Rumchiller Posted January 29, 2015 Share Posted January 29, 2015 hey guys!am i the only one with the infernal robotics problem? Link to comment Share on other sites More sharing options...
maculator Posted January 30, 2015 Share Posted January 30, 2015 hey guys!am i the only one with the infernal robotics problem?Could you plz be more specific? Link to comment Share on other sites More sharing options...
Rumchiller Posted January 30, 2015 Share Posted January 30, 2015 hi maculator,of course, sry, thought the problem is known:my spaceship looks like this, you see, there are parts of infernal robotics.:when im on the ramp, and let the siderockets pull up, they stand allmost still. the joints "try" to pull them up, but it looks like, joint reinforcement is to strong i could make a second screeny or a short video if it would help you. by now, joint reinforcement is uninstalled, cause of that problem.thanks for your time! Link to comment Share on other sites More sharing options...
Albert VDS Posted January 31, 2015 Share Posted January 31, 2015 There is this docking port bug which I'm getting; when undocking the now 2 separate crafts stick together.When I time warp they do drift apart, but get pulled together when exiting timewarp. Depending on the distance this results inthe craft getting damaged or explodes completely. I'm guessing the extra connection on the docking ports aren't getting removed. Link to comment Share on other sites More sharing options...
maculator Posted January 31, 2015 Share Posted January 31, 2015 The Dockingport bug is a common issue theres a thread arround here somwhere.Rumchiller: For me your creation worked just fine. I have a crane with almost identical feet. Does it move in the VAB? Link to comment Share on other sites More sharing options...
Gusty Posted January 31, 2015 Share Posted January 31, 2015 The Dockingport bug is a common issue theres a thread arround here somwhere.Rumchiller: For me your creation worked just fine. I have a crane with almost identical feet. Does it move in the VAB?...didnt we identify this new docking port bug caused by KJR ??? Link to comment Share on other sites More sharing options...
Rumchiller Posted January 31, 2015 Share Posted January 31, 2015 yeah, it moves in vab, theres no problem. but on the ramp is the described problem. Link to comment Share on other sites More sharing options...
TheGroovyMule Posted January 31, 2015 Share Posted January 31, 2015 (edited) There is this docking port bug which I'm getting; when undocking the now 2 separate crafts stick together.When I time warp they do drift apart, but get pulled together when exiting timewarp. Depending on the distance this results inthe craft getting damaged or explodes completely. I'm guessing the extra connection on the docking ports aren't getting removed.Try using the latest Dev version, seems to be fixing the issue for most. Edited January 31, 2015 by TheGroovyMule Link to comment Share on other sites More sharing options...
smjjames Posted January 31, 2015 Share Posted January 31, 2015 (edited) Hey ferram, theres a phantom torque problem coming from somewhere. First noted on http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-1-0-90-2-%28For-KSP-0-90%29-19th-January-2015?p=1703742&viewfull=1#post1703742, while it initially looked like an universial storage problem, I, like the person who reported it, am also using KJR, so I looked into it. First I tried a variant of the craft which didn't use the US parts, still had the phantom torque, so I tried it without KJR and the torque problem disappeared.When I put KJR back on, within seconds of loading the ship, the phantom torque reappeared. I'm using version 3.1.1Edit: I rolled back to 3.0 and it's actually slightly worse. I'm going to switch back to 3.1.1 and remove the non-stock parts (besides mechjeb) to see what happens.Edit2: Even with stock parts only (besides mechjeb), it still has a phantom torque somewhere. Though I should try without mechjeb. You can tell it's moving ever so slightly because if you put your cursor near it, it'll soonish move to where one of the parts becomes highlighted by your cursor. It should be absolutely still, right? I think. Edited January 31, 2015 by smjjames Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 31, 2015 Share Posted January 31, 2015 make sure you try the dev build too Link to comment Share on other sites More sharing options...
smjjames Posted January 31, 2015 Share Posted January 31, 2015 make sure you try the dev build tooHow do I find the dev builds? The latest I can find is the 3.1.1 version.Anyway, I tried it with stock parts only and the phantom torque is still there, tiny, but there. Link to comment Share on other sites More sharing options...
soarpotman Posted February 1, 2015 Share Posted February 1, 2015 The 2.4.4 version is missing from the previous versions list. A shame, because I wanted to try this mod, and found that 3.1.1 disables itself in 0.25. Could you please add 2.4.4 to your repository? Link to comment Share on other sites More sharing options...
Mykill Metal Posted February 1, 2015 Share Posted February 1, 2015 (edited) ...I'm not sure if I got the dev build or not but something odd just happened to me while in orbit. I experienced the usual docking bug. But when they magically joined back together something odd happened. The second I press "undock" again, things start to go boom. Then whatever gets touched, by anything... Explodes. In a big fiery mess. I went to transfer the Kerbals into the nearby station so that I could just scuttle the shuttle (say that five times fast) and save the crew... But the second Bill exited the hatch, the cockpit exploded. Then whatever Bill touched exploded. See below...http://youtu.be/ZkVfc9Y886kWill update after removing KJR and testing again. Edited February 1, 2015 by Mykill Metal Link to comment Share on other sites More sharing options...
ferram4 Posted February 1, 2015 Author Share Posted February 1, 2015 @soarpotman: KerbalStuff has it.@Mykill Metal: And a log? And can you try the dev build on github to see if that causes the issue? Link to comment Share on other sites More sharing options...
KerBlam Posted February 1, 2015 Share Posted February 1, 2015 I have a little in-game workaround which works (I was having the explodey stuff as well) I hope it helpsLink to workaround Link to comment Share on other sites More sharing options...
Mykill Metal Posted February 1, 2015 Share Posted February 1, 2015 I'm too stupid for logs... Don't know where they are, which ones to use... But I removed KJR and it didn't 'splode, I was able to attach both sections of the station together and de-orbit/land the shuttle without it falling apart. Also, I'm not sure which link is the dev-build. If it's the most recent link on Page 1 of this thread. Then, yes. If it's some other one, then no... I don't know where it is and how to tell the difference. Link to comment Share on other sites More sharing options...
Starwaster Posted February 1, 2015 Share Posted February 1, 2015 I'm too stupid for logs... Don't know where they are, which ones to use... But I removed KJR and it didn't 'splode, I was able to attach both sections of the station together and de-orbit/land the shuttle without it falling apart. Also, I'm not sure which link is the dev-build. If it's the most recent link on Page 1 of this thread. Then, yes. If it's some other one, then no... I don't know where it is and how to tell the difference.This post explains how to find your log.http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 Link to comment Share on other sites More sharing options...
smjjames Posted February 1, 2015 Share Posted February 1, 2015 @soarpotman: KerbalStuff has it.@Mykill Metal: And a log? And can you try the dev build on github to see if that causes the issue?Uh, what about the problem that I mentioned? And how do I find the devbiild? The latest that I can find is 3.1.1. Link to comment Share on other sites More sharing options...
Rumchiller Posted February 2, 2015 Share Posted February 2, 2015 hey guys!i destroyed the ship with the problem and gave KJR a second chance. at the moment theres no problem. dunno what was goin on.thx 4 ya help!ps: thx 4 that nice mod! love it! Link to comment Share on other sites More sharing options...
Starwaster Posted February 2, 2015 Share Posted February 2, 2015 Sorry for not mentioning this earlier (I forgot that I had this same problem and had to hack my save file)That issue with ships not properly undocking can be caused by a certain known issue with docking port data being corrupted.Including the part where you time warp and the ship drifts apart but then snaps back together when you stop warping. Link to comment Share on other sites More sharing options...
starchitect Posted February 2, 2015 Share Posted February 2, 2015 Uh, what about the problem that I mentioned? And how do I find the devbiild? The latest that I can find is 3.1.1.Can someone please post a link to the dev build? It keeps getting mentioned in this thread but all I can find on github is 3.1.1. Link to comment Share on other sites More sharing options...
smjjames Posted February 3, 2015 Share Posted February 3, 2015 Can someone please post a link to the dev build? It keeps getting mentioned in this thread but all I can find on github is 3.1.1.And mentioned in other threads too. I've even looked in Ferrams repository on github, so, as far as I can tell, theres nothing newer than the 3.1.1 version. Link to comment Share on other sites More sharing options...
Svm420 Posted February 4, 2015 Share Posted February 4, 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.This file fixed my ship being unable to undock. I think this is the dev version. Link to comment Share on other sites More sharing options...
starchitect Posted February 4, 2015 Share Posted February 4, 2015 This file fixed my ship being unable to undock. I think this is the dev version.Thanks! I just hope ferram4 updates the main post or releases a new version soon so others can find this easily. Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 5, 2015 Share Posted February 5, 2015 3.1.1 release DLL is definitely causing trouble for me with undocking from my space station. I was even trying to use the F5/F9 trick to get the ports to release, but that just resulted in fireworks this time every time I loaded the save.Better link for the dev version seems to be:https://github.com/ferram4/Kerbal-Joint-Reinforcement/blob/master/GameData/KerbalJointReinforcement/Plugin/KerbalJointReinforcement.dllTrying out the Jan 17th version of the DLL, to see if the problem is fixed or not. Link to comment Share on other sites More sharing options...
Recommended Posts