Jump to content

Rudolf Meier

Members
  • Posts

    958
  • Joined

  • Last visited

Reputation

691 Excellent

10 Followers

Recent Profile Visitors

10,197 profile views
  1. Flight in this case means "flight window". Which includes situations, when you are still on the ground (e.g. on the launch pad). As soon as physics is simulated, changing settings may cause damages. In timewarp, it is ok, because then physics is turned off. Or when you are e.g. in the space center view.
  2. Settings will take effect immediately. If you change the settings in flight and you are not in a timewarp, bad things can happen. That is something you shouldn't do. And, disable auto struts does disable the default KSP autostruts. This option exists to be sure, that no other mod or ksp itself is creating extra joints that might affect your ship negatively (e.g. by locking rotating parts or stuff like that, which ksp does sometimes when for example you have wheels or landing legs on your ship).
  3. Well, that's a general problem today with software. If there's no bugs and the product is still good, you don't have to modify it. But then people think, that this product has been abandoned and is out of support. ... but, I can tell you, KJR Next is not out of support and not abandoned. But, until I don't hear about problems or bugs or until I find improvements that are worth implementing, I don't change anything. (I'm sometimes trying out ideas, but often they offer just "an other solution" and are neither better nor worse than the existing code). About the difference... I think the first page describes that (also in the "How to use" section, which describes the difference to other versions of KJR).
  4. thank you, I will investigate it... by the way, have you installed the mods with ckan? could you send me an export of the mods from it? ... or did you already and I didn't see the file?
  5. KJR doesn't touch parts that implement IJointLockState and are in unlocked state (and all robotic parts do this). No idea why this should not work... but, I never say never... might be we have some problems we don't understand yet. that's pretty strange... because coming out of time warp is almost the same as loading a vessel... and why loading it should rotate it... that's quite interesting... never saw this before I had this during the development of KJR next, but this should be fixed long ago... and KJR next does already go the conservative way here... ... is it possible that you could send me your save files and maybe mod-list or something that would allow me to reproduce it here on my machine?
  6. can you also check what happens when you go to timewarp instead of doing a save/load?
  7. probably... do you know of the settings for the strength of what KJR next does? ... the latest version also adds an option to disable autostruts but, anyway... I will in any case try to find out if AutoStruts can cause a problem together with my mod
  8. that's an interesting point... I will investigate this... maybe the DockingFunctions need to do something with the AutoStruts (to be honest, I never use them, I always use KJR Next ... for obvious reasons ) when did you activate the autostrut? after docking or before (when in latched state)?
  9. so, after docking a module to the station and reloading a saved game, the docked part is rotated? ... sounds a bit surprising to me that this is even possible... but, let's investigate... can you post some screenshots from before-docking, after docking and stuff like that? ... maybe also with the context-menus of the docking-ports and... well, that's enough to start with I think
  10. create a small reproduction or make a video and in case it is a bug, I will fix it
  11. you can also find the positions in the VAB, with the sliders that my mod offers to set the positions for the trunion pins
  12. hi, I'm glad to hear that you want to use my mod The main idea was, that my mod brings its own trunion-pin models that you have to add to the original part (as an additional model). This is, because those pins need the correct colliders. But, I could update the mod so that this is not needed anymore and that it could accept other pins to work with (in this case I guess I'd need to add a way to figure out the positions of those pins... or... how would you make sure you have a port that matches?). Could be something to talk about. Or I could add an option so that the mod would deactivate the existing trunion pins. So in general: yes, it is possible to work without my models (I think the code should work) ... if it's not working, then I can make updates. By the way... I'm currently fixing bugs in my mods. And all the mods related to the PayloadRetentionSystem are among those I'm currently fixing or extending... in case of problems or good ideas, feel free to contact me.
  13. it means, that you can now control some more variables with the KAL-1000 and that the editor now shows the limits for the servos I don't know of functions/settings that KAL can control for stock robotics but not for infernal robotics... so, I think we are fully compatible here now (the main thing that was missing was the limit-support anyway) but, I don't know if it works with EasyRobotics... don't know what the requirements for it are, but maybe it's possible... from what I read, it might be... I never tried that
  14. version 1.0.5 is online it is a big improvement over the last version everything is updated and improved much better balanced input handling works now in flight and editor easier to use
×
×
  • Create New...