Paadwyn

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About Paadwyn

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    Rocketeer
  1. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    Hmm, not sure about that, but I remember seeing an odd bug when playing Space Engineers where some machines (like mine) would get affected by a voxel bug. We never did figure out what caused it. Could be differences in things like Intel/AMD, nVidia/ATI, Direct3D/OpenGL, video driver versions, physics engines, clock speed, ram availability and speed... Since it's waiting just 2 frames, it might be a clock/timing issue.
  2. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    Kind of, yes. When Global Construction finishes and removes the crate and pops the vessel into the world. It might do some funky stuff with joints or connectors. The shuttle I had docked to it will rip off, the other unused connectors will also pop off. I noticed solar panels flying, but that could be from other parts hitting them. As soon as it popped in I saw it kind of bending before it stabilized. The parts twisting as if they were trying to align properly. Then it became stable and rigid, except for the parts floating away. Presumably, they couldn't handle the stress. Without KJRn the ship still popped in and did the same bending, twisting, except it didn't stabilize...but no parts broke free. Turning on autostruts stabilized it. I think this instability is the result of the construction, a few more struts seemed to stop that instability. I will have to test it again though. In the meantime, I can easily turn on unbreakable joints when I finish construction then turn it back off.
  3. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    Ok, some updates on what I've done so far. I was moving forward with my plan using Global Construction, everything seemed to be just fine there, until I actually launched the new vessel. This is a fairly big and complex ship (same as posted before). It launched and immediately some of the parts broke free, tossing themselves to the coldness of space. I uninstalled JKRn and tried again, it didn't cause the parts to immediately break free, but within 10 seconds, the ship started wiggling and eventually blew itself apart. I enabled Autostruts and linked the Toroidal SAS to the heaviest part and that seemed to stabilize it, for the most part. I went back and reinstalled KJRn, this time temporarily turned on Unbreakable joints for the deployment. It deployed fine. KJRn managed to keep that ship from wiggling itself apart.
  4. Paadwyn

    [1.7] Global Construction

    I think that's the thing right there. The workshop doesn't tag the consumer for that resource. I can transfer manually using the GUI, so it's not that big of a deal, just means a few more button clicks.
  5. Maybe I'm missing something, but I'm looking for a way to attach base modules. A while ago (couple years back) I was using the cables to attach my modules together, but...that system is now obsolete with the ports becoming legacy and gone. I see the hose/cable/pipe setup, but none offer the same function. MKS/USI had the FlexOTube, but apparently those are broken right now, so that's not going to work. So, I'm looking for an interim solution.
  6. Paadwyn

    [1.7] Global Construction

    Question: Does Global Construction work with USI's Local Logistic system? I've been trying to get this running, but can't seem to have it work. I've made a lander with an inline workshop and the assembly plant in a kit. The point is to drop the assembly plant on the surface, then slide the lander off it, deploy the crate and start building the assembly plant. To keep the craft light, I don't have any materialkits on board, but I do have a small stowaway pack for materialkits with the USI local logistics enabled on it. I have a logistics consumer, cupola module, staffed and turned on. Just off to the side I landed a crate (USI local logistics enabled) full of materialkits. Technically I meet all the requirements (I think) for the local logistics (scavenging) to be able to pull from the crate and put into the stowaway pack to construct. I am under the impression that I don't require all the materialkits at once to start building, it should pull them in slowly and start building...but maybe I'm either doing something wrong, or Global construction doesn't call for the logistics to run. Ok, with the local logistics menu I can transfer it manually, which does the trick. Was hoping it would be able to do it automatically though.
  7. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    I just tried a few launches to see how it handled, seems to do very well. Even on one of my more...complicated launches. It behaved pretty close to how it did before. Unless anybody else has issues, I'd say you've nailed it.
  8. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    Ok, test results show a massive improvement. On the one vessel with the toroidal SAS unsupported, it didn't move at all, not like before where it was shaking pretty violently. The next vessel that was slowly rolling back and forth, it still did, but it bled off the torque much much faster. Definitely workable. I checked one of my other rockets that are floating around, it wobbled a bit when the SAS is turned on, but only for a half second before stabilizing and everything is good. I haven't checked anything else out yet, but so far, that update really helped me. I haven't checked out staging yet.
  9. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    I will check it out when I get home later. Unlike you, I don't get to play KSP at work Though I could probably get away with it...
  10. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    I don't know how it all affects one another, like I said, I don't know code. But, it's basically an invisible part that gets added, has no physics. Where does it get added? Does it get added to the snap points? Maybe a non-physic part has no joint strength. I really have no clue, I'm just tossing out ideas.
  11. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    Bug swatting, fix one problem and create two more Modding things like this can be rough because you're restricted on what you can do. Trying to develop something inside a set of rules. I'm still designing my fleet, so I'm not really progressing anyways. I can most certainly help get this solved in the meantime.
  12. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    I think what's happening (After watching it closely) is that it's twisting slightly and the outside nacelles are slightly swaying, and it takes a while for it to finally bleed off the torque. Using more struts would help secure it better. There could be joints that aren't quite holding tight and twisting slightly.
  13. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    Just sitting idle. SAS slowly rolls the entire vessel side to side like it's overcompensating. Some adjustments to the Wheel Authority help smooth it out.
  14. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    Strapping it down (what you're supposed to do anyways) made a world of difference. It still has an odd oscillating on the entire craft, needs to perform a constant roll correction, but that's got nothing to do with KJR. Still, nice to see my beast finally working right. Excellent work, and prompt too. Thumbs up!
  15. Paadwyn

    [WIP] Kerbal Joint Reinforcement - Next

    I just tossed in the 4.0.5 Dev version to test. Runs smooth, no stuttering. Vessel switching is good, no more kraken swallowing your ships, no error message. Still works with Global Construction, crates expand properly. The only thing I noticed, and I can rectify with design work, is that the joints on some things don't seem to be as rigid. For example, the 5m Toroidal SAS for the starlifter really oscillates. I can fix that by strapping it down. Another satellite tended to wobble more before finally smoothing out. Not severe, just noticeable. But, I can work around those...the rest, awesome. Working nice.