Lisias Posted March 5, 2021 Share Posted March 5, 2021 7 minutes ago, Iggyboo said: So just had my first 1.11 craft Krak'a'sploded using this mod. This happened oddly when I removed a part and put it into cargo storage, but not when a attached the part initially. It also doesn't happen if I just remove the part and leave it floating. I think you nailed, sir! Now I know what's happening!!! 8 minutes ago, Iggyboo said: If there is no way to fix it, would there be a way to add a "Enable/Disable" button to it? That would not help. There's code in need to be written to cope with the new KSP features!! Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 5, 2021 Share Posted March 5, 2021 In any case @Lisias there is bound to be a solution somwhow, since not everyone is experiencing problems. I for one am not. Makes me wonder what it is with my mod build that I did right (or "not wrong"). Quote Link to comment Share on other sites More sharing options...
Lisias Posted March 6, 2021 Share Posted March 6, 2021 (edited) 2 hours ago, Daniel Prates said: In any case @Lisias there is bound to be a solution somwhow, since not everyone is experiencing problems. I for one am not. Makes me wonder what it is with my mod build that I did right (or "not wrong"). Sounds more like something you are not using, but first I need to test some hypotheses on the latest code (I'm still using an intermediary stage, after the first Meier's refactoring, but before the latest one). Edited March 6, 2021 by Lisias tyops! Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted March 6, 2021 Share Posted March 6, 2021 9 minutes ago, Lisias said: Sounds more like something you are not using, but first I need to test some hypotheses on the latest code (I'm still using an intermediary stage, after the first Meier's refactoring, but before the latest one). If anyone can figure it out, it is you! Quote Link to comment Share on other sites More sharing options...
WhitestWizard Posted March 16, 2021 Share Posted March 16, 2021 KSP was updated to day '+++ Bugfixes * Fix craft can wobble or even have some parts destroyed when interacting with parts and inventory slots during EVAConstruction in Flight.' Thought I would go back and reinvestigate, as I really can't play without a reinforcement mod. Kerbal Joint Reinforcement Continued still exhibits the same behaviour, EVA construction with that mod installed causes your craft to tear itself apart. Good news is that this mod 'Kerbal Joint Reinforcement - Next' allowed EVA construction with out issue. It was a very quick rudimentary test, but I am optimistic. What's everyone else experience since the update? Quote Link to comment Share on other sites More sharing options...
Ghostshark27 Posted April 4, 2021 Share Posted April 4, 2021 So this happened last night... I'd been frustrated with some designs wobbling too much, and tracked down this version of KJR. Install it, load up the save, and I get this weird spaghetti thing. I've got a bunch of mods, can post more info when I get home tonight, but it was stable before adding KJR. Uninstaller the mod right away, and it was fine again. 2 things of note, I am running KCT, and this rocket was waiting to go on the pad when I opened the save with KJR active. I did fly it, and it was rock solid, but by the time the boosters dropped it looked like a big green claw was coming out of the nose of the craft, lol. Quote Link to comment Share on other sites More sharing options...
Cdodders Posted May 4, 2021 Share Posted May 4, 2021 I see that this hasn't been updated since 2019? Quote Link to comment Share on other sites More sharing options...
AmanitaVerna Posted May 10, 2021 Share Posted May 10, 2021 On 3/16/2021 at 3:46 PM, WhitestWizard said: KSP was updated to day '+++ Bugfixes * Fix craft can wobble or even have some parts destroyed when interacting with parts and inventory slots during EVAConstruction in Flight.' Thought I would go back and reinvestigate, as I really can't play without a reinforcement mod. Kerbal Joint Reinforcement Continued still exhibits the same behaviour, EVA construction with that mod installed causes your craft to tear itself apart. Good news is that this mod 'Kerbal Joint Reinforcement - Next' allowed EVA construction with out issue. It was a very quick rudimentary test, but I am optimistic. What's everyone else experience since the update? I experienced the exact same thing. When I tried to remove a thruster (using kerbalism) with eva construction in flight with KJR - Continued installed, it would either snap back to where it was mounted and the ship would spin, or if it touched another component, the ship would explode. When I switched to KJR - Next, the ship stayed still and I was able to remove and replace the failed thruster successfully. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 11, 2021 Share Posted May 11, 2021 Does anyone have any KJR settings that lets the mod stop wobble, but your rocket will still experience a RUD if it flips out during ascent? Quote Link to comment Share on other sites More sharing options...
Probus Posted May 11, 2021 Share Posted May 11, 2021 You already know this, but I thought I'd confirm the problem. With 11.2, when I removed a part using the new inventory system I got a message that Kerbal Joint Reinforcement needed that part. I ignored it and put it in my inventory container. When I got back inside and tried to take off, my ship was 'stuck in molasses' (is a good way of describing it). So I got back out, grabbed the part out of inventory, and put it back and the 'molasses' effect went away. I am also using Oh Scrap! The part, which was a solar panel, had broken, so I was removing it. If you need a log, I can provide that also. Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted June 1, 2021 Share Posted June 1, 2021 Just to confirm what I'm hearing: is this mod compatible with 1.11.2? Mostly, I want to use it because autostrut is doing literally nothing. New bug I just found: when I try to load KSP 1.11.1 with just KJR, it's just a black window. Quote Link to comment Share on other sites More sharing options...
si2504 Posted June 1, 2021 Share Posted June 1, 2021 On 3/5/2021 at 7:44 PM, Lisias said: I think you nailed, sir! Now I know what's happening!!! I too have had this happen. Albeit the RO fork of KJR.... Quote Link to comment Share on other sites More sharing options...
The Aziz Posted June 27, 2021 Share Posted June 27, 2021 Mission report, 27.06.21 KJR was causing some problems with KSP 1.11 (with EVA construction actually) wobbling, shaking, flying, gravity fluctuations, in one word: Kraken, then after a long while it began to work with 1.11.2. Fine. But today I tried it on 1.12 aaand the Kraken-y behavior is back. Quote Link to comment Share on other sites More sharing options...
tmccreight651 Posted June 27, 2021 Share Posted June 27, 2021 5 hours ago, The Aziz said: Mission report, 27.06.21 KJR was causing some problems with KSP 1.11 (with EVA construction actually) wobbling, shaking, flying, gravity fluctuations, in one word: Kraken, then after a long while it began to work with 1.11.2. Fine. But today I tried it on 1.12 aaand the Kraken-y behavior is back. I would also like to report very wobbly docking ports. my ships are flexing by up to 90 degrees XD Quote Link to comment Share on other sites More sharing options...
ss8913 Posted July 1, 2021 Share Posted July 1, 2021 On 6/27/2021 at 3:06 PM, tmccreight651 said: I would also like to report very wobbly docking ports. my ships are flexing by up to 90 degrees XD yeah, the new docking port functionality in 1.12 has broken KJR's ability to deal with them; weirdest thing happened last night transferring 5000t or so of cargo from a bulk freighter to an orbital refinery... unless using timewarp which puts the physics "on rails", about halfway through the transfer, the docking ports just.. separated from each other. no reason given. I've found that if i put quantum struts around my docking ports that can usually keep things glued together fairly well, but that wasn't necessary prior to 1.12 coming out Quote Link to comment Share on other sites More sharing options...
BeethovenFM Posted July 10, 2021 Share Posted July 10, 2021 Hello, how are you guys? I have a question, and I don't know if it's a stupid question, but I'll send it lol What is the difference between "Kerbal Joint Reinforcement - Next" and "Kerbal Joint Reinforcement Continued"? (or do they do different things?) Quote Link to comment Share on other sites More sharing options...
Neebel Posted July 10, 2021 Share Posted July 10, 2021 @Rudolf Meier will you update this mod for 1.12? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 10, 2021 Share Posted July 10, 2021 25 minutes ago, Neebel said: @Rudolf Meier will you update this mod for 1.12? Have you tried it? Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted July 10, 2021 Share Posted July 10, 2021 1 hour ago, BeethovenFM said: Hello, how are you guys? I have a question, and I don't know if it's a stupid question, but I'll send it lol What is the difference between "Kerbal Joint Reinforcement - Next" and "Kerbal Joint Reinforcement Continued"? (or do they do different things?) There's a whole discussion about it on the first page. Quote Link to comment Share on other sites More sharing options...
Neebel Posted July 11, 2021 Share Posted July 11, 2021 15 hours ago, linuxgurugamer said: Have you tried it? Yes, and I had the exact same issue as some other guys here. KJR can't handle the new docking ports, though I could temporarily work around this by installing Restock which hasn't been updated for 1.12 yet and prevents the new docking port designs & features from loading. Quote Link to comment Share on other sites More sharing options...
leopardenthusiast Posted July 23, 2021 Share Posted July 23, 2021 Has anyone found a way to make KJR Next work with 1.12's docking ports? I tried completely commenting out all of the rotation stuff in the stock 1.25m docking port's config file, but this only stopped it from rotating - it still wasn't getting reinforced. My plan was to just use ModuleManager to patch out the stock rotation function and use DockRotate, but if if removing the stock rotation function isn't enough to get KJR working properly, that's not a viable plan. Quote Link to comment Share on other sites More sharing options...
leopardenthusiast Posted August 4, 2021 Share Posted August 4, 2021 Just wanted to report, since 1.12.2 is out - KJR Next works on docking ports again! However, it won't allow docking ports to rotate with the stock rotation function (the slider will move, but it won't do anything). I'm OK with this, since I can just install DockRotate, which I think is better anyway. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted August 4, 2021 Share Posted August 4, 2021 4 hours ago, leopardenthusiast said: Just wanted to report, since 1.12.2 is out - KJR Next works on docking ports again! However, it won't allow docking ports to rotate with the stock rotation function (the slider will move, but it won't do anything). I'm OK with this, since I can just install DockRotate, which I think is better anyway. This is great news! Quote Link to comment Share on other sites More sharing options...
Matt77 Posted August 15, 2021 Share Posted August 15, 2021 A few hours ago I decided to re-orient my station to make the docking easier for a tourism mission. Spaghetti doesn't even describe it - I'm going to rename it Valerian as it is a mashup of the station, an old Munar landing system, a tanker, a supply shuttle I forgot to put parachutes on and some other stuff I don't even recall sending up. Heavy fuel tanks hanging off a single 2.5m docking port were bending >45 degrees. The oscillations just got worse over time, and when I enabled RCS I could see every module thrusting to reinforce the wrong direction. Disabling RCS and all of the SAS modules except the one at my "command point" allowed it to subside over time, completely off-axis. When it was safe to do so I saved the game and installed KJR-Next - totally fixed the problem, all the SAS modules are active again and the station is rigid. Thanks for the mod. I'm not bothered about the rotation issue, never used it as the docking port mods allow you to line up pretty easily. Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted August 30, 2021 Share Posted August 30, 2021 Kerbal Joint Reinforcement bug on KSP 1.12.2, all 3 threads KJR are dead no update Quote Link to comment Share on other sites More sharing options...
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