BeethovenFM Posted July 10, 2021 Share Posted July 10, 2021 On 11/1/2020 at 6:18 PM, Lisias said: Well, it costs nothing to come back to this issue now and then. KJR Continued is the old and faithful (and sometimes buggy nowadays) KJR, with some fixes needed by modern KSP as new parts and changes happened. KJR/Next is a kinda rewrite of the KJR, fixing the root cause of some problems and so no workarounds and punctual fixes are needed at all. It's also way faster on less beefier machines, but at expenses of framerate when parts are destroyed. In a nutshell, if you have a pretty powerful rig and do videos, you will probably be better served by Continued because the old KJR uses more CPU (what you would have more than enough) on the normal flying, but it does not taxes the CPU when parts are destroyed (what can be an issue if you want to publish a video on Youtube). Everybody else will be, probably, better served by Next. Wee need the KSP.log to diagnose the problem - if there's a problem at all, KJR is "transparent", it loads and just works without pesking the user with controls or other UI dingbats. Would you already ask the difference between "Kerbal Joint Reinforcement - Next" and "Kerbal Joint Reinforcement Continued"? (or do they do different things?) Is it still that? (since both have been recently updated) Quote Link to comment Share on other sites More sharing options...
Lisias Posted July 10, 2021 Share Posted July 10, 2021 49 minutes ago, BeethovenFM said: Would you already ask the difference between "Kerbal Joint Reinforcement - Next" and "Kerbal Joint Reinforcement Continued"? (or do they do different things?) Is it still that? They do the same thing in different ways. KJR/Next is not updated for 2 years (and it's a year since the last time I tested it), so yeah, everything I said is still valid - at least, for the KSP versions it is still working (I don't remember the last time I tested it, so I can't say if it's working for contemporaneous KSPs). KJR/c was updated 6 months ago, and it merely disabled one of the features introduced on the immediately previous version, so yeah, everything I said is still valid. Again, for the KSP versions it is working on (you will need to test it yourself, I think). Quote Link to comment Share on other sites More sharing options...
BeethovenFM Posted July 10, 2021 Share Posted July 10, 2021 9 minutes ago, Lisias said: They do the same thing in different ways. KJR/Next is not updated for 2 years (and it's a year since the last time I tested it), so yeah, everything I said is still valid - at least, for the KSP versions it is still working (I don't remember the last time I tested it, so I can't say if it's working for contemporaneous KSPs). KJR/c was updated 6 months ago, and it merely disabled one of the features introduced on the immediately previous version, so yeah, everything I said is still valid. Again, for the KSP versions it is working on (you will need to test it yourself, I think). THanks _o/ Obrigado Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted August 30, 2021 Share Posted August 30, 2021 Don't work on 1.12 because can't click on main menu buttons, All mods ok, I removed Kerbal Joint Reinforcement then worked click main menu buttons. Quote Link to comment Share on other sites More sharing options...
MartyrKomplx Posted November 12, 2021 Share Posted November 12, 2021 For anyone checking the (currently) last page to see if this mod works on the latest KSP (1.12.2 as of writing): I didn't have any problems with the Main Menu buttons like the poster above me. However, physics will freak out if doing (stock) EVA construction. I haven't tried KIS/KAS yet, since this is actually first venture into EVA construction of any kind. In my case, I'm testing in the Scenario "Station One" and the moment I move even just a battery to a new location, my Station starts accelerating away from Kerbin for no reason, and SAS cannot control anything. I would undock a part, and it would just "fall" toward Kerbin, so it only seems to affect the controlled craft. Discovered this whilst slowly adding mods and using that scenario to optimize performance vs features/visuals on my not-quite-potato of a "mini-PC". Screen Video of the bug, for anyone interested: https://youtu.be/nhUMnGN18xU Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted November 12, 2021 Share Posted November 12, 2021 12 hours ago, MartyrKomplx said: ... physics will freak out if doing (stock) EVA construction ... I would undock a part, and it would just "fall" toward Kerbin ... I experienced similar problems. After attaching parts in KSP 1.11.x and 1.12.x, my space stations often started spinning or accelerating. I've seen the "falling" problem in 1.12.2 even *without* KJR installed. Kerbals going on EVA sometimes exit the capsule at zero orbital speed, so the ship speeds away leaving the Kerbal to fall towards the planet. The other KJR fork, "Next", also has problems in 1.12. Quote Link to comment Share on other sites More sharing options...
SimilarNumber Posted January 8, 2022 Share Posted January 8, 2022 I've made some changes that attempt to fix the EVA constructions causing phantom forces on ships, as well as recompiling against the latest KSP dll files. Seems to work fine for me, but I'm not guaranteeing anything. https://github.com/SimilarNumber/Kerbal-Joint-Reinforcement-Continued Quote Link to comment Share on other sites More sharing options...
siimav Posted January 8, 2022 Share Posted January 8, 2022 5 hours ago, SimilarNumber said: I've made some changes that attempt to fix the EVA constructions causing phantom forces on ships, as well as recompiling against the latest KSP dll files. Seems to work fine for me, but I'm not guaranteeing anything. https://github.com/SimilarNumber/Kerbal-Joint-Reinforcement-Continued I'm glad that someone took a stab at addressing the EVA construction issue. I noticed that you're using "RunVesselUpdateJointLater" wrong though. As-is the code will not go beyond the WaitForFixedUpdate because you didn't feed the IEnumerator to the StartCoroutine method. If the code works and you're willing to clean it up to have only the relevant changes, then I would be happy to incorporate it to an official release. Quote Link to comment Share on other sites More sharing options...
SimilarNumber Posted January 9, 2022 Share Posted January 9, 2022 5 hours ago, siimav said: I noticed that you're using "RunVesselUpdateJointLater" That's a good point, I completely messed that one up. Still, the reason I thought I was fixing the issues was that not doing the update was preventing the issues from occurring. My new attempt at this is to delay the joints update until construction mode is exited. It's far from a perfect solution, but in my limited testing it seems to do the job well enough. Quote Link to comment Share on other sites More sharing options...
siimav Posted January 18, 2022 Share Posted January 18, 2022 I'm curious if anyone has tried SimilarNumber's changes. Does it work as advertised? Quote Link to comment Share on other sites More sharing options...
siimav Posted January 25, 2022 Share Posted January 25, 2022 Kerbal Joint Reinforcement v3.6.0 for KSP 1.12.x Add support for the stock EVA construction feature, thanks @SimilarNumber Improve robotics support. Note however that since the new KSP1.12 docking port doesn't fire onRoboticPartLockChanged event, it will stay locked forever. Enabling the Debug setting now lists all extra joints KJR created and draws them onscreen Fix typo that caused duplicate joints to be created to root part Make CheckMultiJointBetweenParts() check existence of a joint in both directions Quote Link to comment Share on other sites More sharing options...
pmoffitt Posted January 25, 2022 Share Posted January 25, 2022 What? someone found the cause of the force being applied when using construction in Orbit? If this fixes the issue, I will be very happy. I hate watching my space station change orbit for no reason and not being able to save. Eventually found a way to stop it but that sucked. I stopped using the built-in construction system because of this. Quote Link to comment Share on other sites More sharing options...
siimav Posted March 23, 2022 Share Posted March 23, 2022 (edited) Kerbal Joint Reinforcement v3.6.1 for KSP 1.12.x Enable the DockingPortLockedEvents patch in KSPCommunityFixes to properly support the rotation feature on stock docking ports Edited March 23, 2022 by siimav Quote Link to comment Share on other sites More sharing options...
MechBFP Posted May 14, 2022 Share Posted May 14, 2022 (edited) On 3/23/2022 at 10:01 AM, siimav said: Kerbal Joint Reinforcement v3.6.1 for KSP 1.12.x Enable the DockingPortLockedEvents patch in KSPCommunityFixes to properly support the rotation feature on stock docking ports Interestingly this mod still breaks EVA construction completely for me. While using the default settings, as per the difficulty menu, as soon as I place a part on a ship in orbit my Kerbal essentially gets invisibly "connected" to the ship and the ship gets dragged around as the Kerbal attempts to move around while in EVA. If the kerbal is able to board the ship (such as being on a ladder while in construction mode) then there will be a phantom force that will push on the ship forever. If I disable all the settings in the difficulty menu, then all the problems go away. So if anyone else runs across this, just disable the settings in the difficulty menu in the KJR tab before doing EVA construction. Edited May 14, 2022 by MechBFP Quote Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted May 17, 2022 Share Posted May 17, 2022 On 5/14/2022 at 5:37 AM, MechBFP said: Interestingly this mod still breaks EVA construction completely for me. While using the default settings, as per the difficulty menu, as soon as I place a part on a ship in orbit my Kerbal essentially gets invisibly "connected" to the ship and the ship gets dragged around as the Kerbal attempts to move around while in EVA. If the kerbal is able to board the ship (such as being on a ladder while in construction mode) then there will be a phantom force that will push on the ship forever. If I disable all the settings in the difficulty menu, then all the problems go away. So if anyone else runs across this, just disable the settings in the difficulty menu in the KJR tab before doing EVA construction. Thank you so much Mech, this saved my life. I don't know if it'd be possible @siimav , but having an option that essentially toggles KJR off whenever EVA Construction is enabled would be a game changer for this mod Quote Link to comment Share on other sites More sharing options...
siimav Posted May 17, 2022 Share Posted May 17, 2022 10 hours ago, Lijazos said: having an option that essentially toggles KJR off whenever EVA Construction is enabled Not that easy. Pretty sure a scene change is needed for the additional KJR joints to get cleaned up. In addition to that your station will most likely wobble itself to bits by the time you're finished with EVA construction. Quote Link to comment Share on other sites More sharing options...
MechBFP Posted May 19, 2022 Share Posted May 19, 2022 On 5/17/2022 at 4:50 AM, siimav said: Not that easy. Pretty sure a scene change is needed for the additional KJR joints to get cleaned up. In addition to that your station will most likely wobble itself to bits by the time you're finished with EVA construction. Interestingly there is no need for a scene change to work around the problem as I described it. Simply go EVA, go into the difficulty menu and disable all KJR options, finish EVA construction, go back into the menu and re-enable KJR options. I haven't experienced any unintended side effects yet anyway as a result of doing this. although I haven't done anything too crazy yet. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted March 12 Share Posted March 12 On 5/19/2022 at 2:11 AM, MechBFP said: Interestingly there is no need for a scene change to work around the problem as I described it. Simply go EVA, go into the difficulty menu and disable all KJR options, finish EVA construction, go back into the menu and re-enable KJR options. I haven't experienced any unintended side effects yet anyway as a result of doing this. although I haven't done anything too crazy yet. I had this bug today where my station started accelerating forever after EVA construction and funny enough the first thing I thought was "could it be KJR" and so I came here and what do you know, it really is KJR. Thanks for the workaround, worked perfectly. I guess KJR is the new Kraken Drive. Quote Link to comment Share on other sites More sharing options...
siimav Posted March 22 Share Posted March 22 (edited) Kerbal Joint Reinforcement v3.7.0 for KSP 1.12.x Fix bug that caused the stock EVA construction feature to actually not be supported Rework the interstage connection stiffening feature Fix a couple of GameEvents leaks Add option to debug UI for toggling what kind of joints to show Unify tags in log messages Various code cleanup and refactoring Edited March 22 by siimav Quote Link to comment Share on other sites More sharing options...
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