Rudolf Meier

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About Rudolf Meier

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    Sr. Spacecraft Engineer

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  1. Rudolf Meier

    Mod licensing and "etiquette"

    Is this really that important for all of you? ... that's by the way the reason why I have deleted my version of this project. Just to mention that... nobody seems to invest into the development, but everyone tells you what's wrong with how you "took over" the project (or just fixed a bug) and where you forgot to mention a license and that a specific link isn't in place which is "mandatory"... is that how "communities" are supposed to work? I don't think that like this we will see any progress. ... I really don't understand that ...
  2. Rudolf Meier

    [WIP] Infernal Robotics - Next

    Yes, I know what they do... I've invented them. They are needed in cases when you dock/undock parts that are not in their 'zero'-position. ... by the way. I've already solved a lot of problems. But I've not yet released them. Maybe I'll do that again in the future... I somehow lost a little bit the interest in this project when people told me, that "maybe it would be better if I'd never release anything anymore".
  3. Do you at least sometimes read through those buglists at bugs.kerbalspaceprogram.com and evaluate which one to fix or do you simply ignore them all? There are so many that are so easy to fix and almost none of them ever got even into the "investigating" status. Why should I care about KSP and invest my time into this "the community can help us"-crap if you are ignoring me and all the others that reported bugs? I'd sugest, that you either close this page or at least close all those bugs you don't want to fix with a status like "we're not interested in fixing this" or something like that. Or then find an other way of dealing with community feedback. thanks a lot
  4. Rudolf Meier

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

    yeah... whatever... See, because of all those "formalists" we have today, I stopped working on the improvements of KJR. Some told me, that it's rude to remove a license (I didn't even know what the error was until I found out a week later that I had a typo in a script that did the packing of my releases which then did not include the license file... but it was on github), some others told me, that it might be better not to release anything ever again... some administrators told me that I should not post links to projects or builds in a thread I didn't start and that I should take over this mod first (what I didn't want, because all I wanted was to make it compatible with IR next) ... in the end I was writing a lot of private messages (took me hours). When I started, I did put many hundret hours of time into those projects and in the end... well, it ended like this. Might be that I do something again. But I'm not sure how this work will look like...
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. Rudolf Meier

    [WIP] Infernal Robotics - Next

    could be that I included the wrong asset bundle... I will check that
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. Rudolf Meier

    [WIP] Infernal Robotics - Next

    The KJR version I built doesn't use those lists anymore but relies fully on the IJointLockState interface.
  15. 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.