet, reducing the initial stress during loading
      • All parts and joints are strengthened heavily during physics loading (coming off of rails) to prevent Kraken attacks on ships

    2. Launch Clamp Easing
      • Prevents launch clamps from shifting on load, which could destroy the vehicle on the pad

    3. Increase stiffness and strengths of connections
      • Larger parts will have stiffer connections to balance their larger masses / sizes

    4. Stiffen interstage connections
      • Parts connected to a decoupler will be connected to each other, reducing flex at the connection to reasonable levels

    5. Stiffen launch clamp connections
      • Less vehicle movement on vessel initialization
      • Warning: may cause spontaneous rocket disintegration if rocket is too large and over-constrained (far too many launch clamps; their connections will fight each other and give rise to phantom forces)

    6. Option to make connections fail at lower forces to maintain difficulty in launching


    More documentation and changelog available in the README file.


    Changelog:
    Code:
    v2.4.3
    --0.24.2 compatibility
    
    v2.4.2
    --0.24.1 compatibility
    
    v2.4.1
    Bugfixes:
    --Included JsonFx.dll, which is required by ModStats
    --Relabeled ModStatistics.dll to allow simple overwriting for ModStats updates
    --Fixed buttons being added to toolbar after each flight
    
    v2.4
    Features
    --Ensured compatibility with KSP v0.24
    
    v2.3
    Features
    --Updated attach node reinforcement to use properties closer to stock joint performance, but stiffer.
    --Decoupler and clamp stiffening increased in strength for use in Real Solar System
    --Removed unused config values
    
    v2.2
    Features
    --Updated to function with KSP ARM Patch (KSP 0.23.5)
    --Removed inertia tensor fix, as it is now stock
    --Main stiffening / strengthening is now disabled by default due to stock joint improvements
    --Decoupler stiffening is now disabled by default due to stock joint improvements
    
    Bugfixes:
    --Vessels can no longer become permanently indestructible
    
    v2.1
    Features
    --Reduced extent of decoupler stiffening joint creation; this should reduce physics overhead
    --Code refactoring for additional performance gains
    --Removed physics easing effect on inertia tensors; was unnecessary and added more overhead
    --Workaround for the stock "Launch Clamps shift on the pad and overstress your ship" bug that is particularly noticeable with RSS
    --Clamp connections are stiffer; now allowed by above workaround
    
    Bugfixes
    --KAS struts no longer break on load
    
    
    v2.0
    Features
    --Full release of proper inertia tensors!  Massive parts will feel more massive.
    --Full release of greater physics easing!  Landed and pre-launch crafts will have gravitational, centrifugal and coriolis forces slowly added to them, reducing the initial physics jerk tremendously
    --Launch clamps are now much stiffer when connected to more-massive-than-stock mod parts
    --Tightened up default joint settings more
    --Decoupler Stiffening Extension will now extend one part further if it's final part is much less massive than its parent / child part
    --Added Majiir's CompatibilityChecker; this will simply warn the user if they are not using a compatible version of KSP
    
    Bugfixes
    --Fixed an issue where joints were not strengthened during the physics easing
    
    
    v2.0x2
    Features
    --Added more elaborate physics easing; joints are given wide range to flex that are then tightened up and gravitational + rotating ref frame forces are cancelled out to allow internal joint stresses to be resolved prior to loading the rocket
    --Tightened up the default joint settings a lot
    
    Bugfixes
    --Fixed an issue where non-zero angular limits would force parts to be oriented in the wrong direction.
    
    
    v2.0x1
    Features
    --Fixed part inertia tensors; heavy, large objects should now "feel" more massive and their connections should behave better.  Thanks to a.g. for finding this one.
    --Launch Clamps are slightly stiffer
    --Removed improper stiffening for stretchy tanks that was added in v1.7; given the ability to stretch stretchy tanks, this shouldn't be necessary
    
    Bugfixes
    --Fixed an issue where non-zero angular limits would force parts to be oriented in the wrong direction.
    
    v1.7
    Features
    --Added ability to calculate connection area based on volume instead of connection area; intended to handle very, very large vehicles that the standard settings cannot
    --Some more tweaks to the default joint parameters to stiffen things
    --Extra stiffening for stretchy tanks; a better solution is in the works, but this should help for RSS
    
    Bugfixes
    --Fixed an issue where decoupling could lead to extra stiffening joints being deleted from non-staged decouplers during decoupling / partial crashing
    
    v1.6
    Features
    --BreakStrengthPerUnitArea will not override large breakForces; this is intended for building things using I-beams and structural elements
    
    Bugfixes
    --Fixed decoupler-dockingport combination parts from causing strange disassembly when undocking
    
    v1.5
    Features
    --Updated to KSP 0.23
    --Joint breaking strength can now be set to be dependent on connection area, so large part connections can have realistically large strength; on by default
    --Vessels are further strengthened for the first 30 physics frames after coming off rails or loading; this helps prevent jitters during intialization from breaking things apart
    
    Bugfixes:
    --Fixed launch clamps not being clamped to the ground after staging
    --Fixed an issue where the Kraken would throw launchpads at craft in orbit
    
    v1.4.2
    Bugfixes
    --Fixed an issue that would allow more wobble to exist than it should have
    --General tweaks to reduce wobbling further
    
    v1.4.1
    Bugfixes
    --Fixed an issue where maximum joint forces were calculated incorrectly
    --Fixed an issue where docking could cause exceptions to be thrown and cause lag
    
    v1.4
    Features
    --Changed calculation of surface-attached connection area to be more accurate
    
    Bugfixes
    --Fixed an issue where lots of wobble would occur between stack-attached parts of very different sizes
    
    v1.3
    Features
    --Better solution for failure to apply decoupler ejection forces
    --Will not apply stiffening to parts below a given mass; mass can be changed in config
    --Properly updates on docking
    
    Bugfixes
    --Fixed a serious issue where launch clamps would lock the ship to the surface
    
    v1.2
    Features
    --Workaround for stock KSP bug where struts would prevent decoupler ejection forces from being applied
    
    Tweaks
    --Reduced default maxForceFactors to be more reasonable levels
    
    BugFixes
    --Fixed serious issue where struts would not properly disconnect
    --Fixed serious issue where decouplers would not function properly
    
    
    v1.1
    Features
    --Stiffness of joint no longer erroneously dependent on breakForce / breakTorque
    --Decoupler stiffening function made more comprehensive
    
    BugFixes
    --Fixed an issue where radial decouplers would not be affected by by further decoupler stiffening
    --Fixed an issue where decoupler further stiffening would cause Nulls to be thrown when attached to physics-disabled parts
    --Fixed an issue where procedural fairings would be locked to the rocket
    --Fixed an issue where Infernal Robotics parts would not function
    --Temporary stopgap measure: stiffening not applied to pWings to prevent ultra-flexy wings
    
    Known Issues
    --Decouplers create no detach force with extra decoupler stiffening enabled
        Same issues as strut attachment bug
    
    v1.0
    Release
    Note:
    From KJR v2.2 onwards, most of the options with the exception of physics easing and launch clamp easing are disabled. This is because improvements to the stock game have made these options somewhat superfluous, though they may be useful to some players, particularly RSS users.
    Last edited by ferram4; 21st August 2014 at 06:46.
    Realistic Aerodynamic Models in KSP -- Make your planes fly like planes and your rockets fly like rockets!
    Ferram Aerospace Research -- Neophyte's Elementary Aerodynamics Replacement
    Kerbal Joint Reinforcement -- Kerbal Isp Difficulty Scaler


  2. #2
    Whats the catch?

    Is interstage support still necessary or can you literally just go tank->engine->decoupler->tank ?

    I don't want my rockets to be made too strong, if you know what I mean.

  3. #3
    You can literally just go tank->engine->decoupler->tank. There is no reason that you should have to add extra struts between connected engines when the interstage fairing and structure is right there, purely intended to support the stage above it.

    You can go into the config.xml and universally weaken all connections to add more difficulty if you like; details in the readme.
    Realistic Aerodynamic Models in KSP -- Make your planes fly like planes and your rockets fly like rockets!
    Ferram Aerospace Research -- Neophyte's Elementary Aerodynamics Replacement
    Kerbal Joint Reinforcement -- Kerbal Isp Difficulty Scaler


  4. #4
    Rocketry Enthusiast blubbermonkeys's Avatar
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    Looks interesting enough, I'll try this out.

  5. #5
    Quote Originally Posted by ferram4 View Post
    [*]Option to stiffen launch clamp connections

    • Less vehicle movement on vessel initialization
    • Warning: may cause spontaneous rocket disintegration if rocket is too large and over-constrained (far too many launch clamps; their connections will fight each other and give rise to phantom forces)

    I imagine rockets will need far fewer launch clamps than we're used to, right? Like, only two or three at the base of a giganto-normous heavy lifter?

  6. #6
    nice. how bout radial mounted SRBs? are the radial decouplers strong enough with this? or do you still need struts? because when you strut radial mounted things, the decoupler force seems to become zero... and you need to mount sepratons... and there goes the partcount...
    The Umlüx Project - KSP Missions, Photography and more.

  7. #7
    Ferram, have I mentioned that you are like unto a god? Between you and NathanKell, KSP will be such a wonder to behold. This is added to my "Can't live without" mod list.

  8. #8
    Holy smokes! Yay!
    ...and I have to wait til tomorrow to try it. Incredibly good work as always, ferram!

  9. #9
    Holy Moly, you did it!
    Is it compatible to any form of joints (respectively interstage adapters from the procedural fairings)?

  10. #10
    @White Owl: I'd still go with the same number, it's just that The Lurch at physics initialization is greatly reduced; depending on the rocket you might be better off with fewer clamps, since every launch clamp is exerting a force on the rocket and for very large rockets with lots of clamps the constraints can end up at odds with one another.

    @Umlüx: Most SRBs seem fine without struts, with the exception of the big Thor SRBs from KW Rocketry, which still don't like it, but they're massive. And before you ask, you should probably use struts with similarly large liquid boosters as well.

    @Spanier: Procedural fairings already has stiffening in them of the same method used for the decoupler and launch clamp stiffening. KJR will stiffen a connection between any two parts that have been connected in any way though.
    Last edited by ferram4; 28th October 2013 at 03:49. Reason: Some clarifications
    Realistic Aerodynamic Models in KSP -- Make your planes fly like planes and your rockets fly like rockets!
    Ferram Aerospace Research -- Neophyte's Elementary Aerodynamics Replacement
    Kerbal Joint Reinforcement -- Kerbal Isp Difficulty Scaler


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