WuphonsReach Posted March 17, 2015 Share Posted March 17, 2015 KJR's dev DLL version has been working fine for me even with a large mod list. If anything, it's super good now and I haven't needed a single strut on any space stations. There's just no wobble at all between Clamp-o-tron docked parts (regular or junior). Link to comment Share on other sites More sharing options...
ManuxKerb Posted March 17, 2015 Share Posted March 17, 2015 (edited) Hi to all,Here is my modlist:000_Toolbar000_USIToolsActiveTextureManagementBetterBuoyancyBoulderCoChattererCITCollisionFXCommunityResourcePackCommunityTechTreeContractConfiguratorContractPacksContracts WindowCrowdSourcedScienceCustomBiomesDiazoDistantObjectDMagicOrbitalSciencedockingtubeEditorExtensionsEnhancedNavBallEnvironmentalVisualEnhancementsExtraplanetaryLaunchpadsFirespitterftmn_newFuelTanksPlusFuseboxJSIKASKAXKerbalEngineerKerbalFoundriesKerbalJointReinforcementKittopiaSpaceKSPRCMagicSmokeIndustriesMechJeb2MissionControllerECModRocketSysModuleManager.2.5.10.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleRCSFX MP_Nazari NASAmission NavBallDockingAlignmentIndicator NavyFish NEAR NehemiahInc OPT PartIconFixer_1_2.dll PEST Pilot Assistant PlanetShine PreciseNode RcsSounds RealChute Regolith RLA_Stockalike Romfarer SCANsat ScienceAlert ScienceFunding ScienceFunding.version ShipManifest SirDargonsmallsnackSmartPartssnackpakSnacksSnacksPartsByWhyrenSolarScienceSpaceY-LiftersSquadStageRecoveryStationScienceTarsierSpaceTechTCShipInfoTechManagerTextureReplacertoolbar-settings.datTriggerTechTweakScaleUmbraSpaceIndustriesUniversalStorageVerneTechWaypointManagerFor now i deleted all my saves and started a new game with all the mods proper initialised at the beginning of the game. Hope this will lead to less trouble. Also if the bug is happening again it should also happen on Kerbin right ? If so i could trasticly shorten the test time :-)@WuphonsReachWould you provide your mod list, so i can cross them off my list of possible causes and focus on the other one. Will also read the sticky on the weekend.Thanks all for your patience :-) Edited March 17, 2015 by ManuxKerb typos Link to comment Share on other sites More sharing options...
blowfish Posted March 17, 2015 Share Posted March 17, 2015 ManuxKerb: simply posting a list of mods isn't enough. You need to isolate the bug and make it reproducible with a minimal set of mods. Link to comment Share on other sites More sharing options...
smjjames Posted March 17, 2015 Share Posted March 17, 2015 (edited) @Manuxkerb, which of those mods do something with the camera? That might be a place to start as far as eliminating which one is doing it. Also, you have to test the bug in the environment that you encountered it, which was in orbit, though I guess by all means test on Kerbin as well to see if it happens there. If you meant in orbit of Kerbin, then sure, the object that you're orbiting shouldn't matter. Edited March 17, 2015 by smjjames Link to comment Share on other sites More sharing options...
Insanitic Posted March 19, 2015 Share Posted March 19, 2015 Ferram, I posted a bunch of stuff a while ago, and you suggested I try the dev build, which I did. All my stuck docking issues instantly went away when I switched to your dev version. I did numerous tests, including adding mods in 1 at a time and retesting, and in tests with the problem, a save with the issue would be fine with the dev version you had suggested. I linked craft files, etc back then.Thanks for the mods, and your time.I can confirm this. In the normal latest build, 90% of the time, any docked ship no matter the type of docking port, was stuck after a decouple. But after I installed the dev version, all stuck docking ports problems were gone. Link to comment Share on other sites More sharing options...
Helmut Posted March 21, 2015 Share Posted March 21, 2015 Why not work docking ports? If the connected parts launched from surfage, they can not be separated in space. They can not break even the most powerful engines. Link to comment Share on other sites More sharing options...
Svm420 Posted March 21, 2015 Share Posted March 21, 2015 Why not work docking ports? If the connected parts launched from surface, they can not be separated in space. They can not break even the most powerful engines.Follow this link and click view raw. Take the kerbaljointreinforcment.dll and replace the one in your gamedata folder. That will fix your docking port being stuck. Hope you didn't lose any ships or progress Link to comment Share on other sites More sharing options...
ManuxKerb Posted March 21, 2015 Share Posted March 21, 2015 Hi Ferram,I did some testing with the new dev version and the docking error did for now not reapear. I docked 5 times and it work. Could be luck but it seems more likely that one mod did not initialize properly or so.Thanks for putting the work into this! Link to comment Share on other sites More sharing options...
Helmut Posted March 21, 2015 Share Posted March 21, 2015 Follow this link and click view raw. Take the kerbaljointreinforcment.dll and replace the one in your gamedata folder. That will fix your docking port being stuck. Hope you didn't lose any ships or progressThank you, it works fine. This is better than using decoupler between the docking ports. Link to comment Share on other sites More sharing options...
-Velocity- Posted March 25, 2015 Share Posted March 25, 2015 (edited) Where do I find the parts settings for "stock" RO engines? The gimbal ranges are huge, and sure, maybe that's realistic to real life, but KSP's control system is very crude by keyboard (and I had negative experiences controlling by joystick); it's basically bang-bang. "Precision" controls are just bang-bang with a delay. So my rockets are sometimes getting ripped apart (aerodynamically) by the massive gimbal ranges when I try to manually control them (and subsequently OVER control them and put too much yaw on them), and I need to reduce the gimbal ranges. I can LOCK gimbals on some/most of my engines, which works kinda ok for stages with a lot of engines, but not all stages have a lot of engines. I assume engine gimbal ranges are in the part config files, somewhere... Edited March 25, 2015 by |Velocity| Link to comment Share on other sites More sharing options...
somnambulist Posted March 26, 2015 Share Posted March 26, 2015 Where do I find the parts settings for "stock" RO engines? You're in the wrong thread. Link to comment Share on other sites More sharing options...
ferram4 Posted March 26, 2015 Author Share Posted March 26, 2015 (edited) Alright, since I was finally able to close all the bug reports and get the last little thing I wanted in here, v3.1.2 is out with the docking fix and some additional tweaks to make stiffening for parts attached in symmetry to a single part a little stiffer; should prevent some phantom oscillations. Edited March 29, 2015 by ferram4 Link to comment Share on other sites More sharing options...
Ricardo79 Posted March 26, 2015 Share Posted March 26, 2015 Hi FerramFirst: Thank you for the new version. Sec: AVC didn't noticed it yet. (Maybe missconfiguration?) Link to comment Share on other sites More sharing options...
Leszek Posted March 26, 2015 Share Posted March 26, 2015 Alright, since I was finally able to close all the bug reports and get the last little thing I wanted in here, v3.1.2 is out with the docking fix and some additional tweaks to make stiffening for parts attached in symmetry to a single part a little stiffer; should prevent some phantom oscillations.Awesome, thank you very much Farram4 Link to comment Share on other sites More sharing options...
FreeThinker Posted March 29, 2015 Share Posted March 29, 2015 I wonder, how is the strength of a connection determined, is linked somehow to size? Link to comment Share on other sites More sharing options...
ferram4 Posted March 29, 2015 Author Share Posted March 29, 2015 Size of the parts being connected, some mass ratio judgments, etc. Readme has details on what everything does and you can figure it out from the options. Link to comment Share on other sites More sharing options...
FreeThinker Posted March 29, 2015 Share Posted March 29, 2015 (edited) I found a major bug, it seems that it can make docking clambs malfunction. Whenever I put at least 3 heavy items by my Non Androgynous docking ports and install this mod, the docking fail to function while without the mod, it works as it should. Edit: Note that at the moment of undocking, I get a lot of Index not found in dictionary exceptions.Edit I use this version, and the problem seem to be solved. Why isn't this the default download? Edited March 29, 2015 by FreeThinker Link to comment Share on other sites More sharing options...
ferram4 Posted March 29, 2015 Author Share Posted March 29, 2015 It is the default download. You should try updating to the most recent version before making bug reports. Link to comment Share on other sites More sharing options...
InneRs Posted April 14, 2015 Share Posted April 14, 2015 I built a big rocket with RSS+RO+KJR. After I click launch, when the KJR finishes loading, the timer (T+xx:xx:xx) in the game begins. This means the system recognised that i moved the rocket, but actually i didn't do anything. The will cause the Life Support Mod starts to use resources before liftoff and MechJeb will ignite and release the clamp before I press space. The cause of this might be that KJR makes the rocket move a bit because it's too heavy, and the game thinks that i moved the rocket.Anybody else has the problem? Link to comment Share on other sites More sharing options...
Galane Posted April 15, 2015 Share Posted April 15, 2015 You may have too many, or too few, launch clamps. Could be the same with struts. Hit F3 after physics stabilization is done and see if there's any failures shown.What happens to your rocket when it loads without KJR? Big splosion? Broken joints? Try running some struts from the launch clamps to the rocket. I've never tried that, but I tend not to build launch pad crushing rockets. How high above the pad is the lowest point of your rocket? Unless you have a mod that inflicts 'splash damage' from exhaust, get it down to almost touching the pad to minimize pre-launch sway. Link to comment Share on other sites More sharing options...
smjjames Posted April 22, 2015 Share Posted April 22, 2015 KJR REALLY does not like it when a vessel is spawned connected to a vessel via routine mission manager mod, it spams this error until I go to spacecenter (or maybe change to another vessel, haven't tried that).KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[Vessel,System.Int32].get_Item (.Vessel key) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KJRManager.FixedUpdate () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
Fred4106 Posted April 27, 2015 Share Posted April 27, 2015 Appears to work with 1.0 no problems yet. Link to comment Share on other sites More sharing options...
mastodon_ Posted April 27, 2015 Share Posted April 27, 2015 Appears to work with 1.0 no problems yet.Interesting, it does not work for me. Link to comment Share on other sites More sharing options...
Whizzkid Posted April 27, 2015 Share Posted April 27, 2015 Me neither, it shows up as incompatible on the loading screen Link to comment Share on other sites More sharing options...
UnanimousCoward Posted April 27, 2015 Share Posted April 27, 2015 That message doesn't automatically mean it doesn't work. Toolbar is showing that message in 1.0, and it seems to work OK. The question is whether the mod actually loads and does its job - probably need to check the logs to see. Link to comment Share on other sites More sharing options...
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