kadavi1202 Posted May 1, 2016 Share Posted May 1, 2016 Good evening, Spend a good part of today trying to find out why my spacecraft kept overheating and finally exploding. This was a Spud capsule from HGR with a stock chute on an excellent reentry slope. Craft began overheating at 64k and exploded at 32k. Did this several ways, same result. Removed KJR and this issue vanished. Even on an almost ballistic slope. Was asked by HGR Community leader to pass this info to you. Homer to your Mobil! Link to comment Share on other sites More sharing options...
ferram4 Posted May 1, 2016 Author Share Posted May 1, 2016 This is likely caused by another mod. KJR has no influence on heat transfer or heating whatsoever, nor does it even touch code that affects heating. I'm not sure exactly what I'm supposed to do with this information. Link to comment Share on other sites More sharing options...
cavilier210 Posted May 3, 2016 Share Posted May 3, 2016 Ferram, I was wondering if KJR is used upon loading another craft into physics range? If not, is it possible to get those same effects during that transition? I was thinking that easing physics when a craft loads into physics range may help vessels sitting in the water keep from entering the stratosphere upon loading when coming into physics range. Link to comment Share on other sites More sharing options...
Adam Kerman Posted May 23, 2016 Share Posted May 23, 2016 is this helpful for FASA's Saturn V? I would like for the Saturn V not to wobble Link to comment Share on other sites More sharing options...
blowfish Posted May 23, 2016 Share Posted May 23, 2016 23 minutes ago, Adam Kerman said: is this helpful for FASA's Saturn V? I would like for the Saturn V not to wobble Probably? It strengthens joints between all* parts *there are a few exceptions for certain parts with specific modules Link to comment Share on other sites More sharing options...
RoyalVengeance Posted May 27, 2016 Share Posted May 27, 2016 So this mod would get rid of my unreal wobble ? ( I already struted the thing like crazy and it still wobbles like all hell, my Saturn V replica ( Stock parts ) is way too long ! ). 8 minutes ago, RoyalVengeance said: So this mod would get rid of my unreal wobble ? ( I already struted the thing like crazy and it still wobbles like all hell, my Saturn V replica ( Stock parts ) is way too long ! ). I just installed and tried , I CAN REMOVE ALL THE STRUTS AND IT FLIES WITHOUT THE WOBBLIES !!! Sorry for the caps but holy balls I'm so happy now ! Thanks Ferram for this GREAT MOD !!!! Link to comment Share on other sites More sharing options...
ExecutiveOne Posted May 30, 2016 Share Posted May 30, 2016 (edited) Hi! I'm on a MacBook, running KJR 3.1.7 on KSP 1.1.2.1260. I have a space station orbiting Mun that breaks apart less than a minute after selecting it from the Tracking Station. If I uninstall KJR and restart KSP, the station is stable––a little wobbly if SAS is enabled, but nothing self-destructive. My savefile, consisting of just the problematic station, is here (The savefile requires MechJeb and SpaceY Lifters.). If anyone is able to reproduce this problem, recommendations for resolving it without having to remove KJR would be particularly welcome. Edited May 30, 2016 by ExecutiveOne Link to comment Share on other sites More sharing options...
Commissar Posted May 31, 2016 Share Posted May 31, 2016 23 hours ago, ExecutiveOne said: Hi! I'm on a MacBook, running KJR 3.1.7 on KSP 1.1.2.1260. I have a space station orbiting Mun that breaks apart less than a minute after selecting it from the Tracking Station. If I uninstall KJR and restart KSP, the station is stable––a little wobbly if SAS is enabled, but nothing self-destructive. My savefile, consisting of just the problematic station, is here (The savefile requires MechJeb and SpaceY Lifters.). If anyone is able to reproduce this problem, recommendations for resolving it without having to remove KJR would be particularly welcome. i've ahd a similar issue. i've been unable to pin it down to a spefic mod, but it seem unlikely that really any of the mods i've not yet eliminated would cause a gyro-kraken Link to comment Share on other sites More sharing options...
terryammon Posted June 2, 2016 Share Posted June 2, 2016 On 30/05/2016 at 9:17 PM, ExecutiveOne said: Hi! I'm on a MacBook, running KJR 3.1.7 on KSP 1.1.2.1260. I have a space station orbiting Mun that breaks apart less than a minute after selecting it from the Tracking Station. If I uninstall KJR and restart KSP, the station is stable––a little wobbly if SAS is enabled, but nothing self-destructive. My savefile, consisting of just the problematic station, is here (The savefile requires MechJeb and SpaceY Lifters.). If anyone is able to reproduce this problem, recommendations for resolving it without having to remove KJR would be particularly welcome. Hey im having problems with saved rocket designs that like to just explode as KJR loads :-( its fine with out it :-( Link to comment Share on other sites More sharing options...
dpitch40 Posted June 2, 2016 Share Posted June 2, 2016 I am having a problem with my space station uncontrollably wobbling and oscillating after a few seconds; time warping stops it, but it soon starts again and escalates severely. This happens with SAS on and off, and with a variety of different control points. It stops if I uninstall KJR. (But, of course, then it becomes impossible to get all the parts of my station at rest relative to one another due to decreased stiffness) Is this a known issue? Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 5, 2016 Share Posted June 5, 2016 On Freitag, 3. Juni 2016 at 1:15 AM, dpitch40 said: I am having a problem with my space station uncontrollably wobbling and oscillating after a few seconds; time warping stops it, but it soon starts again and escalates severely. This happens with SAS on and off, and with a variety of different control points. It stops if I uninstall KJR. (But, of course, then it becomes impossible to get all the parts of my station at rest relative to one another due to decreased stiffness) Is this a known issue? There is an issue called "orbit decay bug" that has something to do with moving CoM and stuff, on the bugtracker thread it's mentioned that this stock bug is "amplified" by several mods - more or less - and that KJR should apply the most significant "amplification" so if the bug occurs, it occurs much more heavy with KJR installed. Actually I can't seriously plan any mission because this bug breaks everything, like Link to comment Share on other sites More sharing options...
dpitch40 Posted June 6, 2016 Share Posted June 6, 2016 This has also been an issue for me, but it varies widely; usually it is negligible. I once had trouble planning a Mun rendezvous because my orbit changed so quickly that I could never precisely align my maneuver. The wobbling bug always happens eventually with KJR installed. Link to comment Share on other sites More sharing options...
ferram4 Posted June 6, 2016 Author Share Posted June 6, 2016 In order for me to fix any oscillation bugs, I need a stock parts only craft file that will cause the issue the second I load it in. Otherwise I can't reproduce the issue to try and fix it. Link to comment Share on other sites More sharing options...
dpitch40 Posted June 6, 2016 Share Posted June 6, 2016 (edited) Do you mean a save file? I have one with a stock-only orbital station that starts oscillating more or less immediately, that I could send to you. But it took quite a while to assemble in orbit and is composed of numerous parts, so the craft file alone wouldn't help much. EDIT: Here is my current career mode save, where I am experiencing the oscillation. The craft you want to look at is "Gateway Station", in orbit above Kerbin. It should start oscillating soon after being loaded. Let me know if you can't reproduce it. https://dl.dropboxusercontent.com/u/4804342/persistent.sfs Edited June 6, 2016 by dpitch40 Added link to save file Link to comment Share on other sites More sharing options...
TK421d Posted June 6, 2016 Share Posted June 6, 2016 is there some tech tree implementation that i'm not seeing with KJR? i looked through the definitions and didnt see anything related to career progress i started a brand new career for the first time since 1.x and everything just falls apart at the slightest touch. even docking a simple 9 part station to a lander can crew ferry broke the can off from the docking port as soon as it attached. Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 6, 2016 Share Posted June 6, 2016 @TK421dno, KJR does not implement progression restrictions. Link to comment Share on other sites More sharing options...
ferram4 Posted June 7, 2016 Author Share Posted June 7, 2016 @dpitch40: Well, I can can confirm that it does oscillate to destruction under thrust. I cannot confirm that it oscillates to destruction after loading in; I loaded in twice and it was perfectly stable so something else is happening to start it there. I'll look into it, but if you were deliberately trying to create the most unstable collection of rigidbodies-on-spring-dampers possible you couldn't have done better job of breaking things here. Seriously, large heavy masses connected through lots of ultra-light parts through a central part is a recipe for a disaster, even in the stock game. Link to comment Share on other sites More sharing options...
dpitch40 Posted June 7, 2016 Share Posted June 7, 2016 Strange, it starts oscillating for me without needing to take any action. How are fuel dumps normally handled on stations? Link to comment Share on other sites More sharing options...
Sherrif Posted June 8, 2016 Share Posted June 8, 2016 You know... I just realized. I've been using this mod so long, I have absolutely no idea what the game is like without it. Without this and FAR I don't consider the game worth launching. Link to comment Share on other sites More sharing options...
gomker Posted June 15, 2016 Share Posted June 15, 2016 On 5/3/2016 at 6:56 AM, cavilier210 said: Ferram, I was wondering if KJR is used upon loading another craft into physics range? If not, is it possible to get those same effects during that transition? I was thinking that easing physics when a craft loads into physics range may help vessels sitting in the water keep from entering the stratosphere upon loading when coming into physics range. I am looking for a similar solution. I have seen others state that using FAR helps with boats from jumping out of the water and exploding. I tried it and it does indeed fix the problem however, I was hoping there may be a standalone solution inside of KJR or FAR that could derived maybe as a Maritime Fix Mod Link to comment Share on other sites More sharing options...
Astrofox Posted June 23, 2016 Share Posted June 23, 2016 FYI, 1.1.3 is out! (Sorry, I just had to, it's been around a week since the last post and I'm not sure if you noticed... although you could have due to the whole HYPE) Link to comment Share on other sites More sharing options...
Sandworm Posted June 24, 2016 Share Posted June 24, 2016 Seems to be working fine for me under 1.1.3 (linux 64) Link to comment Share on other sites More sharing options...
Nightside Posted June 26, 2016 Share Posted June 26, 2016 On 6/24/2016 at 4:31 PM, Sandworm said: Seems to be working fine for me under 1.1.3 (linux 64) Works on Windows too. Link to comment Share on other sites More sharing options...
tater Posted June 26, 2016 Share Posted June 26, 2016 Seems to work OK in Mac OS as well. Link to comment Share on other sites More sharing options...
JWag Posted June 26, 2016 Share Posted June 26, 2016 Seems fine in 1.1.3 on Windows 7 x64. There are a couple of exceptions in my log, but they don't seem related to KJR. Link to comment Share on other sites More sharing options...
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