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Rudolf Meier

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Everything posted by Rudolf Meier

  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.
  16. This should not be the case. But I hear that sometimes from people after they updated the mod. I could imagine a conflict with older files or settings. Maybe it would make a difference, when you first delete the KJR directory manually before you reinstall the mod? And check the settings: Go to the difficulty menu then and select the strengts you want the mod to provide. (It can provide a new mode with "game engine error fix only", a mode with additional light helper joints and 2 strong modes which act like older KJRs)
  17. I will try this and see what I can find out. It is a new feature. The idea was to stop making everything just super rigid, but to add realism. But, you don't have to use it. You can use the other modes (extra joints) without the inversion option. This will then act like old versions. IR Next is not directly dependent on KJR Next. IRn and KJRn simply follow standard rules of KSP. They both work with every other mod doing this.
  18. version 3.1.17 is online fixes other problems with servo group handling preparation for future IK module
  19. version 3.1.17 is online fixes other problems with servo group handling preparation for future IK modules the fix for the Connection System is also online
  20. version 1.0.4 is online it improves the handling of docking and undocking situations
  21. version 1.0.5 is online fixes bugs and improves functions
  22. version 1.0.5 is online it fixes a problem with consumption of electricity
  23. well... maybe I should first explain what "reinforce" means: In the game, there are joints which are not as strong as they should be. This leads to (and that's surprising to many) rubbery or overflexible joints. But those joints don't break (usually). Now, what the reinforcement tries to do is, that it makes the joints realistically stable. And this sometimes means, that a reinforced joint does now break. Which means, that the part which forms the connection is not strong enough. Of course, there could still be a problem or a bug with the algorithm... but it is also possible, that the part in the middle (which is breaking) is not strong enough. Now, what does the "reinforce inversions" do. It does try to find joints witch will likely behave like wet spaghetti. And this is done by searching configurations in the ship which tend to behave like this. And then it tries to fix those by adding a joint which should simulate what the intention of the rocket builder was (e.g. if you have 2 heavy tanks and a light decoupler in the middle which is intended to be strong, then the systems adds a joint with a given strength between the tanks directly... but: if the strength of the decoupler is low (that's a property of the part), then this newly created joint will also be not too strong... and when this then breaks, the original joint will break as well)). I hope this helps to find out if there is a problem with KJR or if there's something else going on...
  24. It's true, that's a bug (it seems to come from a change the made some time ago in ksp and... well, it seems I forgot to fix this in this mod, while I did fix it in almost every other mod I maintain)... I will have this fixed in the next release (maybe tomorrow).
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