kcs123 Posted May 28, 2019 Share Posted May 28, 2019 Tested all my crafts that were having issues with KJRn 4.0.9. (exploding parts on staging, uncontroled woobling in same cases worse than without KJR). None of encountered issues exist with new release KJRn 4.0.10. Quote Link to comment Share on other sites More sharing options...
josselin2196 Posted May 31, 2019 Share Posted May 31, 2019 seem to be incompatible with the new robotic part, all part who are not directly connected to the robotic part can not be moved: they act has fix object. Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 31, 2019 Share Posted May 31, 2019 1 hour ago, josselin2196 said: seem to be incompatible with the new robotic part, all part who are not directly connected to the robotic part can not be moved: they act has fix object. They are being "jointed". I had this with autostruts on IFR classic too. A possible fix is to add some entries to the Exception configuration file. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted May 31, 2019 Author Share Posted May 31, 2019 (edited) 3 hours ago, josselin2196 said: seem to be incompatible with the new robotic part, all part who are not directly connected to the robotic part can not be moved: they act has fix object. show me this construction and I tell you why it is... or send me a craft file by the way... nothing changed since 1.4 about how to detect a moving joint... nothing... if it worked in 1.4, it still works in 1.7.1 and also with the DLC robotic parts in most cases when something is locked down, then it's because of the autostruts... but, who knows... maybe you built something that shows us a KJR bug... might be Edited May 31, 2019 by Rudolf Meier Quote Link to comment Share on other sites More sharing options...
Boamere Posted May 31, 2019 Share Posted May 31, 2019 I don't own the DLC but I have heard other people complaining on reddit that their joints don't work with any version of KJR installed. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 31, 2019 Share Posted May 31, 2019 3 minutes ago, Boamere said: I don't own the DLC but I have heard other people complaining on reddit that their joints don't work with any version of KJR installed. For continuied KJR fork it is expected. You need to edit config file and add on exclude list following modules: ModuleRoboticServoHinge, ModuleRoboticServoPiston, ModuleRoboticServoRotor and ModuleRoboticRotationServo. KJR next should work, but I just have finished installing mods over KSP 1.7.1. so, I can't either confirm or deny anything yet. At least, weekend is just started, so hopefully mod developers would have some time to check everything and update as needed. Quote Link to comment Share on other sites More sharing options...
Boamere Posted May 31, 2019 Share Posted May 31, 2019 1 minute ago, kcs123 said: For continuied KJR fork it is expected. You need to edit config file and add on exclude list following modules: ModuleRoboticServoHinge, ModuleRoboticServoPiston, ModuleRoboticServoRotor and ModuleRoboticRotationServo. KJR next should work, but I just have finished installing mods over KSP 1.7.1. so, I can't either confirm or deny anything yet. At least, weekend is just started, so hopefully mod developers would have some time to check everything and update as needed. Interesting, If I get the DLC I will do this, thanks. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted May 31, 2019 Author Share Posted May 31, 2019 Correct, KJR Next should not touch those parts since it is detecting them (they use the same technique to mark them that is available sind 1.4) and this has been in every version of KJR Next from the beginning. But autostruts... that's an other thing... I saw online presentations of the new DLC and they locked down their robotic parts with autostruts and didn't know what to do now or how to solve it... Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 31, 2019 Share Posted May 31, 2019 1 minute ago, Rudolf Meier said: Correct, KJR Next should not touch those parts since it is detecting them (they use the same technique to mark them that is available sind 1.4) and this has been in every version of KJR Next from the beginning. But autostruts... that's an other thing... I saw online presentations of the new DLC and they locked down their robotic parts with autostruts and didn't know what to do now or how to solve it... Yep, I have messed with stock only parts and no any other mods. If you don't pay attention and use autostruts on each part, it can mess up craft a lot. Sometimes it helps on woobling crafts, to use lock option on robotic parts and enable autostrut. Then previously woobling (variable wing in my case) part behave like it is attached to fuselage. But it is clumsy to remove autostrut when you want to reposition robotic part and to unlock robotic part before attempting to move at all. If you forget it then it will either, not going to move or introduce kraken forces. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 31, 2019 Share Posted May 31, 2019 (edited) Finally tested stock robotic parts with KJR next. It works without issues from KJR next mod. Only issue can come from stock autostrut feature. Stock landing legs/gears still autostrut to heaviest craft part. Don't know how SQUAD have solved that it can work along with robotic parts. Edited June 1, 2019 by kcs123 Quote Link to comment Share on other sites More sharing options...
josselin2196 Posted June 1, 2019 Share Posted June 1, 2019 15 hours ago, Rudolf Meier said: show me this construction and I tell you why it is... or send me a craft file by the way... nothing changed since 1.4 about how to detect a moving joint... nothing... if it worked in 1.4, it still works in 1.7.1 and also with the DLC robotic parts in most cases when something is locked down, then it's because of the autostruts... but, who knows... maybe you built something that shows us a KJR bug... might be 16 hours ago, Lisias said: They are being "jointed". I had this with autostruts on IFR classic too. A possible fix is to add some entries to the Exception configuration file. Finally find the answer. When KJR installed, when i add robotic part to "old craft file", the parts not directly connected to robotic can't be moved but if I save the craft under a new name, it "update" and parts can move normaly . When KJR not installed, robotic part added on "old craft file" work normaly. I just have to rename all my craft save and end of problem. Strange bug but well, it's not game breaking so no problem. And give me a good excuse to make csome leaning and organisation on my craft file. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted June 1, 2019 Author Share Posted June 1, 2019 12 minutes ago, josselin2196 said: When KJR installed, ... And we are really talking about KJR "Next" ... not an other version? And also 4.0.10 and not earlier? Quote Link to comment Share on other sites More sharing options...
josselin2196 Posted June 1, 2019 Share Posted June 1, 2019 2 minutes ago, Rudolf Meier said: And we are really talking about KJR "Next" ... not an other version? And also 4.0.10 and not earlier? KJR Next last version on CKAN Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted June 1, 2019 Author Share Posted June 1, 2019 1 minute ago, josselin2196 said: KJR Next last version on CKAN can you try this with the debug version of KJR and turn on the visibility of all additional KJR joints? ... and then try to find out, if it looks differently? (turn off the default joints or green lines, the interesting ones are those with other colors... and autostruts) ... maybe this would give us more information about what happens Quote Link to comment Share on other sites More sharing options...
Ken.C Posted June 4, 2019 Share Posted June 4, 2019 (edited) Thanks to Lisias for pointing me towards KJRn, it's working perfectly for me right now with 1.7.1 stock + Making History. So is there any more feedback on whether KJRn works with Breaking Ground? I'd love to get my hands on some sweet hinges.. Edited June 4, 2019 by Ken.C Quote Link to comment Share on other sites More sharing options...
kcs123 Posted June 4, 2019 Share Posted June 4, 2019 Can somone try IR Rail genty parts with KJRn ? Try to move them in both directions, positive and negative one. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted June 4, 2019 Author Share Posted June 4, 2019 as far as I know there is no problem with KJR Next and DLC or IR Next... all problems found so far were related to autostrut bugs, ksp bugs or one possible bug in IR next's translational joints (but only for one special configuration... this one is still under investigation and currently only a speculation) but... no KJR Next problems found so far... Quote Link to comment Share on other sites More sharing options...
Ken.C Posted June 4, 2019 Share Posted June 4, 2019 well, as I have no idea what autostrut is/are, I should be fine.... thanks! Quote Link to comment Share on other sites More sharing options...
Zesty Posted June 6, 2019 Share Posted June 6, 2019 What is the difference between KJR Continued and KJR Next? Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted June 6, 2019 Author Share Posted June 6, 2019 10 minutes ago, Met said: What is the difference between KJR Continued and KJR Next? a lot... first it was just the version built to work with Infernal Robotics Next and fixed some bugs the original version had (it had big problems with robotic joints and those ships were highly unstable)... then the development continued and almost everything has been written new... the basic idea is still the same, but Next should have improved performance, provide better results of stabilization (joints are built differently and don't simply try to stabilize what is there at the moment but they try to stabililize everything according to the original plans of the ship)... and you have a debug version the continued version is (as far as I know) still the same as the original one with minor updates... Quote Link to comment Share on other sites More sharing options...
Oort Posted June 7, 2019 Share Posted June 7, 2019 On 6/1/2019 at 8:05 AM, josselin2196 said: Finally find the answer. When KJR installed, when i add robotic part to "old craft file", the parts not directly connected to robotic can't be moved but if I save the craft under a new name, it "update" and parts can move normaly . When KJR not installed, robotic part added on "old craft file" work normaly. I just have to rename all my craft save and end of problem. Strange bug but well, it's not game breaking so no problem. And give me a good excuse to make csome leaning and organisation on my craft file. Thank you so much for an excellent solve! This problem was driving me nuts! Quote Link to comment Share on other sites More sharing options...
Lisias Posted June 8, 2019 Share Posted June 8, 2019 On 6/6/2019 at 8:26 PM, Zesty said: What is the difference between KJR Continued and KJR Next? KJR/Next is a rewrite of the legacy KJR that fixed a lot of issues by plain removing the situations in which such misbehaviours would happen. It's also sensibly faster (to tell you the true, sometimes it's way faster!) than the legacy code - I got somewhat betwwen 20 to 30% of improvements on an artificially overloaded rig using KJRn - but, of course, your mileage may vary. The legacy code, however, performed better when things are exploding. (no, this is not a joke. And this is something to think about when recording movies). It's some time since I tested KJRn by the last time. And I think it's time to do another round I will work on it after I finish some unrelated duties. The previous testing run follows: Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted June 8, 2019 Author Share Posted June 8, 2019 (edited) 3 hours ago, Lisias said: The legacy code, however, performed better when things are exploding. (no, this is not a joke. And this is something to think about when recording movies). Would be interesting to see if this is still the case... in case it is, I would start another PIP (performance improvement program) for the mod And a comparison with the autostruts... that would be very cool too... Edited June 8, 2019 by Rudolf Meier Quote Link to comment Share on other sites More sharing options...
Zadfield Posted June 11, 2019 Share Posted June 11, 2019 I can't seem to move a servo on a wing if I have two control surfaces on; auto-struts are disabled. https://imgur.com/a/jiIgCDy Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted June 11, 2019 Author Share Posted June 11, 2019 6 hours ago, Zadfield said: I can't seem to move a servo on a wing if I have two control surfaces on; auto-struts are disabled. https://imgur.com/a/jiIgCDy well... to be honest, I cannot imagine that... use the debug version, turn on the visualization of the additional joints and if you see one, then it's a bug... but I'm almost sure, that you won't find one Quote Link to comment Share on other sites More sharing options...
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