billkerbinsky Posted October 30, 2016 Share Posted October 30, 2016 On 10/28/2016 at 3:30 PM, ferram4 said: Edit: There is now another dev build that should have this fixed. I question why I'm even linking this and saying anything considering that the entire point of dev builds didn't work out here and I had to push out a release to get a report on a critical bug. Ran with that dev build and did not see any spurious rotation after multiple SoI changes (I think I did four SoI changes in the mission I ran with the dev build). Link to comment Share on other sites More sharing options...
frencrs Posted October 30, 2016 Share Posted October 30, 2016 Hey, I know the 1.2 version of IR is still beta but KJR isn't ignoring MuMechToggle stuff. It's still marked exempt in the config, it might be a change by IR. Servo joints still move but they're skewed. Link to comment Share on other sites More sharing options...
OddFunction Posted October 31, 2016 Share Posted October 31, 2016 On 10/29/2016 at 4:55 PM, ferram4 said: Well, then in that case, KJR v3.3.1 is now out with a fix to that issue, thank you to everyone who confirmed the issue was fixed. Any reports yet of an issue where rockets float upwards from the pad, and when they fly they act stuck? Link to comment Share on other sites More sharing options...
skandervr Posted October 31, 2016 Share Posted October 31, 2016 So I can't tell if this is a know issue or not: When switching to a landed craft via the Tracking Station or launching a craft (more visible on the runway) the craft appears at ground level, then the "Physics Easing" text comes up, the craft disappears and reappears a few meters higher, most of the times tilted to one side. This only happens with KJR installed. Link to comment Share on other sites More sharing options...
pawulonn1 Posted October 31, 2016 Share Posted October 31, 2016 6 hours ago, skandervr said: So I can't tell if this is a know issue or not: When switching to a landed craft via the Tracking Station or launching a craft (more visible on the runway) the craft appears at ground level, then the "Physics Easing" text comes up, the craft disappears and reappears a few meters higher, most of the times tilted to one side. This only happens with KJR installed. Hello I had the same issue earlier, and I solved this. Step by step what I did. 1- first I installed. KerbalJointReinforcement, ModuleManager.2.7.2, 000_Toolbar, VenStockRevamp 2- I turned the game and built a small Lander - use consol - destination Mun and Minmus - ground. 3- then I installed. DistantObject, EnvironmentalVisualEnhancements, jool_rings, Kopernicus, KSP-AVC, ModularFlightIntegrator, PlanetShine, scatterer, StockVisualEnhancements, SVEKopernicus, TextureReplacer, Firespitter 4- I turned the game and test it. 5- then I installed. Chatterer, img_viewer, KerbalEngineer, MemGraph, PartCommanderContinued, PreciseManeuver, RCSBuildAid, StageRecovery, Trajectories, KerbalAlarmClock, KSPAlternateResourcePanel, TransferWindowPlanner, TweakScale, UbioWeldingLtd, WaypointManager, AmpYear, Docking Port Alignment Indicator 6- I turned the game and test it. 7- then I installed. [x] Science!, DMagicOrbitalScience, FP_DPSoundFX, KIS, NearFutureSolar, FinalFrontier, Olympic1ARPIcons, SCANsat 8- I turned the game and test it. 9- then I installed latest mod,s Asteroid Day for Kerbal Space Program 1.2, AviationLights, Coatl Aerospace, DMagicScienceAnimate, DMagicUtilities, FuelTanksPlus, KOSMOS, NearFutureProps, ReentryParticleEffect, StationPartsExpansion, SurfaceLights 10- I turned the game and test it. I hope that you will know what I mean. Below is the video . . . works very well https://www.youtube.com/watch?v=knDQq90v3_0 cheers Link to comment Share on other sites More sharing options...
skandervr Posted October 31, 2016 Share Posted October 31, 2016 @pawulonn1 sorry, man i really don't know what you mean. You're saying there is a conflict with a specific mod? And that I should find it by installing mods one by one or in groups? Sorry if I seem thick. Link to comment Share on other sites More sharing options...
pawulonn1 Posted October 31, 2016 Share Posted October 31, 2016 19 minutes ago, skandervr said: @pawulonn1 sorry, man i really don't know what you mean. You're saying there is a conflict with a specific mod? And that I should find it by installing mods one by one or in groups? Sorry if I seem thick. So it seems to me that somewhere there is a conflict . . . or there must be some kind of load order mods for ModuleManager. If you have time to reinstall the game and start to install Mods starting from KerbalJointReinforcement . . . I did as I wrote earlier and that helped me. Link to comment Share on other sites More sharing options...
pawulonn1 Posted November 1, 2016 Share Posted November 1, 2016 OK the issue returns if I add RealPlume and SmokeScreen. I made another video that shows this issue. The first part of the video ( 00.00 to o6.1o ) shows the flight of a rocket, Mun lander and Minmus lander . . . everything works fine. The second part of the video ( o6.1o to the end ) shows what happened if I add RealPlume and SmokeScreen... I am doing exactly the same as in the first part of the video. If I delete RealPlume and SmokeScreen issue disappears and everything works fine. I do not know what to think!? Link to comment Share on other sites More sharing options...
skandervr Posted November 1, 2016 Share Posted November 1, 2016 1 hour ago, pawulonn1 said: OK the issue returns if I add RealPlume and SmokeScreen. I made another video that shows this issue. The first part of the video ( 00.00 to o6.1o ) shows the flight of a rocket, Mun lander and Minmus lander . . . everything works fine. The second part of the video ( o6.1o to the end ) shows what happened if I add RealPlume and SmokeScreen... I am doing exactly the same as in the first part of the video. If I delete RealPlume and SmokeScreen issue disappears and everything works fine. I do not know what to think!? Yes, i just finished testing and it's due to RealPlume. I checked and it was also reported on the RP thread on Friday. Link to comment Share on other sites More sharing options...
ss8913 Posted November 1, 2016 Share Posted November 1, 2016 On 10/30/2016 at 10:15 PM, OddFunction said: Any reports yet of an issue where rockets float upwards from the pad, and when they fly they act stuck? This isn't a new issue.. I had this in 1.1.3 as well. It seemed to happen when: 1. Certain parts that are finicky get clipped into one another 2. Whenever you use the surface-attach RCS tanks from the B9 mod Those 2 seem to reliably reproduce it, and most of the parts described as 'finicky' in #1 are also from B9. So I guess try removing parts and checking part clipping until you find the part that's doing it; I don't think it's specifically a KJR issue, although it might be a KJR+(unknown mod) compatibility issue(?) I run a lot of mods, so I'm not 100% sure; I have used KJR almost as long as I've used FAR though, so ... I can definitely say that I have seen this behavior (and found at least a workaround, at least in 1.1.3). Link to comment Share on other sites More sharing options...
OddFunction Posted November 2, 2016 Share Posted November 2, 2016 1 hour ago, ss8913 said: This isn't a new issue.. I had this in 1.1.3 as well. It seemed to happen when: 1. Certain parts that are finicky get clipped into one another 2. Whenever you use the surface-attach RCS tanks from the B9 mod Those 2 seem to reliably reproduce it, and most of the parts described as 'finicky' in #1 are also from B9. So I guess try removing parts and checking part clipping until you find the part that's doing it; I don't think it's specifically a KJR issue, although it might be a KJR+(unknown mod) compatibility issue(?) I run a lot of mods, so I'm not 100% sure; I have used KJR almost as long as I've used FAR though, so ... I can definitely say that I have seen this behavior (and found at least a workaround, at least in 1.1.3). Thanks for the hints. I think in my case it was the service bay. It only started happening after KJR, but of course, that is not proof. Who knows what causes it. Worst part is when you delete the bad part a lot of times the rest of the ship becomes un- attachable. Like there's no green node to stick it on. So you gotta start from scratch :-/ Oh well. At least the UI flicker is fixed ^_^; Link to comment Share on other sites More sharing options...
davidy12 Posted November 13, 2016 Share Posted November 13, 2016 Does this work in 1.2.1? Link to comment Share on other sites More sharing options...
Guest Posted November 13, 2016 Share Posted November 13, 2016 (edited) 4 hours ago, davidy12 said: Does this work in 1.2.1? Yes it will. Edited November 13, 2016 by Murican_Jeb Fixed grammar lol Link to comment Share on other sites More sharing options...
Drillgorg Posted November 14, 2016 Share Posted November 14, 2016 I have a bug to report. The Klaw's free pivot option does not work with this mod installed. I had to uninstall the mod, line my ship up with the center of mass of the asteroid, then reinstall the mod. Would love to see a fix for this, as this is an essential mod for me. Link to comment Share on other sites More sharing options...
Azimech Posted November 16, 2016 Share Posted November 16, 2016 On 30-10-2016 at 3:37 AM, frencrs said: Hey, I know the 1.2 version of IR is still beta but KJR isn't ignoring MuMechToggle stuff. It's still marked exempt in the config, it might be a change by IR. Servo joints still move but they're skewed. Found this, maybe it helps. Link to comment Share on other sites More sharing options...
Problemless Mods Wanter Posted November 17, 2016 Share Posted November 17, 2016 Does this mod known to cause slight FPS drops due to altering physics realtime? I mean I can live with it but I noticed a slight FPS drop after installing this mod, although I is infinitly a useful mod for the designs I'd like to do, I just want to confirm if it's true.... ty Link to comment Share on other sites More sharing options...
LatiMacciato Posted December 5, 2016 Share Posted December 5, 2016 (edited) On 17.11.2016 at 6:02 AM, Smart Parts Wanter said: Does this mod known to cause slight FPS drops due to altering physics realtime? I mean I can live with it but I noticed a slight FPS drop after installing this mod, although I is infinitly a useful mod for the designs I'd like to do, I just want to confirm if it's true.... ty as far many parts causing physic, KJR is trying to prevent movement and followed physical collisions. short answer no .. i have FPS improvements cuz my stations stay stations Edited December 5, 2016 by LatiMacciato Link to comment Share on other sites More sharing options...
gomker Posted December 10, 2016 Share Posted December 10, 2016 @ferram4 Poking around the Infernal Robotics thread I read that setting multiPartAttachNodeReinforcement = 0 fixes problems with rotating parts however, when I set this option very large boat parts start to bend and flex at the joints. Is this is known issue? If not I can create a full bug report in Github with more details and video to demonstrate. Link to comment Share on other sites More sharing options...
PieBue Posted December 12, 2016 Share Posted December 12, 2016 On 10.12.2016 at 10:34 PM, gomker said: @ferram4 Poking around the Infernal Robotics thread I read that setting multiPartAttachNodeReinforcement = 0 fixes problems with rotating parts however, when I set this option very large boat parts start to bend and flex at the joints. Is this is known issue? If not I can create a full bug report in Github with more details and video to demonstrate. Nice to see that there is a report. KJR seems to interfere with Infernal Robotics with very bad results, making usage of KJR and IR in common unusable. See the attached Video . I'd be glad if both modders could find a way to provide compatibility bekause IR has some usages. As long as there is no compatibility I won't use IR to give KJR favor, because quoted solution makes all parts to be gum again. IR-V: 2.0.2+Warp-Patch (couldn't find mentioned 2.0.5) KJR: 3.3.1 KSP: 1.2.2 Link to comment Share on other sites More sharing options...
blowfish Posted December 12, 2016 Share Posted December 12, 2016 I don't think there's any way for KJR to reinforce moving joints. If KJR isn't being disabled for IR joints, then that sounds like a bug, but they will end up being wobbly regardless. Link to comment Share on other sites More sharing options...
PieBue Posted December 12, 2016 Share Posted December 12, 2016 22 minutes ago, blowfish said: I don't think there's any way for KJR to reinforce moving joints. If KJR isn't being disabled for IR joints, then that sounds like a bug, but they will end up being wobbly regardless. How do I disable KJR for parts of an other mod? Link to comment Share on other sites More sharing options...
blowfish Posted December 12, 2016 Share Posted December 12, 2016 24 minutes ago, PieBue said: How do I disable KJR for parts of an other mod? Parts with certain modules are disabled by this file: https://github.com/ferram4/Kerbal-Joint-Reinforcement/blob/master/GameData/KerbalJointReinforcement/Plugin/PluginData/KerbalJointReinforcement/config.xml#L30 I think MuMechToggle is supposed to exclude IR, maybe IR changed at some point and that needs to be updated. Link to comment Share on other sites More sharing options...
PieBue Posted December 12, 2016 Share Posted December 12, 2016 (edited) @blowfish looked into the config. There seems no line about Infernal Robotics in it. May I qoute you in the IR topic? Someone knows the syntax to kill settings of Infernal Robotics in that config? Thanks for an answer, sorry the bother. Edited December 12, 2016 by PieBue Link to comment Share on other sites More sharing options...
blowfish Posted December 12, 2016 Share Posted December 12, 2016 13 minutes ago, PieBue said: @blowfish looked into the config. There seems no line about Infernal Robotics in it. May I qoute you in the IR topic? Sure! It if helps get this issue resolved... Link to comment Share on other sites More sharing options...
gomker Posted December 13, 2016 Share Posted December 13, 2016 17 hours ago, PieBue said: There seems no line about Infernal Robotics in it MuMechToggle is the part module that IR uses - you wont see anything that directly says "Infernal Robotics" The exclusions do / have existed , if I was a betting man KSP changes to joint rigidity have something to do with it. Link to comment Share on other sites More sharing options...
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