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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17


ferram4

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You could use the old config, it should still work. Though if you absolutely need that and you're playing stock your rockets shouldn't fly to begin with.

The inertia tensor fix has been removed from KJR entirely because it got put in the stock game as part of their joint fixing.

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You could use the old config, it should still work. Though if you absolutely need that and you're playing stock your rockets shouldn't fly to begin with.

The inertia tensor fix has been removed from KJR entirely because it got put in the stock game as part of their joint fixing.

Well, almost all my rockets is 95% mod parts, so I absolutely need it :)

BTW, the main perpetrators are decouplers from NovaPunch (i prefer these to KW - they're lighter).

Edited by biohazard15
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Updating to the new KJR (and thus basically removing the strengthening aspect), doesnt seem to be as good as it was before 0.23.5. Some of the stuff I built before the update seems to be desintegrating on the Launchpad or on the Runway.

Is there a way to use the config file to enable the strengthening again but in a diminished capacity? I don't want it to make my craft unbreakable but would be nice if it played the same as before.

I looked at the config file but I couldnt figure it out myself. Any help would be appreciated =)

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Likewise experienced disintegration. Removed KJR and it worked fine. But it'd be nice to have KJR working again as .23.5's mythical "better joints" don't seem that much better than OG stock.

--Jak

I'm quite liking it so far. No parts swaying inside their fairings.... had a small craft docked inside another complex piece attached only by its docking port and no wobbling.

Needless to say you can't do things like attach 4 giant 3.75m boosters to a central 3.75 piece with no struts and not expect swaying. There are limits. (this is no KJR so far, just stock 0.23.5 physics)

No mythology at work that I can see.

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@Solestis: Read the previous page, or perhaps read the bottom of the first post and look in the readme. The way to get back to those somewhat cheaty levels of strength are shown, they're just disabled by default now.

@cheshirejak: That would be because you used the old version, which isn't compatible with the update. The new version is.

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@Solestis: Read the previous page, or perhaps read the bottom of the first post and look in the readme. The way to get back to those somewhat cheaty levels of strength are shown, they're just disabled by default now.

@cheshirejak: That would be because you used the old version, which isn't compatible with the update. The new version is.

Pardon the ignorance but how do you do this? I don't understand what all the parameters mean in the config and what numbers I should use. I tried changing a few numbers, but saw no difference in the game. Still lots of swaying at launch for my heavy rockets.

I hate Squad. As soon as I get all my mods in working order, opt out of any new updates... they do this and screw it all up. Steam wouldn't let me play the game without the update even though I clearly didn't want it.

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I hate Squad. As soon as I get all my mods in working order, opt out of any new updates... they do this and screw it all up.

It's in alpha. Mods are not supported.

Steam wouldn't let me play the game without the update even though I clearly didn't want it.

Steam has a "never automatically update this game" feature; and Squad has declined to include any DRM so to keep old versions you just need to move the Kerbal Space Program folder anywhere outside its original directory. You can have as many copies and versions as you like and they won't interfere with each other.

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I hate Squad. As soon as I get all my mods in working order, opt out of any new updates... they do this and screw it all up. Steam wouldn't let me play the game without the update even though I clearly didn't want it.

:D Actually modders will hate that more than you I think... Once an update is released, busy hours of testing and debugging plugins done before start and some of these plugins might not have a solution to be compatible to the new release... that's the worst part...

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I hereby officially request the old levels of strength. Make it as optional download for "cheaters", "unexperienced builders" "n00blets", whaddayacallit, but pretty please, get them back.

This rocket could fly perfectly in 0.23 with KJR 2.1:

ybhaDzk.jpg

In 0.23.5 with KJR 2.2 (with 2.1 config) I got this 5 seconds after loading:

aSk8AYX.jpg

It doesn't break, it just bents over! Sure, it's funny to watch, but when you try to launch any of your beloved heavy rockets and discover that they suddenly can't fly - it's not fun, it's frustration.

Looks like there is a problem with KW and NP node strength (or maybe new "rigid" joints aren't so rigid as advertised?), and nobody knows when Kickasskyle and Tiberion will update their works.

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I think that's asking a bit too much of the game, mate. 3m main body with 3m boosters carrying 2.5m inside? Launch it in segments. And, if I remember correctly that KJR strength was designed to be used with the RSS mod in mind, so for stock game it is not just cheaty, just game-breaking. I know I can't tell you how to play your game, just sharing my opinion.

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Well, except that now, it's possible to have things like this in stock, too. BTW, does that happen if you replace KW with SLS parts? Maybe it's a problem with KW parts.

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I think that's asking a bit too much of the game, mate. 3m main body with 3m boosters carrying 2.5m inside? Launch it in segments. And, if I remember correctly that KJR strength was designed to be used with the RSS mod in mind, so for stock game it is not just cheaty, just game-breaking. I know I can't tell you how to play your game, just sharing my opinion.

It's 3.75m inside, actually :P

That's not a playstyle problem, it's a problem with some mod parts. This payload (120-ton nuclear booster for interplanetary ship, made from NP and KW parts) is attached to fairing base via stock 2,5m Rockomax decoupler - and you can see that this 2.5m decoupler is way more rigid than some 3,75m parts! As ferram4 stated in mod compability topic, some mod parts don't benefit from 0.23.5 joint fixes because of incorrect node settings. That's why I'd like to have KJR 2.1 stiffness back - at least until mod authors update their works to benefit from new joints.

Well, except that now, it's possible to have things like this in stock, too. BTW, does that happen if you replace KW with SLS parts? Maybe it's a problem with KW parts.

I've tried to replace 2nd stage engine and decoupler with SLS parts - they don't wobble, but there is an 3.75m SAS module between engine and fuel tank, which is used for controlled deorbiting - and it still breaks.

Edited by biohazard15
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Steam has a "never automatically update this game" feature; and Squad has declined to include any DRM so to keep old versions you just need to move the Kerbal Space Program folder anywhere outside its original directory. You can have as many copies and versions as you like and they won't interfere with each other.

oh wow I didn't know this. I always wondered how people did welding .. the idea of being able to go back to a previous version seemed odd to me. I get it now.

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@Solestis: Read the previous page, or perhaps read the bottom of the first post and look in the readme. The way to get back to those somewhat cheaty levels of strength are shown, they're just disabled by default now.

@cheshirejak: That would be because you used the old version, which isn't compatible with the update. The new version is.

Turning the reinforcements back on in the config doesnt seem to work, stuff still desintegrates on the launchpad. It didnt really seem to make any difference at all.

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For all the people have problems with mod parts, if the mods don't have attach nodes set to the correct sizes and don't have masses similar to the stock parts they will behave poorly. There is nothing I can do about mod incompatibilities with the new joint system.

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Using KSP 0.23. After installing the latest KJR from the SpacePort (http://kerbalspaceprogram.com/kerbal-joint-reinforcement/) I can't launch any craft anymore.

What happens is that when I launch a simple craft (Pod -> Fuel -> Engine) the engine fires but the craft doesn't move an inch. When I launch another craft (Pod || -> SBS || Fuel || SBS -> Engine) the same happens. When I decouple the SBS (while still firing) they lift off, flying away. When I then decouple the Pod while the main Engine is still firing, they (Tank + Engine) go through the Pod and the Pod sticks in the air, not dropping down, nothing.

When I open the Debug-Console (Alt+F2) I see alot of red "NullPointerReference" errors and in between some other exceptions saying "Could not load PartJoint", which is a reference to the KJR plugin.

When I remove KJR everything works fine again.

Thats my mod (directory) listing:

09.02.2014  10:00    <DIR>          000_Toolbar
13.02.2014 00:15 <DIR> ActionGroupManager
01.04.2014 23:52 <DIR> B9_Aerospace
31.01.2014 21:45 <DIR> BoJaN
02.04.2014 00:03 <DIR> BoulderCo
31.01.2014 21:45 <DIR> CrewManifest
01.02.2014 18:34 <DIR> DeadlyReentry
02.04.2014 22:04 <DIR> Engineer
06.02.2014 06:32 <DIR> EnhancedNavBall
01.02.2014 17:01 <DIR> EVALoading
01.04.2014 23:51 <DIR> ExsurgentEngineering
01.02.2014 16:23 <DIR> FerramAerospaceResearch
02.04.2014 00:03 <DIR> Firespitter
02.04.2014 00:00 <DIR> GenesisRage
01.02.2014 15:19 <DIR> HexCans
31.01.2014 21:46 <DIR> HrmHaystack
31.01.2014 21:51 <DIR> KAS
31.01.2014 21:46 <DIR> Keramzit
31.01.2014 21:40 <DIR> Kethane
01.04.2014 23:51 <DIR> KineTechAnimation
04.02.2014 01:09 <DIR> KSPCalendar
07.02.2014 01:53 <DIR> KWRocketry
08.02.2014 10:31 <DIR> MagicSmokeIndustries
23.02.2014 16:39 <DIR> Nereid
31.01.2014 21:46 <DIR> NewHorizons
31.01.2014 21:46 <DIR> RBR
07.02.2014 01:49 <DIR> RemoteTech2
01.04.2014 23:51 <DIR> ResGen
31.01.2014 21:46 <DIR> SelectRoot
31.01.2014 21:24 <DIR> Squad
31.01.2014 21:47 <DIR> StationScience
04.02.2014 23:08 <DIR> ThunderAerospace
01.02.2014 15:19 <DIR> TreeLoader
11.02.2014 19:20 <DIR> TriggerTech
31.01.2014 21:47 <DIR> UbioWeldingLtd
01.02.2014 16:46 <DIR> VNG
01.02.2014 15:19 <DIR> WarpPlugin

Anyone any idea?

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KJR v2.2 is not backwards compatible. You need KJR v2.1 if you're running KSP 0.23 and not KSP 0.23.5. Get it from the mediafire folder linked in the first post of this thread.

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