Rudolf Meier
Members-
Posts
939 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Rudolf Meier
-
the first release version v4.2.23 of the new product is online check out the new settings menu in the difficulty settings of the game, if you want to adjust the strengths of your ships
-
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
the first release version v4.2.23 of the new product is online -
version 4.2.22 is available (currently marked as pre-release and thus not on CKAN) Release Kerbal Joint Reinforcement "Next" v4.2.22 · meirumeiru/Kerbal-Joint-Reinforcement (github.com) you can read about the current development in the [WIP] thread
-
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
version 4.2.22 is available (currently marked as pre-release and thus not on CKAN) Release Kerbal Joint Reinforcement "Next" v4.2.22 · meirumeiru/Kerbal-Joint-Reinforcement (github.com) Its a cleanup of the previous version. There is a version with gui and one without. there are changes in the config.xml addExtraStabilityJoints doesn't exist anymore, it is integrated into extraLevel extraLevel 0 - don't build extra joints 1 - adds just weak joints to stop wobbling... this can still be seen as fix for a problem in the game engine / the strenght of the joint is configured via the "extraLinearForce0" and "extraAngularForce0" values that you can add to the xml file 2- adds a lot of joints from endpoints to endpoints of your ship and makes it very rigid... even unrealistic rigid 3 - if you still want more joints, use this option... this adds also joints from parts to their grand parents there are also more options you can set via the "extra..." values... I will document them later, because I think they normaly don't need to be modified -
read about the latest development here
-
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
I didn't like the v4.2.20... I have thrown away everything and started from scratch with the algorithms used you can download it here Release Kerbal Joint Reinforcement "Next" v4.2.21 · meirumeiru/Kerbal-Joint-Reinforcement (github.com) why all this? KJR... the "Kerbal Joint Reinforcement" was not always a "Reinforcement". That's the first thing I wanted to solve. While I was working on this I found out, that rockets didn't behave normally anymore. It felt like cheating. Joints didn't break anymore. They became either very stiff or very rubbery. In short: unrealistic. I wanted to correct this. The new idea of KJR next is to fix the problems we have in the game because of the game engine but still provide a realistic strenght and behaviour of the joints. But for all those who want to have simply very rigid rockets it should provide an option as well. in reality rockets bend and wobble to a given extent (you can see this here NASA - Saturn V Apollo Shake Test - YouTube)... and that's what I want to bring back into the game while solving the absolute unrealistic instabilities I hope that after a while we have a good product. there are some important settings you should know in the config.xml, you can set reinforceAttachNodes (realistic? yes) this defines if the mod modifies joint strengths according to the area of the joint (it only increases the strenght, never lowers it) ... you can use this option, but you don't have to reinforceInversions (realistic? yes) if this option is set, the mod tries to fix weak Unity joints by adding additional joints to the ship... but not like what you knew from old KJR... often it only adds a few joints (because most of them work just fine) this option is the most important one, you should always set reinforceInversions addExtraStabilityJoints (realistic? depends on the extraLevel) if you think, that your rocket is too wobbly, you can set this option... this option can be sort of a help if your ship wobbles and shouldn't (and wouldn't in reality) ... but you can also use this option to make the joints very rigid, even unrealistic extraLevel 0 - adds just weak joints to stop wobbling... this can still be seen as fix for a problem in the game engine 1 - adds a lot of joints from endpoints to endpoints of your ship and makes it very rigid... even unrealistic rigid 2 - if you still want more joints, use this option... this adds also joints from parts to their grand parents -
I have built a new version... it's the first build of v4.2 and currently marked as pre-release you can find it here https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases/tag/v4.2.20 (like always: the dbg version contains a GUI to see what's going on) What is new? First I created a new algorithm to find the parts that need to get connected via additional joints (because the old algorithm didn't work correctly and predictable). But then I realized that the system may be building way too many joints and that's not what we want. We want to keep the game as much as it is as possible, but the problems with unstable joints should be resolved. That's why I developed a new algorithm that only selects the problematic joints for reinforcement. E.g. for the "Acapello" rocket it builds less than 30 joints. And those joints are built with the strengt you would expect (and not unrealisticly strong). It should improve the overall performance and reduce phantom forces as much as possible. What did not change? The reinforcement of the original joints using the old algorithm that's in every KJR version since ever. The config.xml contains the setting to use the new algorithm. If you want to use the "old" (but still little bit improved) system to build joints, modify the config.xml and set multiPartAttachNodeReinforcement, reinforceDecouplersFurther, reinforceLaunchClampsFurther to 1 and reinforceInversions to 0. I hope you like the new version. It would be great to get some feedback about the new version. Does it work? Is it stable?
-
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
I have built a new version... it's the first build of v4.2 and currently marked as pre-release you can find it here https://github.com/meirumeiru/Kerbal-Joint-Reinforcement/releases/tag/v4.2.20 (like always: the dbg version contains a GUI to see what's going on) What is new? First I created a new algorithm to find the parts that need to get connected via additional joints (because the old algorithm didn't work correctly and predictable). But then I realized that the system may be building way too many joints and that's not what we want. We want to keep the game as much as it is as possible, but the problems with unstable joints should be resolved. That's why I developed a new algorithm that only selects the problematic joints for reinforcement. E.g. for the "Acapello" rocket it builds less than 30 joints. And those joints are built with the strengt you would expect (and not unrealisticly strong). It should improve the overall performance and reduce phantom forces as much as possible. What did not change? The reinforcement of the original joints using the old algorithm that's in every KJR version since ever. The config.xml contains the setting to use the new algorithm. If you want to use the "old" (but still little bit improved) system to build joints, modify the config.xml and set multiPartAttachNodeReinforcement, reinforceDecouplersFurther, reinforceLaunchClampsFurther to 1 and reinforceInversions to 0. I hope you like the new version. It would be great to get some feedback about the new version. Does it work? Is it stable? -
I only worked with Unity when modding KSP and I cannot talk about how this works in other games. But my experience was, that the only way to make something more stable without creating a lot of new problems was to add joints. Scaling mass never worked for me. I tried this in KSP 1 for several days when I tried to find a new way to make rockets more stable.
-
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
I have found a bug and I am working on an update... -
[WIP] Kerbal Joint Reinforcement - Next
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Development
I've investigated this a bit after suddendly having the same problems (I never had them before)... -
Can you show me a screenshot? ... the code should only touch parts that are attached behind an IR part. Do you have IR parts in your ship?
-
ye, it is fixed in 3.1.10 ... sorry it was caused by the new code that allows you to attach/detach/mirror the parts correctly, even when they are not in a neutral position... with the latest version you should be able to build crafts with pre-rotated parts in all thinkable configurations
-
hi, sorry for that... but, there was so much not correct or missing in the old versions that I had to risk to break some existing crafts one thing could also be, that the motor size is undefined my solution for that would be -> create a new rover and try to set those values correctly (maybe you have to try it out... and in case it's impossible, let me know and I can look into this again) and then... try to edit the safe file and modify those values so that they're correct I know, that's not a nice work to do, but I hope the overall experience is better, when it's done this is fixed in 3.1.10 ... sorry it was caused by the new code that allows you to attach/detach/mirror the parts correctly, even when they are not in a neutral position... with the latest version you should be able to build crafts with pre-rotated parts in all thinkable configurations
-
I don't like the "parts manager"... how could I keep a window open for two specific parts at the same time (really good visible) to be able to quickly click on an option or function of this part? oh and... everything is waaaay to big... almost nothing fits onto the screen... and the design... well... I don't say something about it... really not...
-
version 3.1.9 is available it has some minor bugfixes and (again) a much better editor support
-
version 3.1.9 is available it has some minor bugfixes and (again) a much better editor support
-
version 3.1.8 is available the behaviour in the editor and symmetry were completly rewritten thanks to @dok_377 for the help of finding all bugs
-
version 3.1.8 is available the behaviour in the editor and symmetry were completly rewritten thanks to @dok_377 for the help of finding all bugs
-
yup... one of the main problems is that there is a bug (whenever a symmetry part is shown, when you hover over a possible attach point, then it creates a new object... which is the first problem, because you have to modify all the meshes and stuff like that... and then when you leave this area of a possible attach point, then those objects get destroyed again and you receive a wrong callback for all the symmetric parts... not the main part, just the symmetric ones) and then the thing that's confusing to users is, that the parts keep the "original orientation" stored when they get attached and they will restore their orientation to this when you detach them... now, why is this confusing? well, if you rotate the elements while they're attached, this doesn't influence this original position... and when you rotate the parent or reattach it to somewhere else, it also doesn't influence this original position... as well as the re-root... which means, that whenever you detach a part, the original attachment orientation is restored and that's mostly something you can't understand as user but, I think I won't try to fix the editor... I will only try to make IR parts behave like stock parts
-
I didn't know this one... will look into it There are some editor related problems, that's true. I didn't go deep into this in the past, but started now and ... well, it's not easy. Understanding the editor is a lot different from understanding the behavior during the flights. One of the main problems I have seen too is what you reported. The scaling, load of scaling and mainly the attach nodes and symmetry (which is difficult to handle, when the parts are in a non neutral position). ... and on the other side there are still some other minor problems and cleanup of code. (plus my other project... the IK for IR and... "walking arms" and special docking nodes and stuff like that... )