Jump to content

Rudolf Meier

Members
  • Posts

    924
  • Joined

  • Last visited

Everything posted by Rudolf Meier

  1. v4.2.26 is online (fixes problems with orbital construction mode)
  2. v4.2.26 is online (fixes problems with orbital construction mode)
  3. @Intercept Games @Nate Simpson I was wondering, if you did look at the latest KJR Next and how I tried to solve the problem. Old KJR's did simply add an insane amount of joints, that's true. And the game was different after that because almost nothing was breakable anymore and stuff like that. But because I didn't like that, I wanted to go to a "let's fix the problems of Unity without touching the idea of the game" system that fixes the problems with the least amount of extra joints (and optionally with the old behavior with a lot of extra joints, but that's just an option you can turn on or off). What I found out was, that in most ships you don't need more than 2-6 extra joints and everything is already much more like what you expect from real rockets and what you want for the game. I think the solution is not bad today and it is also not very complicated. https://github.com/meirumeiru/Kerbal-Joint-Reinforcement
  4. Infernal Robotics Next - ConnectionSystem Fully functional LEE, GF and CBM or "Latching End Effector", "Grapple Fixture" and "Common Berthing Mechanism". This mod gives you and other modders the possibility to add this functionality to existing parts and finally do with robotics what you always wanted to do. No movements, camera positioning or explosions when a part is grabbed by a robotic arm and high-precision construction work is now a reality. See it in Action Supported KSP Version Works with 1.12 and later. The latest version is compiled against 1.12.3 How To Get It this mod is Download: https://github.com/meirumeiru/IR-ConnectionSystem/releases Source: https://github.com/meirumeiru/IR-ConnectionSystem License: GPL-3.0 Info For Developers This mod uses the mod "DockingFunctions".
  5. it is fully stable with all you want, when it is docked... I'm not yet sure what I will/want support when it's in the latched state
  6. Payload Retention System - Next A fully working Payload Retention System for payload bays with latches and trunnion pins. Add pins to any part via a MM patch and you are ready to load and secure the part in a shuttle and fly it to your space station. See it in Action Supported KSP Version Works with 1.12 and later. The latest version is compiled against 1.12.3 How To Get It this mod is Download: https://github.com/meirumeiru/PayloadRetentionSystem-Next/releases Source: https://github.com/meirumeiru/PayloadRetentionSystem-Next License: GPL-3.0 Info For Developers This mod uses the mod "DockingFunctions".
  7. version 3.1.14 is online it fixes a problem with control group loading in the editor
  8. I never have worked with wheels and there are also no plans for wheels at the moment. But who knows what the future brings?
  9. update! I had a typo in my export script! Sorry... it included an old file instead of the latest one. Most functions still worked without problems. But I have the new release online now. If you install this update, check that you have only the "DockingPortNext.dll" in your Plugins directory!
  10. I have recompiled the DockingFunctions shortly, might be because of that. But I've now also recompiled IR-ConnectionSystem... the new release is now online
  11. should be done... CKAN should pick the website automatically the Module is completely different from the stock docking port and it does need special models if you want to use an existing model with this code... but most available models with soft capture rings should be adaptable
  12. DockingPort - Next A docking port with an active soft capture ring and fully functional movements. As real as possible. See it in Action Supported KSP Version Works with 1.12 and later. The latest version is compiled against 1.12.3 How To Get It this mod is Download: https://github.com/meirumeiru/DockingPort-Next/releases Source: https://github.com/meirumeiru/DockingPort-Next License: GPL-3.0 Contributors @Rudolf Meier - Idea, Plugin Development @NESD - Models @benjee10 - Models Info For Developers This mod uses the mod "DockingFunctions".
  13. DockingFunctions Docking is an essential part of KSP. But sometimes ModuleDockingNode is not enough and writing your own docking port mod from scratch is not easy. For this situation I created the DockingFunctions. They offer simple functions to help connecting and docking vessels. If you want to see how to use them, look at my projects DockingPort-Next or IR-ConnectionSystem. How To Get It this mod is Download: https://github.com/meirumeiru/DockingFunctions/releases Source: https://github.com/meirumeiru/DockingFunctions License: GPL-3.0
  14. CameraController - Next Did you ever want to move the camera freely? Rotate it without restrictions? And look to your vessels or space stations from angles that KSP doesn't allow you to do? Well, then use CameraController - Next! How it works After installing CameraController - Next you can activate/deactivate it by pressing the / button. When active, the you can move the camera as usual, but without maximum positions. This means, that you can e.g. rotate the camera with the arrow keys around the full 360°. Additional to this you can move the camera when pressing the right shift button (and use the arrow keys, right mouse button or the mouse wheel). And you can rotate the pivot axis in two directions when pressing the right control key (and use the arrow keys or right mouse button). Instead of pressing right shift/right control, you can also use the back/fwd buttons of the mouse to drag or rotate the camera. For high precision movements, press the * key on the numpad. The best way to find out what you can do is by trying it. In short: Normal camera operations are a bit different and right shift and right control provides additional functionality. Supported KSP Version Works with 1.12 and later. The latest version is compiled agains 1.12.3 How To Get It this mod is Download: https://github.com/meirumeiru/CameraController-Next/releases Source: https://github.com/meirumeiru/CameraController-Next License: GPL-3.0
  15. version 3.1.13 is online it fixes a problem with symmetry and control group handling bugs
  16. version 3.1.13 is online it fixes a problem with symmetry and control group handling bugs
  17. Well... I don't think so... at least that's not how it is designed. While it is true that it does create struts to landing gears, it is never adding struts to moving parts (if they are not locked). But that's what it should do and this works just fine. (if you can show me where it doesn't behave like this, then this could be a bug... but currently I don't know of such a bug). Autostruts are indeed a problem. Because landing gears and legs do always create an AutoStrut to the heaviest part and you cannot turn this off. Those AutoStruts will also be created, when you have a moving (robotic) part in between (also if you play with no mods at all... this problem exists in the stock game as well!). That's not how it works. KJR does reinforce "attach"-joints. But does not touch autostrut joints. KJR is aware of the types of the part and is doing what it does accordingly. Sorry to say that, but analyzing your data I didn't find any evidence for a bug in KJR. ---- Can you tell me what settings for KJR you use? Or how I can reproduce it? What trajectory do you fly when it happens?
  18. thanks... I will try to find out why it still happens...
  19. I fixed a lot of things that lead to this behavior already, but... seems there are still some in the code. I will look at it for the next update. I didn't put much effort in those parts in the last months. But an other mod that I build is dealing with it and sometime in the future I'm expecting to see some updates for those parts as well.
  20. Well, the wobbliness comes from the game engine itself. It is a known problem. Developers have a pretty good understanding of it and what can be done against it. I tried to present solutions for KSP in KJR next which works not that bad (of course, that's my opinion) and honestly, I don't see why it is such a big deal to present at least a first version of a solution. (I'm planning to port this to KSP2, but at the moment I have way to many uncertainties about how modding should look like in the future in KSP2.)
  21. Yeah... docking... :-) ... I've built my own docking mod for this. I am currently testing those (IR-ConnectionSystem). All I can say is, that it looks promising... But, I've no idea if there's something in your ship or configuration that KJR should handle differently. You can send me whatever you have that shows the problem in action...
  22. you can find it here Releases · meirumeiru/Kerbal-Joint-Reinforcement (github.com) ... unfortunatelly you have to install it manually (today it's called "gui" and no longer "debug") yes, KJR should replace auto struts completly I think you can disable autostruts also in flight what I think what happens is, that for some reason your vessel is bending and when autostrut and KJR build the extra joints, they do it differently (KJR does build them sort of "pre-stressed" and tries to pull back stuff to where it should be which should prevent part drift and problems like that, while autostruts don't), which leads to internal forces working against each other and this can cause breaking joints which will destroy the ship... I'm not fully sure, because in theory it should also work pretty well with autostruts... in most cases the creation of the joints and autostruts happen in a specific order which should make it work... but... for the moment, that's my guess... could also be that a combination of mods is responsible for it or maybe its something that only happens in special ships...
  23. So, do you use Auto-Struts and KJR at the same time then? This may be a cause of those problems. ... and, a general idea -> try the debug version of KJR (just to make it clear: it's not meant for debugging KJR, but for debugging failing ships). This one can show you all the joints that the game has and that KJR adds. It would make debugging easier.
  24. version 3.1.12 is online it fixes the symmetry problems and improves some control group handling The attachment, endeffector and grapple fixture classes are now no longer part of this mod and are now in their own mod (IR-ConnectionSystem). A description of this new mod will follow soon. In short: it offers what you always wanted: Code for Latching End Effectors and Grapple Fixtures which allow you to build an arm that can walk on a space station (connect side A, then connect side B and release side A... and so on) ... much like the Canadarm 2 or SSRMS.
×
×
  • Create New...