Rudolf Meier

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About Rudolf Meier

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    Sr. Spacecraft Engineer

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  1. Rudolf Meier

    [1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17

    Well, it is not... the license says this: The manual merging is a modification and it is not marked as changed by the one (linuxgurugamer) who merged it partially. ... see, I can be pe a nitpicker too.
  2. Rudolf Meier

    [WIP] Infernal Robotics - Next

    ... I removed the binaries. They were "not built according to the rules" of this forum. ... no idea when I will have time to put them back online.
  3. Rudolf Meier

    [WIP] Infernal Robotics - Next

    I'm trying to find out what causes this... on github I've the latest binary of the test version I use. I hope we can get better feedback from this... if you want to try that. The feedback might help in the development.
  4. Rudolf Meier

    [WIP] Infernal Robotics - Next

    it was the wrong file... sorry... I've built a 2b of the patch https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases and now I hope to find the time to fix the last problems with that... I've still one point to investigate before I can return to IR next
  5. Rudolf Meier

    [WIP] Infernal Robotics - Next

    could be that I included the wrong asset bundle... I will check that
  6. Rudolf Meier

    [1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17

    no, that's an IR problem... that's something else... its the next thing on my list
  7. Rudolf Meier

    [WIP] Infernal Robotics - Next

    I made a new debug KJR ( [Download link removed by moderator] ) ... there's still one little thing I want to investigate. After that I will work on IR next again. This new debug version should allow everyone to clearly see all extra struts in the game.... I'm not sure if all dynamic updates are catched (there's no event for that... might be it is sometimes missing one). If you think, that it is not correct what you see, open the KJR menu and click apply... this should reset all lines.
  8. Rudolf Meier

    [1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17

    I'm working on something... and I will release it, when it's done... for now, I've a new debug version online [Download link removed by moderator] ... currently no source. Should be ready soon. About the new debug version: it fixes some NullPointerException problems and this should also fix the explosions after undocking (at least I didn't see them anymore ...). Plus: it can now also activate the visibility of the autostruts.
  9. Rudolf Meier

    [WIP] Infernal Robotics - Next

    it is, yes... I think I know the problem you have... that's just a bug. I've solved it and I will release new versions of IR and KJR soon. I'm currently testing them. They will be released as beta4 of IR next. In beta4 I will not change anything or test new features. The design and feature set is now stable and in beta4 I will only fix bugs so that the after beta4 we have the final product.
  10. Rudolf Meier

    [WIP] Infernal Robotics - Next

    The KJR version I built doesn't use those lists anymore but relies fully on the IJointLockState interface.
  11. Rudolf Meier

    [1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17

    I'll check that... ... sorry that I didn't react earlier. I had too much work. And thanks all for testing and the feedbacks.
  12. Rudolf Meier

    [WIP] Infernal Robotics - Next

    Thanks for the offer. I don't know if it is that easy in this case to get into the project. This has to do with the facts that in a way it's a constant working around limmitations and problems of the game and its engine. And it took quite some time for me to figure out how those things work together. I often have those "ah, right, that's impossible because of that and this causes that error and doing it the other way round would run into the bug I found here...". This constant trial to avoid those problems and the constant modifications of the code is the reason why until now there is no documentation. That's something I think I can start now in the cleanup process when the system is more stable. The main problems currently are that I do have minor problems due to experimental code. I need to remove it, but some parts got messed up because of that... not good. I should have made more checkins. And then after that I'm working on the problem why some values end with NaN values after a while. All other problems I think are not really big issues I think. Sometimes a servo stops working and you need to reload the scene or things like that, that's stuff that shouldn't be hard to fix. But when the universe is destroyed in the game... that's something that ruins your day. ... about the KJR joint debugging. I've done this for 2 reasons. First: we had the question "why is everything locked up?" and the second was "why is everything that slow?" ... the idea was to answer both with those lines. Now you can see if KJR is locking the joints by building additional joints accross the movable joints and you can see if there are too many joints in your ship what could overload the computer. So far I don't see any bugs here. The only one I know of is the landing leg and auto-strut bug of KSP. But here we cannot do anything. You have to build your ships in a way that this doesn't happen. The debugging for the NaN problem is simple... xtreme-logging... I'm generating gigabytes of logs while the game is running and then I will try to find out when, why and how it started that those values moved towards NaN values. It's not the question of "if" I can find those bugs, but just "when" ... There are too many bugs in the current release... I know. But it's not because of the collision stuff. This code does nothing if you don't activate it explicitly for a part. The problems you report, that's because of something I messed up in the last release... I'm trying to build a stable version now. Why I renamed it to .v3. Thats because they are so different, that you can never convert a ship with version 2 parts to version 3 parts. And with those renaming, you can use both in the game at the same time. You can then keep your old ships and still use the new parts for new ships.
  13. Rudolf Meier

    [WIP] Infernal Robotics - Next

    I know, the mod has some problems. In fact, it's almost unusable at the moment. My problem is, that I don't have the time to fix it at the moment. In march we found some design problems in the software our company wanted to release and since then we are working on re-designing parts of it. Highly complex stuff and... in the evening I don't have the power to deal with the problems of the mod. But I will fix it for sure... I still hope that we can fix our problems within the next some weeks. But at the moment the process works like this -> we find a problem, discuss it for 1 week, solve it and then... we think fine, everything solved now, but ... then we find the next problem ... no idea when it's going to end. But I will fix all the mod problems when I'm done with this projecect.
  14. Rudolf Meier

    [WIP] Infernal Robotics - Next

    I know, that's the "Nan Problem"
  15. Rudolf Meier

    [WIP] Infernal Robotics - Next

    I'm still cleaning up code... and I still run into problems because of wrong usage of some events... some came from me, some came from code I copied... sometimes everything is locked, sometimes weak...