kanelives Posted April 2, 2014 Share Posted April 2, 2014 So am I just changing a bunch of 0's to 1's? is it like a true/false thing for on and off? Link to comment Share on other sites More sharing options...
ferram4 Posted April 2, 2014 Author Share Posted April 2, 2014 Yes. That's all it is. Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 2, 2014 Share Posted April 2, 2014 @ferram4: I'm having what I remember to be an old bug: whenever you timewarp in ARM using KJR v2.2 the physics locks up when you exit TW and makes one specific part on the vessel(the root part) get stuck in space. Everything else moves and behaves fine but the vessel cannot rotate, it cannot accelerate etc. This with default settings in v2.2(so all the original features disabled).I'm hoping this can be fixed for usage in Real Solar System as the stock feature is not strong enough for the size/scale of rockets in RSS.I'll post some more detailed information on the bug/problem tomorrow morning, don't quite have the time now. Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 Hi all,I'm having some issues here that I have never encounter before with the previous versions of this mod or with this particular rocket.I talked with Tiberion from Nova Punch and he told me that the issue shouldn't be on his side since there has been no change in the joint of surface attachments.Does anyone know what can be the issue?I' using KSP 23.5 with the latest version of KJRThanks Link to comment Share on other sites More sharing options...
smunisto Posted April 3, 2014 Share Posted April 3, 2014 Ferram specifically mentions in the original post about the strength of radial joints. They are not as strong as stack joints and tend to bend inwards just like in your case.Don't know if anything can be done to fix this. Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 (edited) Ferram specifically mentions in the original post about the strength of radial joints. They are not as strong as stack joints and tend to bend inwards just like in your case.Don't know if anything can be done to fix this.So whats the point of using this mod?Before the update it used to be amazing, now not so much! Also if I abort a launch with this massive 800+ton rocket the rocket smash to the ground and remains intact, sticking out of the ground, until I get close to it (~200mt) at which point it separates in all it's component without exploding@smunisto could you please tell me where? Edited April 3, 2014 by edemlama Link to comment Share on other sites More sharing options...
biohazard15 Posted April 3, 2014 Share Posted April 3, 2014 Hi all,I'm having some issues here that I have never encounter before with the previous versions of this mod or with this particular rocket.http://i.imgur.com/firysOx.pnghttp://i.imgur.com/zmAe2fF.pngI talked with Tiberion from Nova Punch and he told me that the issue shouldn't be on his side since there has been no change in the joint of surface attachments.Does anyone know what can be the issue?I' using KSP 23.5 with the latest version of KJRThanksDid you strutted your boosters? If not, you should, two struts for each should be enough. You still need struts (a lot less, though) for naturally unstable things like heavy side boosters and big payloads. Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 3, 2014 Share Posted April 3, 2014 @edemlama: They are bending now because the original features of the mod have been disabled in v2.2 as the new ARM update of KSP has tsructural integrity updates as stock. They're not as powerful as the ones in KJR though. I'm having some other troubles with KJR in ARM though... Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 Did you strutted your boosters? If not, you should, two struts for each should be enough. You still need struts (a lot less, though) for naturally unstable things like heavy side boosters and big payloads.I never had to use strut with KJR and this particular rocket before, KJR was suppose to remove the need for struts and other structural parts, now it's completely useless!basically it doesn't do anything except making my rocket indestructible when it crash on the ground, if I abort a launch with this massive 800+ton rocket the rocket smash to the ground and remains intact, sticking out of the ground, until I get close to it (~200mt) at which point it separates in all it's component without exploding. Link to comment Share on other sites More sharing options...
GavinZac Posted April 3, 2014 Share Posted April 3, 2014 KJR was suppose to remove the need for struts and other structural partsthats... what? Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 @GavinZac the rocket in the picture I previously posted didn't need any strut thanks to KJR, now unfortunately it needs quite a lot of them Link to comment Share on other sites More sharing options...
mdapol Posted April 3, 2014 Share Posted April 3, 2014 thats... what?The word you're looking for is "assumption". "That's an assumption." Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 is there anyway to add strengths to the radial decoupler from the config.xml file?I have no clue how to code but if it is possible and someone would show me, that would be awesome!! Link to comment Share on other sites More sharing options...
biohazard15 Posted April 3, 2014 Share Posted April 3, 2014 is there anyway to add strengths to the radial decoupler from the config.xml file?I have no clue how to code but if it is possible and someone would show me, that would be awesome!!Man, just add four struts (two for each booster) and you can fly it again. To be sure, use struts from NP - they're a lot stronger than stock. Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 Man, just add four struts (two for each booster) and you can fly it again. To be sure, use struts from NP - they're a lot stronger than stock.I think I will have to do that, but thats a shame rockets look so much cooler without having to strut everything together Link to comment Share on other sites More sharing options...
mdapol Posted April 3, 2014 Share Posted April 3, 2014 I think I will have to do that, but thats a shame rockets look so much cooler without having to strut everything togetherIf you place the struts carefully, you can make them almost invisible. Link to comment Share on other sites More sharing options...
ANWRocketMan Posted April 3, 2014 Share Posted April 3, 2014 I think I will have to do that, but thats a shame rockets look so much cooler without having to strut everything togetherRead 2 or 3 pages back, @ferram4 explains how to re-enable the functions of KJR. Then you won't have a problem anymore(shouldn't). Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 Read 2 or 3 pages back, @ferram4 explains how to re-enable the functions of KJR. Then you won't have a problem anymore(shouldn't).@ANWRocketManSo I basically have to replace the new config file with the old one to get back the strengthening aspect of the mod? Link to comment Share on other sites More sharing options...
Starwaster Posted April 3, 2014 Share Posted April 3, 2014 I never had to use strut with KJR and this particular rocket before, KJR was suppose to remove the need for struts and other structural parts, now it's completely useless!Ferram never promised you'd never have to use another strut ever again. Fewer struts maybe. Or not having to use excessive numbers of them.In 0.23.5 I'm finding KJR unnecessary (so far) with stock gameplay. The only time I've used it since starting 0.23.5 is when I loaded up Real Solar System and I had to get the new version. It's doing what it was supposed to and keeping RSS from demolishing my rockets. So I'd say it's far from useless.Perhaps the situation calls for less whinging and more re-evaluation of your rocket designs. Link to comment Share on other sites More sharing options...
biohazard15 Posted April 3, 2014 Share Posted April 3, 2014 @ANWRocketManSo I basically have to replace the new config file with the old one to get back the strengthening aspect of the mod?Exactly. Although, some mods still will be wobbly until their authors fix node sizes (in the meantime, use struts) Link to comment Share on other sites More sharing options...
edemlama Posted April 3, 2014 Share Posted April 3, 2014 Exactly. Although, some mods still will be wobbly until their authors fix node sizes (in the meantime, use struts)Thanks!!!!! Link to comment Share on other sites More sharing options...
VonFrank Posted April 3, 2014 Share Posted April 3, 2014 Well, unfortunately 0.23.5 is completely unplayable with mods until KJR gets fixed. Even after changing the appropriate values in the config file, my stretchy tanks Saturn V replica wobbles all over the place like a wet noodle. (It was as solid as a rock in 0.23 with KJR) <bool name="reinforceAttachNodes">1</bool> <bool name="reinforceDecouplersFurther">1</bool> <bool name="reinforceLaunchClampsFurther">1</bool> <bool name="useVolumeNotArea">0</bool> <bool name="debug">0</bool>Is there something people can do to counteract this? Judging by the recent comments I can see I'm not the only one having this problem. (BTW, covering my ship in struts is not an acceptable answer, ) Link to comment Share on other sites More sharing options...
biohazard15 Posted April 3, 2014 Share Posted April 3, 2014 Well, unfortunately 0.23.5 is completely unplayable with mods until KJR gets fixed. Even after changing the appropriate values in the config file, my stretchy tanks Saturn V replica wobbles all over the place like a wet noodle. (It was as solid as a rock in 0.23 with KJR) <bool name="reinforceAttachNodes">1</bool> <bool name="reinforceDecouplersFurther">1</bool> <bool name="reinforceLaunchClampsFurther">1</bool> <bool name="useVolumeNotArea">0</bool> <bool name="debug">0</bool>Is there something people can do to counteract this? Judging by the recent comments I can see I'm not the only one having this problem. (BTW, covering my ship in struts is not an acceptable answer, )In my case (go couple of pages back for pics) it was a problem with engines\decouplers\SAS from NovaPunch, they had incorrect node sizes. The best advice here is: ask the author(s) of your favorite mod to check it for compatibility with 0.23.5 joints (Tiberion is already working on a new version, BTW) Link to comment Share on other sites More sharing options...
ferram4 Posted April 3, 2014 Author Share Posted April 3, 2014 KJR is not getting fixed, as there is nothing to fix. Mod parts will have to conform to the standards set by Squad to maintain proper joints. This means proper sizing of nodes and careful selection of what parts to make physics insignificant. Link to comment Share on other sites More sharing options...
woot Posted April 4, 2014 Share Posted April 4, 2014 KJR is not getting fixed, as there is nothing to fix. Mod parts will have to conform to the standards set by Squad to maintain proper joints. This means proper sizing of nodes and careful selection of what parts to make physics insignificant.This seems true for most everything, but 5m parts will still have difficulties without further stiffening, no? Link to comment Share on other sites More sharing options...
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