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Rudolf Meier

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Everything posted by Rudolf Meier

  1. that's not off topic... thanks but... are you using RO?
  2. Does someone use KJR Next with RO and has a problem with that? I cannot find anything. But the RO thread mentions, that it doesn't work with it. Does someone have a useful bugreport for me so that I can fix that?
  3. I know, but since they seem to have a problem and I don't have it, I wanted to ask them what their problems are... obviously they have one. Or why else would they write it to the front page?
  4. I'm not angry... it's just... when I ask for technical problems with KJR Next, then responding with "why should somebody use it anyway?" isn't helpful in this situation and leads to big missunderstandings... like now...
  5. [snip] telling others that it cannot be used with RO because it conflicts with it, that's not true... here I expect to see only true, solid facts... [snip]
  6. this is answered in the KJR Next thread, we don't have to debate this here... and isn't it up to the users to decide anyway? but what we should debate here is, why this thread says on the first page, that it is not working with RO in huge letters and nobody ever told me that... and I think it is not true for the latest version [snip]
  7. May I ask you why not? ... just for my better understanding
  8. do you still have problems with the latest KJR Next and RO? if yes... why did nobody contact me?
  9. after a long investigation, it is now clear, that the problem with the engine plates is standard ksp behaviour I did also a lot of tests with the robotic parts and cannot see the problems reported But we had the release of 1.7.2 and it introduced new events. Now it's clear where KSP is heading to and it was possible to do a major update. Additional to this I made sure that KJR is really compatible with all versions from 1.4 to the latest (I made a lot of tests). All this has been included in the new version. 4.0.13 is available now
  10. 3.0.1 is ONLY compatible with 1.7.1 and later (-> that's in the description of the download!) ... backports will follow later
  11. yes, you are using version 3.0.0 ... this is a bug, fixed in 3.0.1
  12. oh... I found out, that I don't have this DLC...
  13. ... that's interesting. I will try it myself and maybe I can find out why it happens. The code is the same. It's not even a copy or something. But really the same... only without the visualization (excluded via preprocessor #if). That's why I cannot imagine this. I will revise the code, but... I don't see why this should happen. Can you send me the craft file? And the list of mods I need for that...
  14. I've uploaded version 3.0.1 ... it is a pre-release version. You have to download it from github. And, very important: first delete the old directory before you copy this new one in! A lot of files changed! ... the next "real release" will be 3.0.2 or later. This one does not containt the finished LEE and GF classes and does also not have some new features we are working on. That's why it's not a full release. But it's not unstable or something. What is new in this version? ... first, it only works on 1.7.1 (backport will follow, with fewer features)... then it provides the new axis actions. Because of that you can use it with KAL-1000. Then it has improved symmetry handling and some minor bugs are fixed.
  15. well... to be honest, I cannot imagine that... use the debug version, turn on the visualization of the additional joints and if you see one, then it's a bug... but I'm almost sure, that you won't find one
  16. hi, thanks for the report... at the moment it's a pretty long list (mainly symmetry things and ui things). The one you mentioned with the NullReferenceExceptions is in a part that I had to modify quite a bit (some initializations were not always that correct when you didn't come from a new construction or newly loaded scene... e.g. reverting to VAB, docking, things like that...). Maybe we will have a short beta period for all those fixes and then we can see if it's better. Unfortunatelly I don't have the list available to publish it (it's on paper... real paper ). I know of those problems in the editor. I fixed some of them, but I don't know if I got them all.
  17. Would be interesting to see if this is still the case... in case it is, I would start another PIP (performance improvement program) for the mod And a comparison with the autostruts... that would be very cool too...
  18. we can keep this as an option for the future (some simliar things are already in my list) currently I'm fixing some bugs...
  19. ... that was because of the DLC robotic parts. I had to release faster than I wanted, but after less than a week I found a good solution for them and it's stable now.
  20. a lot... first it was just the version built to work with Infernal Robotics Next and fixed some bugs the original version had (it had big problems with robotic joints and those ships were highly unstable)... then the development continued and almost everything has been written new... the basic idea is still the same, but Next should have improved performance, provide better results of stabilization (joints are built differently and don't simply try to stabilize what is there at the moment but they try to stabililize everything according to the original plans of the ship)... and you have a debug version the continued version is (as far as I know) still the same as the original one with minor updates...
  21. yeah... I think what many call "a bug" is none... it's just normal, that mirrored parts are mirrored that way... you can also not see your back, when you're standing in front of a mirror and looking directly into it... and now saying "yeah, but it would be nice, if... " is just... well... see? ... and those who say "hey, it's correct like this, I want to see my face when I look into the mirror" ... those we do have also I've tested many things and... for me it seems ok and it is done the same way in the DLC robotics... here I don't see "a bug" at all I'm currently working on other things (1.7.1 introduced some new behaviour in the editor... because of that I have some gui updating problems)... that's why I investigate this and try to solve old problems with the UI as well (maybe I can find a solution this time... last time I had to use a workaround... not bad, but a lot more typing for me that's why I want to fix it now)
  22. Yes, that's one on my list... I'm investigating this one. Thanks for the report and the support for our mod. I'm glad you like it ... we hoped for this reaction of course. And with the next update it will be even better... I'm working on it and hope to release it very soon.
  23. the API changed from the beta to the release of Infernal Robotics Next... I think it wont work until it's recompiled with the new API files included but I didn't have time to investigate this yet...
  24. yes... but... at the moment I'm trying to get a clear picture of the possible problem... all I currently have is some reports without clear information of the problem I suspect, that the problem is only with rotational joints that have their rotation axis going through the attachment and only in mirror mode and here we can ask ourselfs, if it really is a bug or simply "the same problem as for the wheels" ... so, first: is this correct? is this the only problem? and second: does this need a fix? there are the advanced tweakables that allow you to take a joint out of the symmetry... is this enough? or is this bad, because someone wants to controll both joints via this symmetry link and that doesn't work now? ... but then the question would be... what about the wheels?
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