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Rudolf Meier

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Everything posted by Rudolf Meier

  1. for all those who are waiting for KJR... I did upload my version again in the next days I will develop a new version from that which should be better balanced and hopefully generate less computational workload
  2. so far I didn't find big problems... but what I found is this 1) inside the VAB (maybe also in flight mode) the gui seems to be a little bit slow (building up and hiding)... this can be improved... and I've already done something. This will be in the next patch 2) when comming out of timewarp, we have strange value shifts in the gui (e.g. a servo that was on 12 could be at 12.02) ... this one was due to a design decision... I've changed that now 3) when you use a docking port as endeffector to grab other parts, then those parts (when docked) seem to be wrongly positioned... that's something I don't know where it comes from and I will investigate this in the next days... this is the only bug I currently know of, but maybe I'll find others on my way to Duna
  3. well... just to explain this a little bit... it is an "access violation", most likely an access to a null pointer. Has nothing to do with Windows. video about this error
  4. ok, Beta 4 is online... https://github.com/meirumeiru/InfernalRobotics/releases/tag/v3.0.0-beta4 I didn't try out everything intensively, so, it might still not work perfectly. I modified it quite a lot internally and it might be, that I didn't always use the right variables ... Anyway, I hope the base is better now and that we can build up on this now. I will at least install this now and try to play with it... If you are loading crafts or savegames from Beta 3, make sure that the servos are all in their 0-position. Otherwise it won't load correctly. I tried to go through all the reported bugs of the last year, but I decided to ignore them and to wait for new reports. Many of them could have been caused by things I fixed. Some probably not. But it's too difficult to find out if it's still happening. So... sorry for that and I wait for reports.
  5. almost done... but it's too late now... I hope I can release tomorrow beta 4 (finally a new beta, not just a patch)
  6. the gui is a mess... I need to rebuild the concept behind it by the way... did the old IR allow controlling the servos, even when there was no signal? ... that's something I never remarked... anyway, I will implement this now a well (but of course allow other mods to controll IR even without signal, like e.g. kOS)
  7. hi I don't know who to contact, but... I wanted to inform you, that this week I will release the beta 4 of Infernal Robotics Next. And the interface will change. After that it should be stable (in fact I hope that the project will be releasable after that). But it needs a big modification now. So... this means, that kOS needs an update too... contact me if you need more information.
  8. I will definitely build a new version of KJR. I'm not maintaining the old code or just make it compatible to new KSP versions but really build a new version of KJR and replace a lot of the code, hence the "Next" in the name of my project. That's something that I see completely differently.
  9. no crashes so far... I will now fix other bugs and prepare the next beta...
  10. I made som progress. The calculation of the positions should (could ?) work now. Under normal conditions... but sometimes after loading everything is strangely turned into completely wrong directions. I did see this only after loading, not while warping. I'm now working on this one... ... oh, cool. I'm behaving like a Kerbal already... "calculate value... throw away... use uninitialized variable" ... and, never forget step 4 "wonder why it doesn't work" ...
  11. I don't know if something of my code is inside there... but for all those who are interested... in about a week I should have a new version online in which I try to solve problems we had in the past (e.g. performance issues when using it).
  12. I will post information about how this has to be done. But there will be no exceptions like those you know from early KJR versions.
  13. This is because canadarm needs to be updated for IR next. IR next changed so much internally (it's practically a new project), that it needs new options and therefor an updated of all parts that are using it. Because of that it has been built to be installable side by side with the old IR. Unfortunatelly it is not that easy with the parts of canadarm. For some reason those behave very strange (like 2 of the very old legacy parts of IR that were dropped long time ago) and I think those need an update in order to work with IR next.
  14. 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. The code has been rewritten in major parts. The Main Goals Were for users 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). for modders Modders can make their mod compatible with KJRn by simply following the steps described later. KJRn doesn't have to know the mod in advance. In case of problems the version with gui can also be very useful for modding. 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. How To Get It this mod is (only release versions) Download: https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases Source: https://github.com/meirumeiru/Kerbal-Joint-Reinforcement License: GPL-3.0 Kerbal Joint Reinforcement - Next Info For Developers
  15. I will re-upload my version for 1.7 as soon as IR next is fixed... maybe this works... no idea, but at least I don't have problems with it.
  16. Interesting... do this (while your ship is in a strange state): 1) save game 2) restart KSP 3) load game 4) -> still having the problems?? 5) shutdown KSP 6) "uninstall" KJR (remove the folder from GameData) 7) start KSP 8) load game 9) -> still having problems?? This report would really help a lot... After that I will send you something... depending on what the findings are.
  17. I have now "small -" parts running stable... and I'm pretty confident, that I understand the problem and have solved it... I will now start working on the second cause of the NaN problem...
  18. They can be installed side-by-side... this should work (but I cannot speak for the sequencer)...
  19. Yes, and my guess is, that it's inside the KSP code... that will be a little bit difficult to find...
  20. When a model scales down (localScale) to < 0.25 then it crashes... but I don't know yet who's doing the calculation that crashes...
  21. Yes, it's this issue... I found this one and reported it. I'm currently trying to understand it.
  22. I'm working on different problems. One is related to scaling, the other with movements of internal states into the wrong direction. They both end in the NaN-state... so, what I learned is, that there is not one problem, but two. That's good to know, because now it's not that confusing anymore...
  23. Maybe you're right... maybe it's not the problem of the mod to allow such stupid designs. And sometimes you need some sort of stupid designs e.g. if there's a connection point missing. But I'm still not sure if a good mod for a reinforcement of the structure should also allow weak connections. And if it should, how would it detect those? ... there are many out there who want "realism". That's the biggest problem I still have when thinking about "how should it work??"
  24. Good news... I have a save-file that seems to produce a bug immediately after loading, turning the rotatron and the stage the decoupler... if that's true... then I hope I can find out more about our problem... I always tryed to create such a situation, but now... in my current game I have one... and I didn't even try to find it this time
  25. You know why I didn't want to take over this mod? It's because of how it works. It makes everything much more stable, even if it's not very logic. For example, connecting two jumbo tanks with a tiny little cube-thing just in the middle will get enforced. I tried to look into this problem and to come up with a solution that is more realistic. But here you quickly get into the problem that you can only have 1 connection (that counts) from part to part and if you add e.g. 16 little structures that would support those tanks and would make it stable in reality (look at how russians build rockets... they often have those "open" parts between the stages) this would be ignored. And I'm not sure yet if this can be solved. But in case I could find a solution, I was planning to build a new mod... maybe it's the job for 2 mods... one that builds structural parts in the way struts are built and one that reinforces everything (or... not "reinforces" it, but "makes the joints as strong as they were intended to be without the flaws of the unity engine" ... ... something like that). ... but. Maybe someone has another idea what would be best. Those are just my thoughts on this problem.
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