TyrannoFan Posted March 12, 2018 Share Posted March 12, 2018 Just use the stock invisible struts feature while you wait for the KJR update. No more spaghetti rockets. Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 12, 2018 Share Posted March 12, 2018 It takes the mod authors up to two weeks after a release to get updates out i always stay on the last version for two weeks before I consider playing the new release, if your on steam you can roll back, bear in mind also that the DLC is about to drop so the Mod guys might be waiting to see what the out come of that is before updating just be patient they will get to it . Link to comment Share on other sites More sharing options...
siimav Posted March 12, 2018 Share Posted March 12, 2018 8 hours ago, TyrannoFan said: Just use the stock invisible struts feature while you wait for the KJR update. No more spaghetti rockets. Sadly that is not a true replacement for this mod. Yes, that invisible strut functionality does make a rocket less spaghetti-like. But what it doesn't help about is when you come off rails and physics is loaded. I have a savegame for a spaceplane that is on approach to runway that magically loses it's wings when game gets loaded and physics is applied. That specific plane actually did fly to orbit successfully and would probably have also landed nicely if I wouldn't have re-loaded the game. That same savegame also contains a Munar base that shakes itself to bits when switching to that vessel. KJR is able to fix both of these scenarios because it makes all joints orders of a magnitude stronger when coming off rails. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted March 12, 2018 Share Posted March 12, 2018 14 hours ago, Virtualgenius said: It takes the mod authors up to two weeks after a release to .... Considering there's a release of 1.4.1 planned for one week after 1.4.0, it would seem prudent for mod authors to not spend much effort updating to 1.4.0. It's likely the not a big difference between those two versions, some bug fixes etc. But anyone who's spent time diagnosing an issue in one area to find it was a big elsewhere knows that you wait for the core bug fixes before addressing what's wrong with an add-on. That said, some add-ons just needed recompiling, so no real effort there. I suspect KJR will need more work than that. Link to comment Share on other sites More sharing options...
siimav Posted March 12, 2018 Share Posted March 12, 2018 8 minutes ago, TiktaalikDreaming said: Considering there's a release of 1.4.1 planned for one week after 1.4.0, it would seem prudent for mod authors to not spend much effort updating to 1.4.0. It's likely the not a big difference between those two versions, some bug fixes etc. But anyone who's spent time diagnosing an issue in one area to find it was a big elsewhere knows that you wait for the core bug fixes before addressing what's wrong with an add-on. That said, some add-ons just needed recompiling, so no real effort there. I suspect KJR will need more work than that. Can confirm that KJR is working in 1.4 after updating one line in code that checks the game version and doing a recompile with updated game DLLs. Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 13, 2018 Share Posted March 13, 2018 I have reverted to 1.3.1 and will be staying there until FAR and KJR are updated. Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 13, 2018 Share Posted March 13, 2018 I agree with @TiktaalikDreaming with 1.4.1 so close we will not see very many updates for 1.4 good job rolling back to 1.3.1 @Ironcladsix Link to comment Share on other sites More sharing options...
Provisional Name 5 Posted March 13, 2018 Share Posted March 13, 2018 20 hours ago, siimav said: Can confirm that KJR is working in 1.4 after updating one line in code that checks the game version and doing a recompile with updated game DLLs. how can I do this myself? I have no idea how to open the DLL and edit it in visual studio Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted March 13, 2018 Share Posted March 13, 2018 On 3/12/2018 at 7:08 PM, siimav said: Can confirm that KJR is working in 1.4 after updating one line in code that checks the game version and doing a recompile with updated game DLLs. If you're going to do this, please at least don't post about it. People did that for Kopernicus, everything seemed fine, then people's saves started breaking. Link to comment Share on other sites More sharing options...
Derb Posted March 14, 2018 Share Posted March 14, 2018 19 minutes ago, TheUnamusedFox said: If you're going to do this, please at least don't post about it. People did that for Kopernicus, everything seemed fine, then people's saves started breaking. I must ask, why not? Unless it's prohibited by the mod's license - it's clear to me that you do this at your own risk, so why not allow people to share their tests and insights? Link to comment Share on other sites More sharing options...
Provisional Name 5 Posted March 14, 2018 Share Posted March 14, 2018 8 hours ago, Communist said: how can I do this myself? I have no idea how to open the DLL and edit it in visual studio figured it out, downloaded source code from github, then you can recompile it into a DLL after editing Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 14, 2018 Share Posted March 14, 2018 5 hours ago, TheUnamusedFox said: If you're going to do this, please at least don't post about it. People did that for Kopernicus, everything seemed fine, then people's saves started breaking. But it's not like he posted a link to download his re-compile. He's just letting people know that you can update KJR yourself, if you know how to re-compile. Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 14, 2018 Share Posted March 14, 2018 If you recompile it yourself you cant expect support from the author, its always best to wait for the author to update the mod, then if it breaks you have support providing you supplied the logs required. Rogue installs are a moders worst nightmare 1.4.1 just released so there will be a gap will the authors update. Link to comment Share on other sites More sharing options...
Derb Posted March 14, 2018 Share Posted March 14, 2018 8 hours ago, Communist said: figured it out, downloaded source code from github, then you can recompile it into a DLL after editing What software did you use to compile? Link to comment Share on other sites More sharing options...
steve_v Posted March 14, 2018 Share Posted March 14, 2018 (edited) 22 minutes ago, Derb said: What software did you use to compile? Monodevelop or Visual Studio should work fine, I have recompiled ferrams mods with the former on several occasions. Don't report bugs in or provide for download any modified builds of course. 12 hours ago, Derb said: I must ask, why not? Unless it's prohibited by the mod's license - it's clear to me that you do this at your own risk, so why not allow people to share their tests and insights? I don't see a problem saying that it can be done, (though obviously ferram4 may overrule me here) but it's not a good idea to make it too easy, otherwise people who lack the skill and judgement to file (or not file) useful bug reports will start using it and create support problems for the author. It's not a licence thing, it's a "don't poke the bears" and "common courtesy" thing. Nobody wants to have to deal with users complaining "I followed J. Random's instructions, and your mod ate my cat", or a storm of bug reports for a mess someone else made. Edited March 14, 2018 by steve_v Link to comment Share on other sites More sharing options...
leatherneck6017 Posted March 14, 2018 Share Posted March 14, 2018 2 hours ago, steve_v said: I don't see a problem saying that it can be done, (though obviously ferram4 may overrule me here) but it's not a good idea to make it too easy, otherwise people who lack the skill and judgement to file (or not file) useful bug reports will start using it and create support problems for the author. It's not a licence thing, it's a "don't poke the bears" and "common courtesy" thing. Nobody wants to have to deal with users complaining "I followed J. Random's instructions, and your mod ate my cat", or a storm of bug reports for a mess someone else made. Well stated, I see your point. I've personally recompiled several mods in the past, but always knew that they would be unsupported. It never occurred to me that someone would request support for a personal recompile. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted March 14, 2018 Share Posted March 14, 2018 7 hours ago, leatherneck6017 said: Well stated, I see your point. I've personally recompiled several mods in the past, but always knew that they would be unsupported. It never occurred to me that someone would request support for a personal recompile. The problems usually start when someone posts a download link to a personal recompile. I don't think I've seen anyone who's personally compiled a mod of someone else's raise bug reports for it. Link to comment Share on other sites More sharing options...
Provisional Name 5 Posted March 15, 2018 Share Posted March 15, 2018 11 hours ago, Derb said: What software did you use to compile? Visual Studio, I opened the "KerbalJointReinforcement.sln" file in the source code folder and did it from there Link to comment Share on other sites More sharing options...
maja Posted March 15, 2018 Share Posted March 15, 2018 (edited) @Communist I know you want to help, but it's probably better not to do this in here in such a way. There are a lot of other threads where someone can learn how to mod or just recompile. Edited March 15, 2018 by maja Link to comment Share on other sites More sharing options...
Rudolf Meier Posted March 16, 2018 Share Posted March 16, 2018 On 14.03.2018 at 11:54 PM, TiktaalikDreaming said: The problems usually start when someone posts a download link to a personal recompile. I don't think I've seen anyone who's personally compiled a mod of someone else's raise bug reports for it. I do provide support for recompiles I made Link to comment Share on other sites More sharing options...
MechBFP Posted March 16, 2018 Share Posted March 16, 2018 Just wanted to say thank you for this mod. It is my absolute #1 quality of life mod and solves my #1 grievance with KSP. Link to comment Share on other sites More sharing options...
viperwolf Posted March 17, 2018 Share Posted March 17, 2018 10 hours ago, Rudolf Meier said: I do provide support for recompiles I made Yes you do thank you Link to comment Share on other sites More sharing options...
Gidreess Posted March 17, 2018 Share Posted March 17, 2018 Update 1.4 pleeease Link to comment Share on other sites More sharing options...
ss8913 Posted March 18, 2018 Share Posted March 18, 2018 so I made a recompile of this with visual studio... it built just fine against 1.4, but... sadly still doesn't work. Things still fall apart. So, unfortunately, no fast easy recompile-fix for this one for 1.4 Link to comment Share on other sites More sharing options...
siimav Posted March 18, 2018 Share Posted March 18, 2018 4 hours ago, ss8913 said: so I made a recompile of this with visual studio... it built just fine against 1.4, but... sadly still doesn't work. Things still fall apart. So, unfortunately, no fast easy recompile-fix for this one for 1.4 Did you fix line 67 in CompatibilityChecker? Link to comment Share on other sites More sharing options...
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