blowfish Posted December 13, 2017 Share Posted December 13, 2017 12 minutes ago, BaelRathLian said: Nice idea, but does not seem to work on older versions of KSP. I tried it out on 1.2.9. and some other early version too. Each version of KJR is really only designed for one KSP version. If you want to use previous KSP versions, you will need a previous KJR. All the old versions are available on Github. Link to comment Share on other sites More sharing options...
maja Posted December 13, 2017 Share Posted December 13, 2017 4 hours ago, BaelRathLian said: Nice idea, but does not seem to work on older versions of KSP. I tried it out on 1.2.9. and some other early version too. Are you using the right version compatible with your version of KSP? Link to comment Share on other sites More sharing options...
Geonovast Posted December 22, 2017 Share Posted December 22, 2017 Just want to say a huge Thank You! for this mod. The game is so much better overall now that things aren't exploding, launching, or silently drifting apart all because I had the audacity to load them. This wouldn't have been possible without KJR Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted December 22, 2017 Share Posted December 22, 2017 (edited) @ferram4 My landed landers and various bases still sometimes pop off the ground when physics loads, flip over and bust half of their equipment. It seems that heavier landers (bases, reactors), especially when connected together via connector ports (kourtesy of KAS), appear to bounce less often or not at all, and the light ones that do bounce on physics load seem to not do that when they are flipped over and subsequently have no landing gear on the ground (or at least are on the side of said gear). I will try disengaging landing gear when I have landed to see if this stops the problem. (Landing gear kourtesy of Ven's Stock Revamp, possible that they just don't work with KJR) Edited December 22, 2017 by Pavel ☭ Link to comment Share on other sites More sharing options...
skandervr Posted December 22, 2017 Share Posted December 22, 2017 (edited) 15 hours ago, Pavel ☭ said: @ferram4 My landed landers and various bases still sometimes pop off the ground when physics loads, flip over and bust half of their equipment. It seems that heavier landers (bases, reactors), especially when connected together via connector ports (kourtesy of KAS), appear to bounce less often or not at all, and the light ones that do bounce on physics load seem to not do that when they are flipped over and subsequently have no landing gear on the ground (or at least are on the side of said gear). I will try disengaging landing gear when I have landed to see if this stops the problem. (Landing gear kourtesy of Ven's Stock Revamp, possible that they just don't work with KJR) I initially wanted to say i'm seeing the same with a clean 1.3.1 install and just KJR. But now this little jump at physics load seems to happen with just base KSP, no mods. I'll keep checking Edited December 22, 2017 by skandervr Link to comment Share on other sites More sharing options...
IgnatiusKerman Posted January 28, 2018 Share Posted January 28, 2018 On 12/21/2017 at 6:29 PM, Geonovast said: Just want to say a huge Thank You! for this mod. The game is so much better overall now that things aren't exploding, launching, or silently drifting apart all because I had the audacity to load them. This wouldn't have been possible without KJR I would love to echo these comments. I built a crazy Minimus base that would bounce from time to time, but one day every time I would switch to it, the thing would vibrate until it exploded. It nearly made me stop playing KSP. KJR to the rescue! THANKS! Link to comment Share on other sites More sharing options...
brusura Posted February 2, 2018 Share Posted February 2, 2018 (edited) On 25/1/2017 at 4:53 PM, Liquid5n0w said: Is this still the issue with the Klaw still a problem? The only work around would be that we have to uninstall Joint Reinforcement? There is no way to make KJR not affect that part? Dunno if it is still a problem for you but....Add this to config.xml <string name="exemptModuleType5">ModuleGrappleNode</string> Edited February 3, 2018 by brusura Link to comment Share on other sites More sharing options...
strudo76 Posted February 14, 2018 Share Posted February 14, 2018 Is there much difference between this mod, and just turning on the part strength option in the cheat menu? If it gives essentially the same result, it might be better to use that option and have one less mod that needs updating every game patch. Link to comment Share on other sites More sharing options...
theonegalen Posted February 21, 2018 Share Posted February 21, 2018 On 2/13/2018 at 9:54 PM, strudo76 said: Is there much difference between this mod, and just turning on the part strength option in the cheat menu? If it gives essentially the same result, it might be better to use that option and have one less mod that needs updating every game patch. The cheat menu disables joint breaks entirely, as I understand. KJR increases joint strength, but does not make it impossible to break your rockets. Link to comment Share on other sites More sharing options...
Xaero Posted February 23, 2018 Share Posted February 23, 2018 I created an issue on Github regarding the Klaws pivot functionality. If you could look into this at some point I'd be very grateful. Link to comment Share on other sites More sharing options...
sebi.zzr Posted February 23, 2018 Share Posted February 23, 2018 2 hours ago, Xaero said: I created an issue on Github regarding the Klaws pivot functionality. If you could look into this at some point I'd be very grateful. This is well known issue.For the time being you can edit config.xml. <bool name="multiPartAttachNodeReinforcement">1</bool> //cahange to <bool name="multiPartAttachNodeReinforcement">0</bool> Link to comment Share on other sites More sharing options...
Xaero Posted February 23, 2018 Share Posted February 23, 2018 1 hour ago, sebi.zzr said: This is well known issue.For the time being you can edit config.xml. <bool name="multiPartAttachNodeReinforcement">1</bool> //cahange to <bool name="multiPartAttachNodeReinforcement">0</bool> Tyvm for the hot fix! I was wondering how everybody could have missed it after I was unable to find anything on google or github... Link to comment Share on other sites More sharing options...
wobbleynoodlespacecraft Posted March 3, 2018 Share Posted March 3, 2018 Is it compatible with 1.3.1? Link to comment Share on other sites More sharing options...
softweir Posted March 4, 2018 Share Posted March 4, 2018 3 hours ago, wobbleynoodlespacecraft said: Is it compatible with 1.3.1? Yes, it most certainly is! Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 7, 2018 Share Posted March 7, 2018 I hope to god this gets updated for 1.4+ soon. I'm addicted to this game and the damn this is near unplayable without this mod. Link to comment Share on other sites More sharing options...
Rudolf Meier Posted March 7, 2018 Share Posted March 7, 2018 (edited) ... Edited March 7, 2018 by Rudolf Meier Link to comment Share on other sites More sharing options...
Galileo Posted March 7, 2018 Share Posted March 7, 2018 (edited) 1 hour ago, Rudolf Meier said: Snip This is not exactly ok as ferram4 is very against unofficial updates, if the past is any indicator. I would reconsider posting this for now and shelve it for a later date if need be. I know the license allows it, but let’s be a little cautious. I mean, it’s only been 24 hrs. Give it some time. For personal use, go for it, but unofficial version only cause confusion leaving the mod developer having to figure out what version the user has, and leaves them answering for bugs that may not be caused by them. Edited March 7, 2018 by Galileo Link to comment Share on other sites More sharing options...
BlackWing Pilot Posted March 10, 2018 Share Posted March 10, 2018 can i play it using ksp 1.4? Link to comment Share on other sites More sharing options...
Wolf Baginski Posted March 10, 2018 Share Posted March 10, 2018 On 07/03/2018 at 8:55 PM, Ironcladsix said: I hope to god this gets updated for 1.4+ soon. I'm addicted to this game and the damn this is near unplayable without this mod. As said, a few posts up the page, there is a "cheat" that disables joint breaks, and you could use that while you wait. I've only done a few test flights so far, but I have not felt a need for for the Mod just yet. There's a small group of mods I would like to have updates for before I spend a lot of time on KSP. I had the same problem with v1.3.x and that experience suggests this mod isn't vital. But I would prefer not to use the outright cheat option. Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 10, 2018 Share Posted March 10, 2018 (edited) 7 hours ago, Wolf Baginski said: w posts up the page, there is a "cheat" that disables joint breaks, and you could use that while you wait. I've only done a few test flights so far, but I have not felt a need for for the Mod just yet. There's a small group of mods I would like to have updates for before I spend a lot of time on KSP. I had the same problem with v1.3.x and that experience suggests this mod isn't vital. But I would prefer not to use the outright cheat What's the cheat? Are you referring to the "Allow Aero-structural failures" checkbox in the FAR dialog box? If so, I'm using that and my cargo flights are still disintegrating on take off. Edited March 10, 2018 by Ironcladsix Edited to add more detail. Link to comment Share on other sites More sharing options...
siimav Posted March 10, 2018 Share Posted March 10, 2018 1 hour ago, Ironcladsix said: What's the cheat? Are you referring to the "Allow Aero-structural failures" checkbox in the FAR dialog box? If so, I'm using that and my cargo flights are still disintegrating on take off. There's a "Unbreakable joints" checkbox in the F12 cheats menu. Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 10, 2018 Share Posted March 10, 2018 52 minutes ago, siimav said: There's a "Unbreakable joints" checkbox in the F12 cheats menu. Thanks Link to comment Share on other sites More sharing options...
i like pizza Posted March 10, 2018 Share Posted March 10, 2018 Does this mod function as intended in KSP 1.4? Link to comment Share on other sites More sharing options...
Saberdo Posted March 11, 2018 Share Posted March 11, 2018 7 hours ago, i like pizza said: Does this mod function as intended in KSP 1.4? sadly it doesnt work with ksp 1.4 Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 12, 2018 Share Posted March 12, 2018 I am actually considering reverting to 1.3.1 and starting my entire program over from scratch so as not to have to deal with this excrements. Link to comment Share on other sites More sharing options...
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