Rudolf Meier
Members-
Posts
939 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Rudolf Meier
-
Beta 4, Patch 2b is online I've fixed the 2 minor issues... servos do now also handle the "stuck" situation... might be that this handling needs some tuning, but at the moment I think it's ok
-
Thanks for your test and report... I'm glad it works so well. And this despite that fact, that I still see potential for improvements
-
I have uploaded Beta 4 Patch 2 it contains a lot of bugfixes and improvements (but it could be that loading old saves does not work... some variable names changed... I hope for the last time now) thanks to the help of @ZodiusInfuser it was possible to find and fix them but, we are still working on 2 minor issues...
-
I updated the info... it works in 1.4 and later. I don't like those titles, because mods do normally work on more than one KSP version. And when you have 1.6 or 1.5.12 in the title, many have the wrong impression, that it doesn't work in 1.7 and start asking for updates.
-
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
I'm working on solutions for that already since last year... I will show the first implementation for this soon... -
... no, I knew what you meant. It is almost solved... I'm testing... as I said, the question was more marketing than a real question... as usual I only have the problem to know which values are in which space... e.g. is the targetRotation of a joint related to the part, the joint, the joints axis, global or the connectedPart
-
Yes... and there they don't have many options. The collisions is something we do have too now and the limits is something Unity defines.
-
*um* ... it's not better ...
-
... yeah, ok... detaching it with KAS/KIS and reattach it... that's something I didn't plan for, but it's not hard to add this capability... let's say it is about... 5 to 8 lines of code... maybe one 'if' and some value resets or something like that I guess you can always find a way to destroy it... but, it's a good point and I'm sure I will fix this in a future version
-
Kerbal Space Program Breaks Ground with a New DLC!
Rudolf Meier replied to UomoCapra's topic in 2019
Yeah... but you forget something... I'm good ... no, serious now. Infernal Robotics Next will have a release soon and if those stock robotics modules are coded the same way they were in the past or like the ModuleDockingNode, then I'd suggest to use Infernal Robotics Next. But... everyone can choose what he wants...- 1,121 replies
-
- 2
-
- announcement
- dlc
-
(and 3 more)
Tagged with:
-
Hi ... I guess they use the modules that were in the game for a long time (but unused). But I don't know... What I know is... that we should have a release soon for IR Next... a real release with CKAN listing and stuff like that... and I think, the code is ready. Some little bugfix for situation that are almost never happening and then... we let it fly (hopefully save).
-
That's not enough for me ... and it was the main reason for IR Next. I will present you some kind of SSRMS or Canadarm2 or "walking arm" when I've built the last module. By the way... I'm looking for someone who could do a youtube video about that... if someone is interested, then please contact me.
-
Did ever someone try to use a docking port as an end effector on a robotic arm? That's just horrible and almost not working (with stock docking ports) ... that's the "missing link"... now, why do I say this? because I want to complain about KSP? ... no ... for marketing reasons ... I'll tell you more about that soon... oh and by the way... I was also thinking about a possibility to have a constant rotation on some parts... didn't decide yet what I will do, but might be useful for those who want to build helicopters and stuff like that
-
ok, that's not true... the base remains where it was and when you move the part you can get strange situations in which this far away part still acts like connected ... anyway... really a minor thing and I will fix that later... so far: don't put decouplers directly below an IR part (above is ok)...
-
I will... this is not finished yet because everything went a bit (too) fast...
-
yeah... but that would generate a new joint and I try to avoid as many joints as possible. I only build them for limits because there it simply isn't possible otherwise (because joint limits are limited to 177° in Unity). anway... it's already solved and in the Patch1 currently the only "bug" I know is, that a joint that is root (which can only happen when you decouple it somehow) does not work anymore... but since nothing is attached to it, it doesn't matter wheter or not it moves this "nothing"... so, the only negative effect of this is having entries in the log
-
oh, your question was meant technically ... so then the answer would be, that like other said already, its main goal was to support Infernal Robotics (the old one did more or less stop doing anything as soon as it detected an IR part and that's not really what you want). But since then the project developed into its own mod project. This version tries not simply to build struts everywhere but do it in a useful maner. The old solution was good... the first part. But then in the second part it starts to build up random struts (I guess because of frustration that it didn work with the first idea?) and this generates a huge load for the game engine. This mod tries to fix that... and my debug version will bring you the potential to see which joints break and why. And this can then be used to either improve your ship or improve KJRn in a future version. And the last reason why to choose it... does "Next" not give you the feeling that the product is somewhat "advanced" over the one with the name "Continued"? ... and does "Next" not sound more kerbal than "Continue"?
-
KJR Next is a new development and will become an even newer one (in the next week) with the same goal of KJR (and contains some of the original code of course). It has been developed because of the Infernal Robotics Next development and has developed into a standalone project. KJR Continued is the same as the original KJR, but with ... let's say "mantenance updates" like adaptation to new KSP versions and maybe minor bugfixes... something like that I guess. But I cannot speak for the "continued" part.
-
Because autostruts need to be activated by hand and autostruts are not very intelligent in their behavior. The overall experience can be better when using a mod instead of autostruts. And KJR Next tries to be that mod.
-
I have fixed all the problems I found and released as Beta4, Patch1 and KJR Next is online...
-
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
KJRn is building additional joints to a part from it's children, but never from it's parent and also not between the parents and the children of such a part. -
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
yes It's the part you are building. So, for Infernal Robotics for example it's the servo itself. If a part moves, then it moves itself. Often the static part of such constructs are just "illusions" ... like meshes that are not moved or are moved in the opposite direction so that the appear to be static. -
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
ConfigurableJoint... I think the launch-clamp reinforcement uses FixedJoint at the moment. But in general it's ConfigurableJoint and I think that is what it will be always in the future. *um*... depends. KJRn is doing it correctly and you only need to implement it on the moving Part. But the autostruts of KSP have a bug (https://bugs.kerbalspaceprogram.com/issues/18356). Sometimes you need to do more to work around it. Or, simply don't use autostruts and use KJRn. No, it does not call it. It doesn't matter if you call it before or after. I think most users won't use KJRn and autostruts together anyway. Whenever you want. You can also do it in an initialization function (e.g. in the OnAwake). -
I understand this one and the fix should be easy... but needs some analysis first 4) The "Engage Lock" is something I still don't like... why? because it doesn't work on uncontrolled joints and this shows the main problem of it... it is currently locking the motor of the joint. Now, without motor, you can't lock anything. And with motor, you can only lock it with the force of the motor. That's why I'm thinking about some kind of brake that I could add into those joints... it will most likely be what I will do, but it's not decided yet... I think this will be in the next patch as well
-
Kerbal Joint Reinforcement - Next Finally a new version of Kerbal Joint Reinforcement is available. It is not just an update to the classic Kerbal Joint Reinforcement or a continuation. It uses new ideas and the code has been rewritten in most parts. The Main Goals Were Make the joints realistically stable. Not too strong, not too weak. So that the main character of the game is unchanged. (it tries only to fix what is not correct and not to over-correct something) Offer extra modes for stronger and extra strong joints. (those are as strong as in other KJR versions, but not so realistic anymore) Provide an options menu inside the default game difficulty settings to select the desired joint strength and if and how many additional joints should be used to reinforce a vessel. (no need to modify config files anymore, you can control everything from the normal settings of the game) To improve the performance over older versions. Eliminate phantom forces. The mod builds the extra joints in a completely new way. Instead of just building a joint and try to keep every part in the place where it is right now, it builds the joints according to the original construction plans of the ship and tries to keep the parts "where the should be". (this stops parts from drifting away) Additionally there is a version with a gui which can make all joints visible. This helps in finding problems with either the ship construction or a variety of bugs (like the undocking bug, some procedural fairing anomalies and autostrut problems). What Does It Do? The main idea of this mod is to make wobbly and unstable rockes more stable. Not unrealisticly stable, but in a way you would expect it. It can replace all autostruts and is fully automatic. How To Use It In contrary to other or older KJR versions, KJR Next is no longer just reinforcing everything as much as possible. Many players have complained, that this is simply cheating and makes even most unrealistic constructions fly. That's why there are now different levels of reinforcement. You can now select the desired reinforcement level from the menu in the "Game Difficulty" settings. For realistic joints, it is recommended to select "Reinforce weak attach nodes" and "Strengthen not correctly working joints". Sometimes this is not enough and vessels still start to oscillate anyway. In such cases, select the "Stiffen vessels further" and leave the "Extra Joint Level" at the lowest setting. If you want stronger joints (at the same level as older KJR versions, but still with improved behavior), you can select stronger "Extra Joint Level" settings. This way you can have the same behavior of KJR Next as before. Questions What do you have to make it working? Just install it. It will do everything automatically. Is it compatible with the new DLC and its robotic parts? Yes! It does not lock the servos and does its best to keep everything stable. Is this version stable? Yes it is! No experiments going on here... Supported KSP Version Works with 1.4 and later. The latest version is compiled against 1.12.3. How To Get It this mod is Download: https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases Source: https://github.com/meirumeiru/Kerbal-Joint-Reinforcement License: GPL-3.0 Info For Developers [WIP] Kerbal Joint Reinforcement - Next Demonstration
- 312 replies
-
- 24