Klungi Posted January 17, 2015 Share Posted January 17, 2015 I get a strange bug, whenever I decouple a node or undock (what is the difference?) the two docking ports disconnect so I have two crafts but they are still held together by some magical force that is stronger than any engine. And sometimes it leads to the entire thing just blowing up. Its like the docking clamps release, but they are still held together by magnetism or something. Link to comment Share on other sites More sharing options...
brusura Posted January 17, 2015 Share Posted January 17, 2015 I get a strange bug, whenever I decouple a node or undock (what is the difference?) the two docking ports disconnect so I have two crafts but they are still held together by some magical force that is stronger than any engine. And sometimes it leads to the entire thing just blowing up. Its like the docking clamps release, but they are still held together by magnetism or something.Same here, craft file: https://www.dropbox.com/s/hmm8u0mad6hwvl8/Hawke%20I.craft?dl=0 Link to comment Share on other sites More sharing options...
ferram4 Posted January 17, 2015 Author Share Posted January 17, 2015 Yes, yes. Dev build has some changes that I think fixes the issue. Try it out, see if they reoccur. Link to comment Share on other sites More sharing options...
brusura Posted January 17, 2015 Share Posted January 17, 2015 Yes, yes. Dev build has some changes that I think fixes the issue. Try it out, see if they reoccur.Docking issue fixed. Thanks Link to comment Share on other sites More sharing options...
S4qFBxkFFg Posted January 17, 2015 Share Posted January 17, 2015 Yes, yes. Dev build has some changes that I think fixes the issue. Try it out, see if they reoccur.For anyone else who was having problems with the SDHI service module failing to decouple, this fixed everything.Thanks ferram4! Link to comment Share on other sites More sharing options...
LameLefty Posted January 17, 2015 Share Posted January 17, 2015 I get a strange bug, whenever I decouple a node or undock (what is the difference?) the two docking ports disconnect so I have two crafts but they are still held together by some magical force that is stronger than any engine.I think I got bitten by that same bug last night; two Clampotron Sr. docking ports would not physically separate, even though I had undocked the ships. I could even cycle between each separate ship but they were still stuck together. I was able to work around it by quick-saving, then quick-loading. After that, I could undock and separate as normal.Yes, yes. Dev build has some changes that I think fixes the issue. Try it out, see if they reoccur.Is there a binary download for the .dll of the Dev build anywhere, Ferram? I clicked on the Github link in the first page but it seemed to take me to the source code. Link to comment Share on other sites More sharing options...
Poodmund Posted January 17, 2015 Share Posted January 17, 2015 Is there a binary download for the .dll of the Dev build anywhere, Ferram? I clicked on the Github link in the first page but it seemed to take me to the source code.If I am not mistaken, this is what you are looking for: https://github.com/ferram4/Kerbal-Joint-Reinforcement/archive/6561de87f54201defa4e10e728c7b1aae046f7ed.zipKJR Tree: 6561de87f5 17/01/15 10:00GMT roughly. Link to comment Share on other sites More sharing options...
tater Posted January 17, 2015 Share Posted January 17, 2015 I think this is it (just the dll):View RawI found it here: https://github.com/ferram4/Kerbal-Joint-Reinforcement follow the top link with GameData/KerbalJoint… and dig down a few clicks.It fixes it, I ran my test setup. Link to comment Share on other sites More sharing options...
LameLefty Posted January 17, 2015 Share Posted January 17, 2015 If I am not mistaken, this is what you are looking for: https://github.com/ferram4/Kerbal-Joint-Reinforcement/archive/6561de87f54201defa4e10e728c7b1aae046f7ed.zipKJR Tree: 6561de87f5 17/01/15 10:00GMT roughly.Ah, thank you. I'll give that a try and see if my problem recurs. Link to comment Share on other sites More sharing options...
Klungi Posted January 18, 2015 Share Posted January 18, 2015 (edited) Where can I find the dev version?Edit: Never mind, I figured it out, and can confirm that the dev dll fixed the decouple bug. Edited January 18, 2015 by Klungi Link to comment Share on other sites More sharing options...
fatcargo Posted January 18, 2015 Share Posted January 18, 2015 Thank you ferram ! This bug in version 3.0.1 caused my SSTO to stay firmly planted in ground. Newest 3.1.1 solved the issue ! Link to comment Share on other sites More sharing options...
RainDreamer Posted January 19, 2015 Share Posted January 19, 2015 Just updated module manager to latest version, and for some reasons I don't understand, KJR obliterates my existing craft on orbit when it kicks in. Link to comment Share on other sites More sharing options...
smjjames Posted January 21, 2015 Share Posted January 21, 2015 Screenshots of the craft?Anyways, grabbing this in hopes it makes my tall heavylifter rocket (over 2k tons in mass) a bit less wobbly, and no it's not top heavy. Also spotted an updated FAR, so grabbing that as well. Link to comment Share on other sites More sharing options...
Groot Posted January 21, 2015 Share Posted January 21, 2015 This mod doesn't seem to do anything for me, except it prevents decouplers from separating properly. Link to comment Share on other sites More sharing options...
yannickm Posted January 22, 2015 Share Posted January 22, 2015 Yes, yes. Dev build has some changes that I think fixes the issue. Try it out, see if they reoccur.I've tried the latest in github, and that seems to have mostly fixed the release dock bug (although with one slight bug where the vessel isn't pushed away on release).There however seem to be a more serious problem where after returning to the station, my vessel was completely unable to dock with any of the docking ports of the station Link to comment Share on other sites More sharing options...
cicatrix Posted January 23, 2015 Share Posted January 23, 2015 ferram, please, can you look into the trouble this mod's been giving me? I made a rover that doesn't move with joint reinforcement. Every detail is given in this thread: http://forum.kerbalspaceprogram.com/threads/107785-A-rover-bug Link to comment Share on other sites More sharing options...
chrisl Posted January 23, 2015 Share Posted January 23, 2015 It seems like the latest build has reintroduced the problem where land based docking ports won't actually let go of each other. You can undock and it'll appear that you have two seperate craft (each can be controlled seperately) but you can't actually move them apart. Problem doesn't occur which vessels that are in flight. It's only ground based vessels that seem to have this issue. Link to comment Share on other sites More sharing options...
cicatrix Posted January 24, 2015 Share Posted January 24, 2015 There are no docking ports there. There's a .craft file in that thread. Maybe it's a radial attachment point? I even tried to launch it with an engine vertically. The radial command pod just doesn't move, even when I exploded the engine, it remained hanging in the air. Link to comment Share on other sites More sharing options...
tater Posted January 24, 2015 Share Posted January 24, 2015 Did you grab the main 3.1.1 version, or click deeper to the dev version and try that? Link to comment Share on other sites More sharing options...
Galane Posted January 24, 2015 Share Posted January 24, 2015 I used the dev build last night, docked and undocked two craft in Kerbin orbit without a problem. Link to comment Share on other sites More sharing options...
cicatrix Posted January 24, 2015 Share Posted January 24, 2015 Yes, the latest version works all right Link to comment Share on other sites More sharing options...
chrisl Posted January 24, 2015 Share Posted January 24, 2015 Just downloaded the dev dll and that resolved the issue with not being able to undock. Link to comment Share on other sites More sharing options...
Gusty Posted January 26, 2015 Share Posted January 26, 2015 Hi, also "undock bug" here, so i installed version 3.1.1......undocking is possible now, with a restriction:if you load a savegame where a docking is stored (docked using 3.1.1), youre not able to undock it, means undocking is only possible if the docked state wasnt loaded....not shure if this behavior is caused by a save which got corrupt by the initial bugged KJR version, as the docking modules got lifted using the bugged version. if so, it would be nice to know what edit`s i have to do in my savegame. Link to comment Share on other sites More sharing options...
Sparker Posted January 26, 2015 Share Posted January 26, 2015 I found one more detail about that docking problem. It undocks/decouples well if the part connected to the docking port has its other docking nodes free. If something is attached to another docking node, this weird thing happens: Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 28, 2015 Share Posted January 28, 2015 If I am not mistaken, this is what you are looking for: https://github.com/ferram4/Kerbal-Joint-Reinforcement/archive/6561de87f54201defa4e10e728c7b1aae046f7ed.zipKJR Tree: 6561de87f5 17/01/15 10:00GMT roughly.I just encountered this problem.I first tried uninstalling KJP, and my station flew apart :-(So I restored from a backup, installed this dev DLL, and it all works.So, I thank you for the effort.Also, my kerbals also thank you (especially Jeb!) Link to comment Share on other sites More sharing options...
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