Rudolf Meier
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Everything posted by Rudolf Meier
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interesting... now that's a good description of the problem... I will investigate this
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Rudolf Meier replied to politas's topic in KSP1 Mod Releases
oh... interesting... thanks (I need it for mod versions, not for ksp... because IR Next conflicts with mods of version prior e.g. 4 ... and what I also don't know is if I can include a max_version in the "conflicts" part) -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Rudolf Meier replied to politas's topic in KSP1 Mod Releases
is there something like a "max_version_exclusive" ?? so that I could say, my mod is compatible with mod xy max_version_exclusive 4.0 which would then be everything before 4.0? ... instead of writing 3.9 or 3.99 or 3.999 or 3.999999... I mean... how many 9 do I have to add until it's enough? ... or "max_version" to "<4.0" ? -
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
this shouldn't happen... the KJRAutoStrutHelper ist a part that should be removed when you save the ship. Something must crash internally. I guess in this case the log could be useful... can you somehow upload it? -
yup
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a Beta 5 preview is online... now you can control your servos by joystick it is almost fully implemented, but currently all servos support all modes (that doesn't make sense, so pay attention when selecting the mode) and, it should fix the problem with the Claw we had...
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magnets are working (as long as you don't time warp or save/load while you are connected to a part... if this is still a problem today, but I think it is) ... what is not ok is to use a docking port
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no, that's no problem anymore... it works, but what does not work is docking twice to a ship... so, e.g. if you dock to a part you want to move... let's say your arm grapples with its endeffector the GF (which may be implemented as docking port) of a MPLM, then moves it so that it can be attached to a station using its CBM port (which is also implemented as docking port) and then you try to undock from the GF... then it will also undock the CBM and your part is lost so, currently the only way to solve that is using magnetic grapplers or the other one from old IR (will be in the new release too, but currently we don't have that) that uses the harpoon module of KAS ... the next option would be that you use "DockingPort Next" ... unfortunatelly I have not yet released it (not even a beta) ... but, the problems are solved and I expect to have something ready in a short time
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ok, will be fixed in the next version...
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ok, thank you... can you tell me which part is missbehaving? the claw? is that where all the wrong positioning starts? and only when loading/timewarping, right?? I think I understand the problem...
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directly after load it explodes? ... that's why all the errors in the scene have been saved... you won't be able to get out of this except to start a new mission with a new ship or load a scene that is not damaged already
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there were a lot of updates in the last days... I don't remember which was when and contains which bugfix... sorry... all I know is that I kind of know those bugs and think they are solved in the latest versions of those two mods
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[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
I've uploaded 4.0.3 (almost the same as 4.0.2 except for the debug version) ... and this time it's also released on CKAN -
we can discuss this in the development thread if you want... there is a debug version of KJRn... try to use this one. it allows you to see the joints that are built and it allows you to turn them on and off via gui... then you can see the effects immediately I've uploaded 4.0.3 (almost the same as 4.0.2 except for the debug version) ... and this time it's also released on CKAN
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to me this sounds like the errors I have fixed... what versions of IR and KJR do you use? ... the first must be fixed in the latest Beta 4 and the KJR problem should also be fixed in 4.0.2...
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hm? ... sorry... did I miss something? no, I didn't... I didn't want to show up in CKAN until it's clear that it works (that's also why it's marked as "pre-release" because CKAN ignores those) and, I have a pull request running there for an update in CKAN that I need in the meta data before I can release it... but it was planned to be done today
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No problem... and well, it was a distribution- or setup-bug... so, not your fault those should work when scaled... but I've heart that TweakScale does have some problems... no idea what's going on there
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I guess that's the KJR problem... -> there was a wrong file in the zip file (if you used KJR Next 4.0.1 or 4.0.2) ... if you delete the folder and reinstall from the latest 4.0.2 download again, then it should work (make sure you only have the "KerbalJointReinforcementNext.dll" in the "Plugins" folder and no other "KerbalJointReinforcement.dll") ... and, in case you use another version of KJR (original or continued) ... then uninstall those and use the "Next" since those don't work at all with Infernal Robotics.
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Yes, sorry... the zip file of the 4.0.2 contained two dll's instead of one. This is fixed now. After the installation there should be only the "KerbalJointReinforcementNext.dll" and no "KerbalJointReinforcement.dll" in the "Plugins" folder. I'm sure it works, when you try again with the new file
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yeah... I had too many files in the zip file because of a bug in my packing script ... sorry
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ah, crap... my automatic packer system didn't delete the folders first... that's completely wrong but I have updated it now...
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*hmm* ... controlling servos by joystick ... Beta 5 ?
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Great! that's what we want... that everything is compatible with KJRn The problem is, that the dll name changed from 4.0.0 to 4.0.1 ... it would fix itself when installed via CKAN (I think), but when you install it manually, you have to delete the file by hand... somewhere I did put a warning in the thread, but... well is always the same problem with those warnings... some don't see them but that reminds me, I should mark this mod as "incompatible" with the old KJR in CKAN...
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those connections to the FL-T800 tank... why do you have them? I guess that's some sort of autostrut... but then why are they not shown in orange? ... have you activated the advanced tweakables? ... but the first question really is: what autostrut settings do you use? or have you installed multiple kjr-dlls in the same folder??
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I'm not sure, but my guess is, that you have installed the original KJR and that htis is the problem...