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Everything posted by AdmiralSirJohn
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
And I'm an idiot. I didn't have KJR installed... Pogo and joint weakness is gone. With KJR: https://www.dropbox.com/s/e1mczwho1ngdaa8/KSP (D'oh - Forgot KJR).log?dl=0- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Will do. Thanks for the info.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
True. I dumped the Firespitter dll into GameData...- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
AFAIK, the only thing you just "dump in" to the GameData folder is Module Manager.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Contares with all Dependencies except ScanSat and Pilot Ejection: https://www.dropbox.com/s/v73y7oidcuprwfn/KSP (Contares with Dependencies).log?dl=0 Noticing some joint rubbering on launch, but no unplanned disassembly. This may be the culprit.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Barebones (only KSPIe, KJR/L and MechJeb): https://www.dropbox.com/s/9izz1guljkk0pck/KSP (bare).log?dl=0 SpaceY: https://www.dropbox.com/s/4wgra7tsgegpr6q/KSP (SpaceY).log?dl=0 Contares (apparently needs Tweakable Everything): https://www.dropbox.com/s/04zbrjc6sdje970/KSP (Contares).log?dl=0- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Then I'll do the planned sequence: Run a test, check the log (post the log), add a commonly-used addon, rinse, repeat. First planned addons are SpaceY and SpaceY Heavy Lifters, followed by Contares, Tantares LV and Stockalike Station Parts. I'll post the first set of logs tomorrow, early afternoon US Eastern time... though I'll be taking frequent breaks due to a health issue. Seems I bruised a bone when I went down while trying to stand on a locked cramp in my right leg... two weeks ago. (And it still hurts!)- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Unfortunately, I started a new install, and right now the only things I have are KSPIe, your KJR and MechJeb. I can run a test flight and post that log, if you like...- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
This is the same log I posted above, but this comes from the section where the addons are being loaded (when we see the various load screens). You mentioned TodaciousTools, but installing that didn't seem to fix anything. Neither did removing Tweakable Everything.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Umm... Sorry to be a pain about this, but I was going through the last log file, looking for specific addons that were causing the errors, and I found this: Any idea what's causing this? If I can find out specifics, I think I can solve it. (I don't think you mentioned this particular part before...)- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
I stand corrected. The file structure is as Scott shows.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Here's an observation: There are two PluginData folders. One in the root KSP directory, and the other in \GameData\KerbalJointReinforcement. Are both needed, or could it be that they're conflicting with each other?- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
I don't remember. I think it was from earlier in the thread, where you tell someone to grab two versions. (as Scott just posted...)- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Okay, without TE, the distance is less, but the station still breaks. Also, I have two zip files: KerbalJointReinforcement-3.4.0.4 and Kerbal-Joint-Reinforcement-master Which one do I need?- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Actually, I can do without Tweakable Everything. TweakScale is what I use on a regular basis.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Log file, as requested. https://www.dropbox.com/s/5vq2pp2rmay6sdh/KSP (1-23-2019).log?dl=0- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Will do, with thanks. EDIT: Tests resulted in station break @150m distance, with shaking beginning approximately 160-175m. Discovered that, if camera is focused on station, no shaking or disassembly happens. If focus is on approaching craft, that's when the station breaks at the root part. Log file to come.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Will do, with thanks.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
I have no idea how to do that. And the station shakes itself into a dozen pieces without KJR, two pieces with it.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Additional information: The break in my space station seems to happen at right around 150m distance. Before then, it's fine; after then, it's in multiple pieces. Hope this helps.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Personally, I just use WinRAR. Really, any unzipping program (even that built into Windows) will work.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Okay, KIS is an easy fix. Thing is, I do have the latest version of Tweakable Everything (which says it's for 1.6.1, I believe). Still, it's something that ought to be reported.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Oh, and the last two things I launched were Contares ships that had missing modules (such as resourceconsumer). That may be a place to start.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Here you go. https://www.dropbox.com/sh/7vnzld9g39444ut/AAApqMSWDvwXCrELmVumj4OIa?dl=0 If it's any help, it seems to hit when the total parts in orbit reaches a certain threshold. Unfortunately, I don't know how consistent that number is...- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AdmiralSirJohn replied to ferram4's topic in KSP1 Mod Releases
Okay, I think I found where KJR is causing unplanned disassembly of my space stations... I hope this helps in the development of a solution, as I like building big things in orbit, and without a way to stabilize them, KSP is essentially unplayable for me.- 2,647 replies