dtoxic Posted August 20, 2014 Share Posted August 20, 2014 If you're not willing to do a little work to get a problem solved, why do you expect the modder to do *all* the work to get the problem solved?i'am willing to help and workout the problem but is it possible (in your universe) that maybe i'am not that much technically educated to solve this problem, i tried everything to my knowledge to fix/find the problem and when i ran out of ideas i posted my problem here so that someone with more experience and moding/coding knowledge can help out Link to comment Share on other sites More sharing options...
ferram4 Posted August 21, 2014 Author Share Posted August 21, 2014 Alright, so then I'll ask again: how do you reproduce this issue? What actions must be taken in-game to cause it? Link to comment Share on other sites More sharing options...
NathanKell Posted August 21, 2014 Share Posted August 21, 2014 i'am willing to help and workout the problem but is it possible (in your universe) that maybe i'am not that much technically educated to solve this problem, i tried everything to my knowledge to fix/find the problem and when i ran out of ideas i posted my problem here so that someone with more experience and moding/coding knowledge can help outAnd the best way to do that is narrow down the problem: replicate it with as few mods as possible, and then precisely describe (as ferram asks) how to cause the problem.No one's asking you to do impossible things, just to make the problem *possible* to find and fix. Link to comment Share on other sites More sharing options...
dtoxic Posted August 21, 2014 Share Posted August 21, 2014 Alright, so then I'll ask again: how do you reproduce this issue? What actions must be taken in-game to cause it?ok here first i used it with a lot of mods the error happens, what i did: load craft file KSO block 8 that comes with kso i dont add anything get into orbit...de-orbit land on the runaway error happens as soon as i touch (at least i think) the runaway...then i tried it with all the required mods/plugins for KSO + Joint Reinforcement+chatterer+ATM same procedure as above only this time the error did not happen first time tried it again error came back so it seams its random or i think it;s random i cant seem to reproduce it every time sometimes it pops up sometimes i doesn't all this in sandbox modeksp 0.24.2 x32 on windows 7 SP1 x64 hope thats enough information cause i don't know what else i can try Link to comment Share on other sites More sharing options...
FacialJack Posted August 21, 2014 Share Posted August 21, 2014 Hi all, hi ferram, and first ty for all ure work, its simply ... amazing Do u think ure mod will cure my ship?As thats the first huge thing i made, i didnt need ure mod before... i'll try it now ! Link to comment Share on other sites More sharing options...
Pds314 Posted August 21, 2014 Share Posted August 21, 2014 I find it extremely ironic that Ferram manages both FAR's aerodynamic failures and KJR's joint reinforcement. One of them makes 2.5 meter tanks hold together. One of them makes 2.5-meter tanks sheer in half at Mach 1. Link to comment Share on other sites More sharing options...
Woopert Posted August 21, 2014 Share Posted August 21, 2014 (edited) I find it extremely ironic that Ferram manages both FAR's aerodynamic failures and KJR's joint reinforcement. One of them makes 2.5 meter tanks hold together. One of them makes 2.5-meter tanks sheer in half at Mach 1.But, both mods make KSP more realistic. Real rockets don't flop around as much as KSP, and the real atmosphere isn't made of soup. Things don't fall apart in FAR unless you fly things wrong, or don't build a properly aerodynamic rocket / aircraft. Edited August 21, 2014 by Woopert Link to comment Share on other sites More sharing options...
Jivaii Posted August 23, 2014 Share Posted August 23, 2014 Is this still packaged with mod statistics? Link to comment Share on other sites More sharing options...
ferram4 Posted August 23, 2014 Author Share Posted August 23, 2014 No, this no longer packages ModStats. If it did, it would have been taken down.Also, note the lack of the required-by-ModStats notice that it is included in the OP. From all of this, you can conclude that it is not packaged anymore. Link to comment Share on other sites More sharing options...
FacialJack Posted August 23, 2014 Share Posted August 23, 2014 Well, i try to do same manoeuvre wiz my ship by changing nothing else than adding KJR, and if the engines blockx still wobbling a few, solar arms dont move at all Cool !! Link to comment Share on other sites More sharing options...
Justin Kerbice Posted September 9, 2014 Share Posted September 9, 2014 Got a NRE with stock launchclamps:[LCC test2 Debris]: ground contact! - error: 0.000mUnpacking LCC test2 DebrisNullReferenceException: Object reference not set to an instance of an object at KerbalJointReinforcement.KerbalJointReinforcement.RunVesselJointUpdateFunction (.Vessel v) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KerbalJointReinforcement.OnVesselOffRails (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 at Vessel.GoOffRails () [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1)"LCC test2" is the ship, with 3 launchclamps (named LCs later) attached (and there is 3 NRE like the one above), this happen when the LCs are back on KSP "physical care range".I go up > 2500m from launchpad, stop engine, wait, when LCs are spawned back, boom ! NRE.I also note that in fact, when a vessel with LCs goes other the 2500m distance, LC part are destroyed (in the meaning of object programming), so the part object become null after the limit is crossed. And KSP seems to recreate <n> part objects back when they're become visible again (which make some sense but old references to them are lost for good).KSP 0.24.2 32b on win7 with KerbalJointReinforcement v2.4.3.0KSP itself have some troubles with them (2 warnings + 1 error):[Part]: PartModule LaunchClampReinforcementModule at launchClamp1, index 3: index exceeds module count as defined in cfg.Looking for LaunchClampReinforcementModule in other indices......no LaunchClampReinforcementModule module found on part definition. Skipping...PartModule is null.[LCC test2 Debris]: landed - waiting for ground contact to resume physics... Link to comment Share on other sites More sharing options...
Camacha Posted September 12, 2014 Share Posted September 12, 2014 Is there a way of checking KJR is active? I seem to have some disassembly issues with a craft that performed well under 0.22 and I am trying to narrow down the possible causes. Link to comment Share on other sites More sharing options...
Gecko347 Posted September 13, 2014 Share Posted September 13, 2014 I'm having trouble with the Tarsier Space Tech plug-in. My ship has four large science hard drive and the HDD section is very wobbly. I was hoping KJR might be able to help so I added the module name, but it's still wobbly. Did I make the right change? Should I modify something else?<string name="decouplerStiffeningExtensionType5">TSTScienceHardDrive</string> Link to comment Share on other sites More sharing options...
Jong Posted September 19, 2014 Share Posted September 19, 2014 (edited) I encountered a problem where one of my space stations would spontaneously and violently oscillate itself to pieces due to KJR. Removing KJR solves the problem, but I'd like to keep KJR because I'm using RSS. I figure I could tweak the config file, but I have no idea which values I need to adjust.EDIT: The oscillations start in the four rocket workshop parts from EPL. They are directly attached to a station node connector that was enlarged with tweakscale. Edited September 19, 2014 by Jong Link to comment Share on other sites More sharing options...
FreeThinker Posted September 22, 2014 Share Posted September 22, 2014 I seen this happen as well well. It usualy happens when after you load a game where SAS was still active. Not dure if it was caused by KJR or Stock KSP Link to comment Share on other sites More sharing options...
Starwaster Posted September 24, 2014 Share Posted September 24, 2014 I seen this happen as well well. It usualy happens when after you load a game where SAS was still active. Not dure if it was caused by KJR or Stock KSPIt can happen stock. Link to comment Share on other sites More sharing options...
gnivler Posted September 28, 2014 Share Posted September 28, 2014 I've found a bug or conflict I think, while using 3 mods one of which is KJR. I posted to the bottom of this thread http://forum.kerbalspaceprogram.com/threads/92278-WIP-Part-Radial-Engine-Mounts-by-PanaTee-Parts-International?p=1437925#post1437925Basically with an IR Rotatron connected to the back of this radial mount (rocket > Rotatron > radial mount > engine), the rotation is screwed up. When I disable KJR the rotation works. I'm not sure where the root issue may be, but if you need logs or something I can try to provide something. Link to comment Share on other sites More sharing options...
ferram4 Posted September 28, 2014 Author Share Posted September 28, 2014 The root issue is that that is a decoupler, and KJR stiffens decouplers heavily due to the fact that they are where most of the wobble occurs. This is intended, or else that mount would likely flop all over the place under high thrust. Link to comment Share on other sites More sharing options...
ijiin Posted September 29, 2014 Share Posted September 29, 2014 IDK if my googling sucks or if it's not been done yet. but i have the b9 aerospace pack with the HUGE parts. and im trying to use IR to make some decently sized hatches and whatnot. but the parts are a bit week so im getting a lot of spring tention in space and atmosphere.I'm wondering if anyone could point me in the right direction when it comes to modifying the parts file so they tolerate bigger parts without wobbling.i've tried increasing the mass of the parts and the jointspring and jointdamping but with no luck.Am i missing something very obvious here or is it just not possible ? didn't want to use a strut system on them to be honest. Link to comment Share on other sites More sharing options...
ferram4 Posted September 29, 2014 Author Share Posted September 29, 2014 As long as you're connecting parts with very high mass ratios (greater than ~15:1) there will always be a fair bit of wobbling. There is no way around this at all, it is a limitation of the physics engine. Link to comment Share on other sites More sharing options...
AetherGoddess Posted September 30, 2014 Share Posted September 30, 2014 [...] there will always be a fair bit of wobbling. There is no way around this at all, it is a limitation of the physics engine.Physics: ruining the party since July 5, 1687. Link to comment Share on other sites More sharing options...
Lilienthal Posted October 4, 2014 Share Posted October 4, 2014 Almost every time, my ship comes out of warp, the engines fire up for a very short time. This does not count towards the engine ignitor count of that engine, but messes up fine adjustments. Is this a known issue of KJR + RO or should I dig deeper to find out what's going on?Background: I have RO 6.0V12 including all the required and highly reccomended mods (incl. Real Fuels + enging ignitor + KJR) + KAS + KAC + some others.Thanks! Link to comment Share on other sites More sharing options...
ferram4 Posted October 7, 2014 Author Share Posted October 7, 2014 @Lilienthal: Bug with an old version of RF; you should update that. Why would you think KJR would do that?Anyway, v2.4.4 is out, with 0.25 compatibility.As a note, KJR will now disable itself on win64 due to the previous stability issues that have only worsened with the 0.25 update. Link to comment Share on other sites More sharing options...
odmonk Posted October 9, 2014 Share Posted October 9, 2014 If possible, could you add an override setting to allow testing with win64? I had been using the previous version quite successfully and stably with my 24.2 png-converted win64 game (see this post) and would miss the stability this mod offers. Link to comment Share on other sites More sharing options...
ferram4 Posted October 9, 2014 Author Share Posted October 9, 2014 Nope, sorry. Win64 0.25 is even less stable and crash-prone, and frankly shouldn't have been released in the first place. I know from experience that for all the people who will recognize that win64 KSP issues are issues with the underlying game, more will flood me with bug reports and complaints, while telling people about ways to fix it that don't. Since people are unwilling to listen and follow those warnings, they don't get the choice to disregard them. Link to comment Share on other sites More sharing options...
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