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Rudolf Meier

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  1. 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. 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. 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. No, that's a bug. But it seems you're the first one to detect it. During development the mod was named "TrunnionPort" and then it changed for the release to "PayloadRetentionSystem-Next". But it seems that I forgot to modify the patches for HabTech2. ... thanks for the report
  5. 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.
  6. 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.
  7. 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.
  8. that's what I expected 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.
  9. 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...) Reaction wheels? SAS?
  10. 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.
  11. that's correct... I fixed some bugs, but I don't have more informations at the moment, sorry... but I'm working on it
  12. In case you are using KJR Next -> be aware of the new settings that you can select (see description on first page).
  13. 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.
  14. 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.
  15. 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.
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