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Maelstrom Vortex

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  1. I viewed it during my twitch campaign in the early days. I had to set up a specific config to make KJR Next not break robotic parts. Basically, I have turned off all additional struts, and only have strength enhancing of attachment points turned on. I'm aware.. and there is a mod that fixes the auto-struting heavy. It's called, "Full Auto Strut" and I have it too operating on minimal configs with all base game autostruts (yes even the landing gear) set to grandparent part only. I have verified in game this mod successfully keeps the part in grandparent mode on the runway, after reloads, and in scenes. Since I added it and set the default to grandparent on all my builds, spontaneous destruction of docked craft regardless of comparable component size or weight has ended. strongly recommend it to everyone still playing ksp as a fix for the base game. I used my terminology a bit too loosely, the attach joints is what I was talking about. I will try not to conflate the two. I use the option to strengthen those. I want you to know I am using your Dev mode so I can toggle strut views on the runway. HOWEVER, you say it doesn't touch autostruts, and that is accurate, but KJR Next DOES, have the option to add additional reinforcement struts which from what I can tell behave like the regular strutting from autostrut. (You can even toggle through the display of the different strut types which is awesome, btw, love it on the GUI version.) Those additional joints were as problematic as autostrut for me and the ability to predict how they would connect wasn't always assured. I would turn this on multiple times on the exact same craft without any modifications to the craft on a runway, and it would not always connect in the same way. I suspect this is due to it linking to robotic joints that may be flexing during render. I turned those to 0. With grandparent only connections turned on this requires me to do a bit more manual strutting with the actual strut part to ensure rigidity and no flex, but it prevents spontaneous destruction by the KJR Next native additives which do not appear to obey the grandparent only rule I use and so are inclined to make non-ideal connections. Yes, I know not everyone wants to use grandparent only, my only real complaint is the connections to moving parts or parts connected to them resulting in lock down or breakage. I am prone to making complex craft with payloads that are their own distinct vehicles and with robotic arms that deploy the vehicles. Which is why I may be more prone to this behavior. I can in fact show you the settings that I use that work. I will show you the ones that also do not work. Trajectory does not matter. Render/physics load and change of direction do. I would have to go back a few months and watch my twitch vids to illustrate the spontaneous disassembly (not explosive, just parts fall off). But the explosions are entirely random when they happen or when I use robotic pieces.. which was rare at the start and quickly fixed so finding that exact point would be hard. I do know that they did strut to robotics and it would have one of two effects. The part would be entirely rigid or immobile, or it would break the craft on use/warp. This was true with the base game robotics components. I wish I had more info on this for you, but the ones I can tell you specifically were involved were the hinges, alligator clip and the actuator short joints. Settings that work: Settings that tend not to work: The central green line is a piston. You can see three yellow lines connecting it to parts that are part of its payload and should not be. One from the next part in the central body of the craft. If that piston extended it would put pressure, based on the struts strength, on those other components on the other end, or at least that is my understanding or until it broke. With only base level ksp struting/attachment points We only get the parts linked to the piston that are part of its specific payload and the piston to the hull which should be as it is intended. When this happens on a hinge, or even more complexly, a hinge on a rotator connected to a piston, as part of a robotic arm it's very destructive (the yellow secondary joints, not the base game joints). Sorry for the long duration to reply, but since I fixed this behavior with my own options selections by not using some features of KJR I hadn't been back to the forums in a bit. Anyway if you use autostrut everything set to grandparent only, then do not use any KJR next additional reinforcement say for anything other than strengthening the attachment points, the game becomes super stable. Manual struts though are needed to make up when you have long side-segments to craft to keep them from wobbling/colliding. It is like early-day ksp again.
  2. Problem solved regarding autostrut/kjr interactions. KJR appears to make reinforcement joints to moving parts and landing gear that can be destructive. So does autostrut unmodded. I now have two mods. Installed. I have KJR turned on with 0 extra struts level applied and reinforce existing struts turned on. I have "Autostrut Erything" turned on with auto-strut on all parts turned to grandparent (overriding the default autostrut heavy on landing gear), and manually disable the autostrut to robotic parts. Since KRJ doesn't recognize any struts on those parts, it doesn't have anything to strengthen and so does not cause a problem. Nor does it automatically strut them, since it's additional joints are disbaled. So I find that some elements of KRJ next are destructive.. as their automatic strut addition settings do not consider part types. However, I've found the other aspects of KJRN quite useful and continue to use the mod explicitly for joint and node strengthening of existing grandparented autostruts. Thus both bugs, avoided with 2 mods and adjusting settings on KJRN. No noodling, no structural integrity fails.. and no base explosions since embracing this config.
  3. I am seeing nothing here screaming "This is a problem." But I did turn tweakables off.: Full auto strut even comes up as, expectedly, disabled. In flight after a reload: My only concern is it disables the ability to control where land gear strut and that could be a catastrophe with a station. Update: Craft has been stable since the tweakables were turned off.. I can only hope it behaves properly connected to a station now.
  4. I have almost exclusively noticed in space-plane type designs. I use another mod that breaks the normal auto-strut heavy on the landing gear. and usually set them to grand-parent because by default they are always strutted to heavy which causes its own major issues.. so I've been trying to work around that and i don't think going KJR only solves that problem. All I want to do is get some sort of config where I can dock a space plane and undock it without it going boom. Or noodlefying like this. It's almost like I only have a choice between my types of disintegration." Thank you for the link.
  5. Thanks for that.. I've been kinda looking for it.. is it build into KJR? Where might I find it? I was not aware that KJR was meant to fully replace auto-strutting. I'll turn autostruts off going forward. I assume turning autostrutting off won't affect existing craft files and I might have to rebuild them?
  6. Having some pretty serious issues with structural linkage failures between multiple components after the reload from a save. Some tweak scaled, some not. I've been using a mod that allows the changing of structural link types so I can get around the "landing gear always defaults to heaviest" strutting problem and set almost all parts to grandparent. It only seems to occur upon a reload or a physics change. The craft can literally work fine for hours until a reload and the types of things that break seem to be semi-random. In one instance the links between the fuel tanks and the wings failed alone and the wings simply fell off in atmosphere. I redesigned the craft, used different tanks, make no other changes. The craft has been in orbit and has loaded from a save before. Now other parts are having linkage failures. It's as if the save games are forgetting the strutting or the linkage patterns. Things I've tried: Adjusting KJR setting intensity before a reload of the same save. Adjusting using cheat so structural links become unbreakable. Adjusting using game settings to disable physics and g-force limiters on parts. No combination of the above 3 items prevents this failure. When the cheat is used the error goes away and the craft still fails as if the same errors occurred. I do have a persistent save from which this craft will load normally and successfully in orbit. But the moment I quick save and then reload it, it shatters. Any ideas?
  7. Can I get someone to verify whether or not Refrigerator settings are saved upon load of a craft on the runway? I have a craft that I will set to make max compressed air, -100% on the slider for compressed air/atmosphere, but soon as it hits the runway it is back to its default setting. Which is driving me bonkers cause I it's happening on multiple refrigerators on the same craft. It remembers part changes, but appears to be forgetting either general part setting changes or specifically the refrigerator. I think it's just refrigerators though. I will do more testing. Hope you're doing good @FreeThinker, decided to try to take up playing again.
  8. It wasn't a feature before. I'll say it that way. I mean it's not really an umbrella radiator when it is not in any way functioning as an umbrella.
  9. Several patches later, this is till happening.. cannot get the umbrella radiator to deploy or undeploy in space. It serves as an on/off switch but the animation is gone. Strangely in the VAB there appears to be two deploy/retract button areas.. one appears to govern activity, the other movement but one is not present outside the VAB. I've had to miniaturize them on my craft and just put them on in a deployed state because I literally cannot open the umbrella and do not know why.
  10. Folding radiator deployment animation on the umbrella radiator seems broken to me, anyone else experiencing this? This only happens outside the editors, when the device is deployed. They deploy fine inside the hangar and inside the VAB.
  11. Anyone have any clue what this is saying? It appears to be a Serenity expansion error for some part of the serenity module. [EXC 18:56:43.204] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <9d71e4043e394d78a6cf9193ad011698>:0) Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <9d71e4043e394d78a6cf9193ad011698>:0) Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) [EXC 18:57:27.074] NullReferenceException: Object reference not set to an instance of an object FlightGlobals.get_ActiveVessel () (at <9d71e4043e394d78a6cf9193ad011698>:0) KSP.UI.Screens.DebugToolbar.Screens.Debug.ScreenFlightInfo.Start () (at <9d71e4043e394d78a6cf9193ad011698>:0) Appears related to: [ERR 18:56:13.329] Exception handling event OnPartLoaderLoaded in class TexturesUnlimitedLoader:System.NullReferenceException: Object reference not set to an instance of an object at KSPShaderTools.TexturesUnlimitedLoader.applyToPartIcons () [0x00047] in <75d7754c63444866bb6a64b5e3b9f15c>:0 at KSPShaderTools.TexturesUnlimitedLoader.onPartListLoaded () [0x0000a] in <75d7754c63444866bb6a64b5e3b9f15c>:0 at EventVoid.Fire () [0x00127] in <9d71e4043e394d78a6cf9193ad011698>:0 [EXC 18:56:13.330] NullReferenceException: Object reference not set to an instance of an object KSPShaderTools.TexturesUnlimitedLoader.applyToPartIcons () (at <75d7754c63444866bb6a64b5e3b9f15c>:0) KSPShaderTools.TexturesUnlimitedLoader.onPartListLoaded () (at <75d7754c63444866bb6a64b5e3b9f15c>:0) EventVoid.Fire () (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() <CompileAll>d__13:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) And possibly these: [WRN 18:56:07.029] The script 'SolarSailNavigator.Navigator' could not be instantiated! [ERR 18:56:07.029] Cannot create a PartModule of typename 'Navigator' [WRN 18:56:07.030] The script 'SolarSailNavigator.Navigator' could not be instantiated! [EXC 18:56:07.032] NullReferenceException: Object reference not set to an instance of an object PartModuleList..ctor (Part part) (at <9d71e4043e394d78a6cf9193ad011698>:0) Part.Awake () (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.Object:Instantiate(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 18:56:07.044] PartLoader: Part 'WarpPlugin/Parts/Stuctural/TrussEnd/part/LH_IcarusTrussEnd' has no database record. Creating. [WRN 18:56:07.045] The script 'SolarSailNavigator.Navigator' could not be instantiated! [EXC 18:56:07.047] NullReferenceException: Object reference not set to an instance of an object PartModuleList..ctor (Part part) (at <9d71e4043e394d78a6cf9193ad011698>:0) Part.Awake () (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.GameObject:SetActive(Boolean) DragCubeSystem:SetupPartForRender(Part, GameObject) <RenderDragCubesCoroutine>d__30:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__45:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 18:56:07.055] NullReferenceException: Object reference not set to an instance of an object DragCubeSystem.SetupPartForRender (Part part, UnityEngine.GameObject partObject) (at <9d71e4043e394d78a6cf9193ad011698>:0) DragCubeSystem+<RenderDragCubesCoroutine>d__30.MoveNext () (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__45:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) It appears to have something about get-active vessel but why that would be thrown on the start screen's pre-loading screen and cause it to lock on the serenity expansion load is beyond me.
  12. I just hope they find some way of fixing the hard coded strutting on the landing gear.. because if they don't I'm not sure I'll be interested in Kerbals 2. I don't want a game where my space planes spontaneously detonate post-dock when they're supposed to be able to dock and I have no choice in making them better or fixing them if there's an issue caused by a rogue physics mechanic. I liked kerbals, but this has broken more than one career for me and the sheer unpredictable random nature of it.. I mean I'd dock undock a thousand designs with gear on board then suddenly, out of nowhere, self-immolating space-craft.
  13. And I haven't suggested their complete elimination. That'd be just as sloppy as having them functioning the way they are now. They just need a touch up on behavior. Give them the ability to remember where they're connected before and after a docked state.
  14. That's an idea I could get behind.. but metal spontaneously re-routing itself after craft launch.. hardly logical. @FreeThinker almost killed the auto-strut kracken, but's squad hard-coding and the fact that settings changes apparently are locally instanced and only res in normal time said no. 45 minutes of troubleshooting with the ability to turn the struts off, on everything except landing gear. This is the nightmare that results when structural components on space-ships by default auto-orient themselves and you can't tell them to stop, it's even hard coded against it:
  15. Oh, I understand how they work.. the game gets confused as to what is strutted to what on a separation causing craft to spontaneously com bust, that's how they work.. and shouldn't. A well coded game would keep track of what is old craft, what is new craft, and what is connected to what so that before and after separation they are still two distinct craft with known strut points. Just like all the other parts know how they're connected by record.
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