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Rudolf Meier

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Posts posted by Rudolf Meier

  1. 15 hours ago, davide96 said:

    which one I have to download??? I don't understand, sorry

    In general you could download all files and reinstall them from Github, or download only the Patches folder... this might work as well. I personally did a full reinstall from the latest state on Github.

  2. 42 minutes ago, davide96 said:

    I really hope that someone can help me

    I already made them... they're online here: HabTech2/GameData/HabTech2 at master · benjee10/HabTech2 (github.com)

    But it seems that Benjee didn't release a new update since then.

    (By the way -> I did also modify the existing ones which were more for the old versions ... and I also added files for other mods that I made like the Connection System and DockingPort Next and those things.)

  3. 39 minutes ago, davide96 said:

    hello guys,does anybody know if it is possible to make this part here compatible with infernal robotics??

    because the normal kerboarm  from htrobotics works but this one no, and I was wandering if there is a modification that I can do the cfg file to make it compatible.

    thanks!!IF5Egf3.png

    Looks like the Canadarm2 servo for me. This one should already have the MM patches for IRn. ... if it doesn't work, then my question would be "What is it? How did you get/install it?"

  4. 4 hours ago, Diet_water said:

    But I can't figure out how to make a Module Manager patch for it.
    I'm new to Module Manager patches so an example patch would Help.

    For the payload bay you don't need patches. Simply put the latches into the bay (use the attach nodes to put the latches into the bay).

    To see how you can add pins to parts, you can use the patches in HabTech2 as examples. You can then play with the settings in the VAB to find the correct positions.

  5. On 3/10/2024 at 9:34 PM, TOMMY (JEB 2.0) said:

    haveing a prob with the fold o tron hinges in the pics, none of the other ones have the prob

    That is a known problem and will be fixed in the future... at the moment I cannot do it myself, because it is a problem with the model files and I don't have them. But I'm in contact with the creator of them.

  6. 5 hours ago, Person0977 said:

    Okay nevermind, one person said to me in a discord server that it's the autostrut on the part that is attached to the hinge that breaks the hinge's mechanism, i basically just didn't understand your explaination at first (my problem), now i hope that the autostruts are in fact the cause to this issue because i haven't played KSP since i understood this.

    Sorry, my explanation wasn't detailed enough, that's true.

    The autostruts are spanned from a part on one side of the joint to a part on the other side of the joint (or directly to the joint from a part on the "lower" side of the joint). This is what causes the locking of the joint.

  7. 1 hour ago, Cheesecake said:

    The consumption of EC is so high that the batteries are drained very quickly. The Fuelcell cannot compensate for this. It works with more batteries.

    that's what I expected

    1 hour ago, Cheesecake said:

    Another problem arises here. I docked a payload (Habtech module) to the arm and then detached it from the shuttle. I didn't move the arm but the whole thing immediately started to rock. After a while I had to disconnect the payload from the arm, otherwise it would have torn everything apart.

    sound like overlapping parts... how did you dock and undock? which modules and mods did you use?

    Let me give you an example when I last saw this problem on one of my missions... when I tried to bring the S6 module into space, I stored it in the payload bay using the payload retention system mod. But after undocking it from the shuttle, the trunnion pins did overlap with the shuttle and I got this problem. The solution was to place the ports higher up in the payload bay so that no overlapping occurred anymore (the S6 is too large to fit correctly into the payload bay).

    An other problem could be, that your arm is clipping through a part and after changing the way of how it is all connected (dock, undock, redock), suddenly the colliders get treated differently and you have a similar problem.

  8. 7 hours ago, Person0977 said:

    If anyone knows why my hinges and joints always get stuck on their own, please let me know.

    In every case I know of, the problem were the Autostruts. In case of wrong settings, they don't respect moving joints and make them unusable (also stock robotic joints). A special problem is, when you have joints between legs or wheels and the heaviest part of the ship. In this case you cannot do anything againts the problem (except use a mod... but I don't know which one solves this problem... I only know, that my mods don't handle it... it's a case that's simply too rare... but, maybe I'll do something some time...)

    7 hours ago, Cheesecake said:

    I have now used IR again after a long time with SOCK and Benjee's robotic arm. I have switched speed and acceleration down completely. But whenever I use a joint, the whole shuttle turns around slowly. Is there any way to prevent this?

    Reaction wheels? SAS?

  9. 12 hours ago, Horus said:

    Some parts have minor issues (like this Foldatron basic):

    thanks... I never really worked with them, that's why I never remarked this.

    Almost everything of IR has been modified from original IR to IR Next... except the Foldatrons... until now... I will take this on my list and fix it in the next update.

  10. 8 hours ago, BlindSniper0393 said:

    There is a problem that the fairings are very fragile. It always breaks off when my rocket reaches a certain speed for gravity turning, and I still haven't found a way  to reinforce it, even the KJR .  So are there any ways to solve this ?

    In case you are using KJR Next -> be aware of the new settings that you can select (see description on first page).

  11. I have updated the first page and added a new description of the new settings and how to use the new version.

    It is important to select a mode that fits your needs. Some want the "realistic" approach (those who thought old KJR was cheating) and some want the "very stable" approach who simply want to make every ship fly.

    Many reports about problems that I received in the last weeks are not really related to bugs or errors but in most cases that the settings need to be set differently.

    Other problems come from the fact, that autostruts are used together with KJR Next. This is not recommended (but it is tolerable for the wheels and landing legs, where you cannot turn it off).

    I also want to point out, that the version with GUI is mainly meant for debugging (your ships or constructions). The idea is, to see what's going on, not to modify the settings during normal gameplay.

    An important thing to notice is, that whenever you modify the settings in flight (in the normal version or in the GUI version) this can destroy your ships. You should only modify the settings either during time warp or right before loading a quicksave.

  12. I have updated the first page and added a new description of the new settings and how to use the new version.

    It is important to select a mode that fits your needs. Some want the "realistic" approach (those who thought old KJR was cheating) and some want the "very stable" approach who simply want to make every ship fly.

    Many reports about problems that I received in the last weeks are not really related to bugs or errors but in most cases that the settings need to be set differently.

    Other problems come from the fact, that autostruts are used together with KJR Next. This is not recommended (but it is tolerable for the wheels and landing legs, where you cannot turn it off).

    I also want to point out, that the version with GUI is mainly meant for debugging (your ships or constructions). The idea is, to see what's going on, not to modify the settings during normal gameplay.

    An important thing to notice is, that whenever you modify the settings in flight (in the normal version or in the GUI version) this can destroy your ships. You should only modify the settings either during time warp or right before loading a quicksave.

  13. 17 minutes ago, Estelyen said:

    ... the update then probably reset my settings.

    The settings are new. They did not exist like that before.

    The default settings are on a level which should be enough for ships that could exist in reality. But it could be, that huge kerbal constructions need much more struts. And because KJR did provide a rigidification that worked for such cases, many seem to have started to think of this as the "normal" case.

    With the new version of KJR Next, you have to decide now which type of reinforcement you want.

  14. 3 hours ago, Estelyen said:

    I just tried downgrading KJR-N through some earlier versions and the wobble stopped when I downgraded to 4.1.19. So I guess something in the 4.2.23 update prevents it from being compatible, either with KSP 1.12.4 or with one of my other mods. Ah well, I'll just use that version then. :D

    This should not be the case. But I hear that sometimes from people after they updated the mod. I could imagine a conflict with older files or settings. Maybe it would make a difference, when you first delete the KJR directory manually before you reinstall the mod?

    And check the settings: Go to the difficulty menu then and select the strengts you want the mod to provide.

    (It can provide a new mode with "game engine error fix only", a mode with additional light helper joints and 2 strong modes which act like older KJRs)

  15. 19 minutes ago, ngx said:

    In testing, I also used very simple vessel, just two big tanks on sides of center big tank coupled with TT-70. It holds together fine even without KJR at all (not in GameData). Yet, re-enabling "reinforce inversions" breaks it in similar way as described above.

    I will try this and see what I can find out.

    21 minutes ago, ngx said:

    Simply put, all problems I encounter are somewhat related to "reinforce inversions" only. That is why I asked how much I need that option. Using KJR is inevitable for me, but I'd use it without "reinforce inversions", or I'd be fine with previous version (4.1.x) as it works fine. I just need to know whether future versions of IR will not work with new KJR version (4.2.x) only. Btw, did KJR ver. 4.1.x use some sort of "reinforce inversions" too, or is it brand new feature?

    It is a new feature. The idea was to stop making everything just super rigid, but to add realism.

    But, you don't have to use it. You can use the other modes (extra joints) without the inversion option. This will then act like old versions.

    IR Next is not directly dependent on KJR Next. IRn and KJRn simply follow standard rules of KSP. They both work with every other mod doing this.

  16. 4 hours ago, ngx said:

    Hello, how much is "reinforce inversions" option important? It does very weird stuff with some of my rockets (especially when using TT-70 decoupler) but it is hard for me to replicate. Usually it occurs on rockets built before new KJR. Basically, when enabled, it dislocates some joints and makes the vessel fall apart. It occurs either in flight after staging or fairing deployment, or also when disabling and re-enabling the option on launchpad (I didn't get further in testing).
    Can I run into some problems when I have the option disabled?
    Also, do you plan to keep IR compatibility with previous version (4.2.x) of KJR? I'd rather keep with that one.

    well... maybe I should first explain what "reinforce" means: In the game, there are joints which are not as strong as they should be. This leads to (and that's surprising to many) rubbery or overflexible joints. But those joints don't break (usually). Now, what the reinforcement tries to do is, that it makes the joints realistically stable. And this sometimes means, that a reinforced joint does now break. Which means, that the part which forms the connection is not strong enough.

    Of course, there could still be a problem or a bug with the algorithm... but it is also possible, that the part in the middle (which is breaking) is not strong enough.

    Now, what does the "reinforce inversions" do. It does try to find joints witch will likely behave like wet spaghetti. And this is done by searching configurations in the ship which tend to behave like this. And then it tries to fix those by adding a joint which should simulate what the intention of the rocket builder was (e.g. if you have 2 heavy tanks and a light decoupler in the middle which is intended to be strong, then the systems adds a joint with a given strength between the tanks directly... but: if the strength of the decoupler is low (that's a property of the part), then this newly created joint will also be not too strong... and when this then breaks, the original joint will break as well)).

    I hope this helps to find out if there is a problem with KJR or if there's something else going on...

  17. 5 hours ago, Auriga_Nexus said:

    I do have IR Connection Systems and Docking Functions installed.  Let me try installing your most recent update and see if that fixes things. 

    EDIT: The IR-NXT patch released 5 hours ago does not fix the issue, but after some testing I've figured out what the issue is - the Grabber is shutting down due to lack of power. However, this is because it is not pulling power from battery, instead relying only on power being actively generated by the ship. I tested this by running the grabber on an RTG-powered vessel generating at least 3u/s of electric charge, it turned on and off just fine, but when I added a second grabber and tried running both at once (exceeding the power my ship was generating) they both shut down. This is despite having at least 1200 EC's stored in batteries. My previous ship design had batteries and solar panels, but the solar panels were insufficient to run the 4 grabbers I had installed.

    So the question is, is this intended behavior for the grabber? Seems weird that it won't draw from batteries at all. 

    It's true, that's a bug (it seems to come from a change the made some time ago in ksp and... well, it seems I forgot to fix this in this mod, while I did fix it in almost every other mod I maintain)... I will have this fixed in the next release (maybe tomorrow).

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