Jump to content

[1.3.1, 1.4.x, 1.5.x, 1.6.x, 1.7.x] Kerbal Joint Reinforcement Continued v3.4.0 [25-04-2019]


pap1723

Recommended Posts

@ferram4 has decided to take an extended break and us at the Realism Overhaul team have been working on updating Kerbal Joint Reinforcement. This does not require Realism Overhaul, it works in all other installs as well. Here are the details from the original post by @ferram4. Thanks to @siimav for all of the work to get this done!

Kerbal Joint Reinforcement

Tired of rockets collapsing when physics initializes, but it would be fine if physics didn't start with a jerk?

Irritated launch clamps can twist your rocket apart when physics starts for no apparent reason?

Need more joint stiffness because you're playing Real Solar System and the stock joints just don't cut it?

Then you need KERBAL JOINT REINFORCEMENT!

Lessen the effects of physics glitches and get back to designing rockets to handle flight, not to handle the forces applied when the game loads.

EXCITING FEATURES!

  • Physics Easing
    • Slowly dials up external forces (gravity, centrifugal, coriolis) when on the surface of a planet, reducing the initial stress during loading
    • All parts and joints are strengthened heavily during physics loading (coming off of rails) to prevent Kraken attacks on ships
  • Launch Clamp Easing
    • Prevents launch clamps from shifting on load, which could destroy the vehicle on the pad
  • Increase stiffness and strengths of connections
    • Larger parts will have stiffer connections to balance their larger masses / sizes
    • Sequential parts in a stack will be connected with a stiff, but weak connection to add even more stiffness and counteract wobble
  • Stiffen interstage connections
    • Parts connected to a decoupler will be connected to each other, reducing flex at the connection to reasonable levels
  • Stiffen launch clamp connections
    • Less vehicle movement on vessel initialization
    • Warning: may cause spontaneous rocket disintegration if rocket is too large and over-constrained (far too many launch clamps; their connections will fight each other and give rise to phantom forces)
  • Option to make connections fail at lower forces to maintain difficulty in launching

More documentation and changelog available in the README file.

Download v.3.4.0 from GitHub!

Also available from CKAN

Licensed under GNU GPL v3

 

Changelog

  Reveal hidden contents

 

Edited by pap1723
CKAN
Link to comment
Share on other sites

This works perfect. Glad to see original thread closed (it had turned into a mess). Now individual fork makers can do their own thing separately and following along now has just become much easier (for me anyway). This one is continuing from the original. That's good enough for me knowing this mod is going to hang around.

Edited by MikeO89
Link to comment
Share on other sites

meirumeiru aka @Rudolf Meier is listed as contributor to this fork. But, does all of his pull requests are included in this fork of KJR ? It is hard to tell from commits what was included and what not.

One of important improvement was to make KJR aware interface, to make it possible for other mods to "tell" KJR to avoid struts on certain parts (IR moving parts for example). It was made in that way to avoid editing XML config file in future, because not all of users are familiar with editing XML and if each other mod that use KJR distribute it's own version of XML it can also create mess on long run with larga amount of mods. There is other improvements as well, to improve performance etc. Some other forks of KJR have those included, like Lisias's fork or one from linuxgamer.

Link to comment
Share on other sites

  On 4/28/2019 at 8:49 AM, kcs123 said:

meirumeiru aka @Rudolf Meier is listed as contributor to this fork. But, does all of his pull requests are included in this fork of KJR ? It is hard to tell from commits what was included and what not.

One of important improvement was to make KJR aware interface, to make it possible for other mods to "tell" KJR to avoid struts on certain parts (IR moving parts for example). It was made in that way to avoid editing XML config file in future, because not all of users are familiar with editing XML and if each other mod that use KJR distribute it's own version of XML it can also create mess on long run with larga amount of mods. There is other improvements as well, to improve performance etc. Some other forks of KJR have those included, like Lisias's fork or one from linuxgamer.

Expand  

No, KSP-RO fork has neither the KJR-aware additions or the alleged performance improvements because it is based directly on Ferram's work. Meirumeiru did do a PR to Ferram's original KJR repo but unfortunately that PR was a bit of a mess and touched things that it shouldn't have. Ferram did merge it at first but then probably found out that the PR is not clean enough and then reverted the changes. This explains why meirumeiru is listed under the contributors on GitHub.

Edited by siimav
Link to comment
Share on other sites

  On 4/28/2019 at 8:49 AM, kcs123 said:

meirumeiru aka @Rudolf Meier is listed as contributor to this fork. ...

Expand  

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).

 

Link to comment
Share on other sites

  On 4/28/2019 at 9:47 AM, siimav said:

No, KSP-RO fork has neither the KJR-aware additions or the alleged performance improvements because it is based directly on Ferram's work. Meirumeiru did do a PR to Ferram's original KJR repo but unfortunately that PR was a bit of a mess and touched things that it shouldn't have. Ferram did merge it at first but then probably found out that the PR is not clean enough and then reverted the changes. This explains why meirumeiru is listed under the contributors on GitHub.

Expand  

 

  On 4/28/2019 at 9:49 AM, Rudolf Meier said:

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).

 

Expand  

Thanks for reply, that clarify messy old KJR thread a bit. So, as summary of available KJR forks, community can use:

  • KJR fork from this thread, direct continuation of Ferram's work, recompiled for latest KSP
    New features from changelog, after KSP 1.3.x:
    --Launch Clamps can now be set to completely rigid
    --If physics jolts cause a vessel with launch clamps to shift out of PRELAUNCH then put it back in PRELAUNCH. (and reset launch / MET timers)
    -- drawback is that may not work properly without additional changes in config file with WIP IR Next mod
  • KJR fork from linuxgamer that contain changes made by Rudolf Meier with improvements and support for IR next mod, with drawback that is slightly obsolete by now
  • KJR fork from Lisias that contain changes made by Rudolf Meier, along with some other improvement but with drawback that it also have new additional dependency for KSPe that some people have trouble to install properly
  • KJR fork from Rudolf Meier that is not available yet to public for latest KSP, but should be within a week or so, with additional improvements for IR next and other quality of life changes to make life easier for other moders

Hope that this info will help others as well as reminder for me, for current status of KJR mod and available forks.

 

Link to comment
Share on other sites

  On 4/29/2019 at 12:25 AM, pap1723 said:

This has gotten a little crazy and out of hand with all the forks. Does someone want to officially take over the project? It will just be causing confusion in the future. 

Expand  

For me the only confusion was with the forks. The code in this version is golden, no need need to fix what was never broken to begin with. Please don't give this away or we are going to be back in the same boat as the original thread had become. This thread will settle down as people begin to figure stuff out (all caused by the confusion that had developed in the original thread). Keep this one and let others develop their own stuff and people can choose what they want to use. The name "Kerbal Joint Reinforcement Continued" says it all. That's all I need to know.

Edited by MikeO89
Link to comment
Share on other sites

  On 4/29/2019 at 12:25 AM, pap1723 said:

This has gotten a little crazy and out of hand with all the forks. Does someone want to officially take over the project? It will just be causing confusion in the future. 

Expand  

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.

 

  On 4/29/2019 at 4:07 AM, MikeO89 said:

The code in this version is golden, no need need to fix what was never broken ...

Expand  

That's something that I see completely differently.

Link to comment
Share on other sites

  On 4/29/2019 at 4:07 AM, MikeO89 said:

For me the only confusion was with the forks. The code in this version is golden, no need need to fix what was never broken to begin with. Please don't give this away or we are going to be back in the same boat as the original thread had become. This thread will settle down as people begin to figure stuff out (all caused by the confusion that had developed in the original thread). Keep this one and let others develop their own stuff and people can choose what they want to use. The name "Kerbal Joint Reinforcement Continued" says it all. That's all I need to know.

Expand  

100% all this :point_up:

Link to comment
Share on other sites

  On 4/29/2019 at 4:07 AM, MikeO89 said:

For me the only confusion was with the forks. The code in this version is golden, no need need to fix what was never broken to begin with.

Expand  

That is reason why I have listed (almost) all of KJR forks, to clear up confusion what is what. And I have to disagree with your opinion that this version of KJR is "golden" and that is not necessary to fix anything. You may not come across with any issue, but that does not mean that some issue does not exist.

  On 4/29/2019 at 12:25 AM, pap1723 said:

This has gotten a little crazy and out of hand with all the forks. Does someone want to officially take over the project? It will just be causing confusion in the future. 

Expand  

I agree on that. A lot of regular users would not figure out what exact fork they use and might ended up seeking for help in wrong KJR thread. I'm not the one who should tell which one of moders should take over project "officialy", that should be discussed between each of moders who have created their own fork. It will be much less confusion in future for whole community if only one version is maintained with accepting of PR from other moders.

Personaly, I would vote for Rudolf's fork, since it contain a lot of improvements and should be easier to maintain in future. Though, it still can't be done just yet, since it is not yet available for public usage.

Link to comment
Share on other sites

  Quote
  Quote

  Quote

Personally, I would vote for Rudolf's fork, since it contain a lot of improvements and should be easier to maintain in future. Though, it still can't be done just yet, since it is not yet available for public usage.

Expand  

 

I'm not as brave as you. KJR has been tested throughout eons, is tried and true, works perfect, yet you would still toss it in favor of a mod that is not even out yet nor been tested. I'm going to stick with this one until I have a reason not to. Everything is rock solid with it for me and I don't have to think about it.

Expand  
Expand  
Edited by MikeO89
Link to comment
Share on other sites

  On 4/29/2019 at 12:25 AM, pap1723 said:

This has gotten a little crazy and out of hand with all the forks. Does someone want to officially take over the project? It will just be causing confusion in the future. 

Expand  

As was EXPLICITLY said on the original fork:

THERE`S NOT AN OFFICIAL VERSION FOR AN ADD'ON. Choose a provider that you trust, and stick with he/she. The license is the rule that applies to everyone, and Forum Policies are the one the rules us here.

 

  On 4/26/2019 at 7:34 AM, MikeO89 said:

This thread should be linked to CKAN instead of the original thread which has become a train wreck.

Expand  

CKAN's entry for "Kerbal Joint Reinforcement" is under Ferram4's copyright. It would be a misrepresentation pinpointing "Kerbal Joint Reinforcement" to any other thread than Ferram4's one, unless he explicitly authorizes it. And he didn't. And this would make the license NULL and VOID to the fork's maintainer, what would not only be a serious legal problem, but by Forum Rules would make this thread deleted/blocked/whatever.

"Kerbal Joint Reinforcement Continued" is pointing this one, right? It's enough.

 

— — 

That said, how about avoiding polluting this thread with unrelated issues? This is about "Kerbal Joint Reinforcement Continued" - an "official" fork so official as mine, by the way. I just choose not to publish it on the Forum as there's a better man available for the job. :) 

I would recommend to transfer all discussion unrelated to "Kerbal Joint Reinforcement Continued" to another thread - perhaps that one about Copyrights? But it's up to the thread's owner to decide.

Edited by Lisias
Hit 'save" too soon.
Link to comment
Share on other sites

  On 4/29/2019 at 9:49 PM, MikeO89 said:

No it's not. Kerbal Joint Reinforcement Continued on CKCAN is still pointing to original thread. It's should be pointing here.

Expand  

You are right on this one. But, it is probably bug with CKAN metadata, probably leftover of copy-paste and editing metadata from old KJR fork. Something that is not big deal, but should be fixed regardless when whoever maintain metadata files grab some free time for it.

Link to comment
Share on other sites

So is there a way to specify "continued" as a replacement for ferram4's KJR on CKAN?

At the moment I've just set up a 1.3.1/RSS/RO/RP1 game that I was ready to play. Now this is released I thought I might as well use this one, however I can't uninstall ferram4's KJR in CKAN as it is a dependency of RP1, which in turn has a dependency on RO, which in turn has dependencies on RealFuels and RealPlume, and none of those recognise "continued" as satisfying that dependency chain.

Is it a case of contacting the author of RP1 to add "continued" as a dependency, or is it something you guys can take care of? I assume the RO team gets along with the RP1 team quite well?

Currently I have the "continued" version 3.4 manually installed over the top of ferram4's 3.3.3 version, but I don't know if that's a working configuration as I haven't started playing yet, and I don't know if it will pose any problems to do a change over going forward.

What are my options?

Thanks

Link to comment
Share on other sites

You might have to get ckan to help on this one. Post in their thread and someone will direct you to post to open a support ticket. Someone there will quickly respond to you, hopefully for a solution for ckan to remove the original without effecting the other 'dependency' mods and then for ckan to install the latest. The boys over at ckan are pretty good with stuff like this. No problem overwriting but then you will have to continue to update it manually outside of ckan.

Edited by MikeO89
Link to comment
Share on other sites

  On 4/30/2019 at 3:40 AM, strudo76 said:

So is there a way to specify "continued" as a replacement for ferram4's KJR on CKAN?

At the moment I've just set up a 1.3.1/RSS/RO/RP1 game that I was ready to play. Now this is released I thought I might as well use this one, however I can't uninstall ferram4's KJR in CKAN as it is a dependency of RP1, which in turn has a dependency on RO, which in turn has dependencies on RealFuels and RealPlume, and none of those recognise "continued" as satisfying that dependency chain.

Is it a case of contacting the author of RP1 to add "continued" as a dependency, or is it something you guys can take care of? I assume the RO team gets along with the RP1 team quite well?

Currently I have the "continued" version 3.4 manually installed over the top of ferram4's 3.3.3 version, but I don't know if that's a working configuration as I haven't started playing yet, and I don't know if it will pose any problems to do a change over going forward.

What are my options?

Thanks

Expand  

If you overwrote both the xml config file and the DLL then it should work just fine.

Link to comment
Share on other sites

  • 1 month later...

hi there

motors in the new expansion do not work with KJR installed

Tested:

Vanilla => worked
Installed KJR => motor doesn't rotate

hopefully this gets an update soon :-)

thx

greets

Edited by GoAHead
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...