Vive_moi Posted June 7, 2017 Share Posted June 7, 2017 1 hour ago, AdmiralSirJohn said: Works for me. Now I just need some station parts... Stockalike station parts 1.2.2 works fine for me in 1.3 even if not released yet. Also KJR 1.3 unofficial works great for me. Thanks for the recompile. See you, Vive_moi Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted June 7, 2017 Share Posted June 7, 2017 1 hour ago, Vive_moi said: Stockalike station parts 1.2.2 works fine for me in 1.3 even if not released yet. Also KJR 1.3 unofficial works great for me. Thanks for the recompile. See you, Vive_moi I rather like CX Aerospace station parts, which go well with Contares/Tantares. Link to comment Share on other sites More sharing options...
leatherneck6017 Posted June 7, 2017 Share Posted June 7, 2017 @siimav Amazing, thank you! 1.3 was driving me nuts without KJR. Link to comment Share on other sites More sharing options...
Fat Freddy Posted June 8, 2017 Share Posted June 8, 2017 (edited) On 2017-06-07 at 2:30 PM, leatherneck6017 said: @siimav Amazing, thank you! 1.3 was driving me nuts without KJR. I also thank you! Edited June 8, 2017 by Fat Freddy Link to comment Share on other sites More sharing options...
colfighter Posted June 11, 2017 Share Posted June 11, 2017 1.3 compatibility? Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted June 11, 2017 Share Posted June 11, 2017 2 minutes ago, colfighter said: 1.3 compatibility? Scroll up. It's not official, but it has been recompiled for 1.3 Link to comment Share on other sites More sharing options...
colfighter Posted June 11, 2017 Share Posted June 11, 2017 13 minutes ago, AdmiralSirJohn said: Scroll up. It's not official, but it has been recompiled for 1.3 does it work with IR? Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted June 11, 2017 Share Posted June 11, 2017 2 hours ago, colfighter said: does it work with IR? Not a clue. I don't use IR. Link to comment Share on other sites More sharing options...
smotheredrun Posted June 11, 2017 Share Posted June 11, 2017 6 hours ago, colfighter said: does it work with IR? I would check in the IR thread(s). KJR and IR have occasionally played nicely in the past, but also occasionally had their issues. Link to comment Share on other sites More sharing options...
ss8913 Posted June 12, 2017 Share Posted June 12, 2017 is IR updated for 1.3? Last I checked it hadn't even been released officially for 1.2.2 ...? Link to comment Share on other sites More sharing options...
colfighter Posted June 13, 2017 Share Posted June 13, 2017 4 hours ago, ss8913 said: is IR updated for 1.3? Last I checked it hadn't even been released officially for 1.2.2 ...? Go to the github for it. There is a patch for 1.3. Link to comment Share on other sites More sharing options...
SnowyShoe Posted June 14, 2017 Share Posted June 14, 2017 Hi, is this mod compatible with version 1.3? And if not, is there any news about the nearest renditions? And can you do something with this mod to do to work? Thank you in advance for your answer Link to comment Share on other sites More sharing options...
cgwhite4 Posted June 14, 2017 Share Posted June 14, 2017 SnowyShoe: This mod is not yet compatible with 1.3, as per my experience. While it will not crash the game as far as I know, it will fail to provide the intended functionality of the mod. I have heard that KJR tends to take a while to update after a patch, but this delay is significantly above average, if I recall what I read correctly. My guess is there is something about patch 1.3 that is proving to be particularly troublesome for ferram4. I could not even get to the title screen (due to crashes during loading) until 2 other mods I used updated, which is unusual for those mods. This suggests something big must have changed, and the process by which ferram4 will modify KJR to compensate for the change is significantly more time consuming than with most prior patches. I too am hoping ferram4 will soon be able to fix this, but we have not been provided with an ETA at this point. Link to comment Share on other sites More sharing options...
V8jester Posted June 14, 2017 Share Posted June 14, 2017 (edited) Unofficial KJR Recompile For 1.3 (siimav) - https://drive.google.com/file/d/0BxowaRaYHkjddHc2T28zWEdLcjQ/view @cgwhite4 @SnowyShoe @colfighter Anyone else I missed........ Yes it works with IR Edited June 14, 2017 by V8jester Link to comment Share on other sites More sharing options...
SnowyShoe Posted June 17, 2017 Share Posted June 17, 2017 @V8jester @cgwhite4 Thank you guys for answers and thank you V8jester for the file and for the instruction. Everything is working and nothing is wrong Link to comment Share on other sites More sharing options...
ss8913 Posted June 18, 2017 Share Posted June 18, 2017 On 6/14/2017 at 4:49 PM, V8jester said: Unofficial KJR Recompile For 1.3 (siimav) - https://drive.google.com/file/d/0BxowaRaYHkjddHc2T28zWEdLcjQ/view @cgwhite4 @SnowyShoe @colfighter Anyone else I missed........ Yes it works with IR what is the difference in behavior between this and the 1.2.2 one that I have loaded in 1.3? I can't see any functional difference between its behavior in 1.2.2 and 1.3.0...? Link to comment Share on other sites More sharing options...
V8jester Posted June 18, 2017 Share Posted June 18, 2017 6 hours ago, ss8913 said: what is the difference in behavior between this and the 1.2.2 one that I have loaded in 1.3? I can't see any functional difference between its behavior in 1.2.2 and 1.3.0...? The only difference is that @siimav recompiled it for 1.3. Functionality is the same. this one is simply built specifically for 1.3 Link to comment Share on other sites More sharing options...
ss8913 Posted June 19, 2017 Share Posted June 19, 2017 18 hours ago, V8jester said: The only difference is that @siimav recompiled it for 1.3. Functionality is the same. this one is simply built specifically for 1.3 sure. I get that, but the 1.2.2 version works fine (for me) in 1.3 without a recompile, hence my question of what's functionally different...? Link to comment Share on other sites More sharing options...
siimav Posted June 19, 2017 Share Posted June 19, 2017 (edited) 8 hours ago, ss8913 said: sure. I get that, but the 1.2.2 version works fine (for me) in 1.3 without a recompile, hence my question of what's functionally different...? Can't really imagine how it could possibly work for you in 1.3. The code has a check for the version of the game and does not really do anything when the version is not 1.2.x. So unless you somehow managed to hack your 1.3 KSP to show as 1.2.x to mods, KJR is not applying any of it's joint-strengthening magic. Or you just have some other mod installed that does something similar to KJR (not sure whether there are any). Edited June 19, 2017 by siimav Link to comment Share on other sites More sharing options...
weltall_of_id Posted June 20, 2017 Share Posted June 20, 2017 Thank you so much siimav! Really appreciate it that you shared your dll! Link to comment Share on other sites More sharing options...
emtmcg Posted June 23, 2017 Share Posted June 23, 2017 (edited) Looking forward to 1.3 update Edited June 23, 2017 by emtmcg Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 23, 2017 Share Posted June 23, 2017 On 6/2/2017 at 1:56 PM, siimav said: So there's been quite a bit of requests for my 1.3 recompile. And there's also the issue that the forum does not allow sending private messages to others unless you have 5+ posts. I'll just leave a public link to it here now. If Ferram himself or any of the mods feel offended by it, just let me know and I'll remove it ASAP. Once again, this is an unofficial release and is in no way supported by the author of this mod. Download and use it at your own risk. KerbalJointReinforcement.dll Forum rules require you also provide the source code. A link to Github would be sufficient, but please provide it. Link to comment Share on other sites More sharing options...
Mihara Posted June 23, 2017 Share Posted June 23, 2017 (edited) On 1/25/2017 at 8:03 PM, sebi.zzr said: I think the solution is to change name="multiPartAttachNodeReinforcement">0< in ...KSP_win64\GameData\KerbalJointReinforcement\Plugin\PluginData\KerbalJointReinforcement\config.xml Actually, this works better: <string name="exemptModuleType5">ModuleGrappleNode</string> This makes the claw exactly as exempt as the Lynx rover joint, (or as the IR parts are supposed to be) and the Advanced Grapple Unit starts pivoting as designed. At least, I just tested this on the ground and I'm going after an asteroid now... EDIT: Well, it works. That is, it pivots even on a real asteroid. But it breaks the universe: the resulting connection starts oscillating with phantom forces which eventually quietly tear the ship apart... Edited June 23, 2017 by Mihara Correction Link to comment Share on other sites More sharing options...
blowfish Posted June 23, 2017 Share Posted June 23, 2017 2 hours ago, linuxgurugamer said: Forum rules require you also provide the source code. A link to Github would be sufficient, but please provide it. That, and license Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 23, 2017 Share Posted June 23, 2017 22 minutes ago, blowfish said: That, and license Yes, but I would assume the license would be the same, since it is the same mod. Link to comment Share on other sites More sharing options...
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