Jump to content

[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17


ferram4

Recommended Posts

@Lilienthal: Bug with an old version of RF; you should update that. Why would you think KJR would do that?

I think perhaps if it happened while the "KJR"-related note in the corner is loading during physics load, it would be easy to wonder if it were coincidence or not.

Link to comment
Share on other sites

I'm running the .25 32-bit KSP with KJR 2.4.4. I keep getting an incompatibility message saying that this version of KJR is not compatible with .25 KSP. Everything seems to work just fine. I currently have only KJR 2.4.4, Mechjeb2 2.3.1.0-338 and Procedural Fairings 3.09 installed. Plus one instance only of ModuleManager 2.5.1. I'm going to watch to see if I get the notifications in the lower right hand corner to see if it's being loaded.

Yeah, looks like it's loading just fine. Not sure why that message is being generated.

Edited by Jim Kernan
Link to comment
Share on other sites

@ferram4: I completely understand, and would just like to add my thanks for your hard work on this and your other mods. Having seen the furor now raging around the general topic of win64 (which I had not appreciated prior to my request) I would not have made my request in that light.

Due to the rather large number of mods I rely on opting to discontinue win64 support, I will most likely return to win32 playing until stability enables more widespread use again.

Link to comment
Share on other sites

@Jim Kernan: Then you are not loading up KJR v2.4.4. The CC settings were updated for 2.4.4; I suspect you are still using v2.4.3.

@odmonk: Thanks for understanding. I wish the win64 build wasn't such a disaster, but it is. I'd rather work on support for issues that I can fix rather than ones that are out of my control.

Link to comment
Share on other sites

I think perhaps if it happened while the "KJR"-related note in the corner is loading during physics load, it would be easy to wonder if it were coincidence or not.

It was this embarrasingly simple reason. Thanks for the help ferram, it seems to be fine now. :)

Link to comment
Share on other sites

@Jim Kernan: Then you are not loading up KJR v2.4.4. The CC settings were updated for 2.4.4; I suspect you are still using v2.4.3.

@odmonk: Thanks for understanding. I wish the win64 build wasn't such a disaster, but it is. I'd rather work on support for issues that I can fix rather than ones that are out of my control.

You were correct. I suspect I accidentally copied the 2.4.3 version over. Thanks for answering and thanks for all the hard work you do for all of us.

Link to comment
Share on other sites

Note: To avoid possibly exacerbating any of the win64 KSP build's instability inherent issues, this mod will disable itself if run on a win64 build of KSP.

This is getting on my nerves. I've just spent half an hour removing the verification. Well, at least I've learned someting new but giving us a choice would be the better solution.

I did last time. Everyone did last time. People still complained to me about the win64 build's inherent issues that I couldn't fix. We tried that solution, and users couldn't handle it.

Ok, fair enough. Thanks for your work.

Edited by theend3r
Link to comment
Share on other sites

I did last time. Everyone did last time. People still complained to me about the win64 build's inherent issues that I couldn't fix. We tried that solution, and users couldn't handle it.

Sigh... this stinks for people who diligently reported bugs, posted log files, and were always consistently on their best behavior when using mods and Win x64. Maybe you could make users agree to a perma-ban from the forum for giving unhelpful feedback or complaining about the Win x64 version of the game inappropriately. Maybe the moderators would even support that.

I have nothing but respect for what you offer Ferram. The same goes for Sarbian and stupid_chris. I'm sorry that SOME of us couldn't handle the responsibility of accepting your FREE LABOR... but there are definitely others out here that do nothing but appreciate and offer our best, most helpful, feedback and constructive criticisms.

I'd appreciate it if you'd reconsider.

Link to comment
Share on other sites

This is getting on my nerves. I've just spent half an hour removing the verification. Well, at least I've learned someting new but giving us a choice would be the better solution.

Can you post the edited plugin? The license allows that, it should be OK. BTW, it'd be great if someone wrote a plugin capable of killing off this sort of stupid code across the board. What method does it use to identify 64bit builds? Maybe it's possible to intercept and disable for good...

Link to comment
Share on other sites

Can you post the edited plugin? The license allows that, it should be OK. BTW, it'd be great if someone wrote a plugin capable of killing off this sort of stupid code across the board. What method does it use to identify 64bit builds? Maybe it's possible to intercept and disable for good...

You really do not want to open that can of worms.

Link to comment
Share on other sites

Well, I suggest we just send *all* Winx64 support request Dragon01's way, he clearly wants to take the burden on. :)

I concur. Dragon should step up to the plate. Put his money where his mouth is.

Dragon. Instead of trying to enable people to circumvent, do an official fork, host it as a separate mod with its own forum thread AND ASSUME PERSONAL RESPONSIBILITY instead of being hostile about it.

Link to comment
Share on other sites

I have neither time nor a testing environment at this time. And no, maintaining forks 3 or more plugins isn't the way to go, I'd rather write a universal plugin to kill/cheat the system and disable this restriction in every mod that has it. If this isn't gone by the time I upgrade to 64bit, I'll try my hand at writing this thing. Why do you think I asked about the method used? And no, I won't stop being hostile as long as people chose to carter to "needs" of a few special children who can't grasp a simple "no official support on 64bit" statement, harming a wider and more intelligent (i.e. those who can bloody read) group of users. This behavior is already too widespread (not only on KSP forums), and I hate when that happens.

You really do not want to open that can of worms.

Why wouldn't I? I don't care for people too stupid to realize 64bit can and will have issues. I do, however, care for normal 64bit users who want to use the pretty essential mods (also, OpenGL mode seems to stabilize the 64bit builds). Anyway, someone smart enough to look for and download such a plugin should also be smart enough to realize 64bit isn't too stable, or at least post their issues in the plugin's thread. Seems like a win-win situation to me. So I do want to open that can of worms. I don't actually use 64bit KSP yet, but I do want to upgrade my system soon, so it's not only for "ideological reasons" (I also oppose this kind of "idiot proofing" on a general principle, it only harms intelligent users). So don't go around telling me ​what I want.

Edited by Guest
Link to comment
Share on other sites

I don't actually use 64bit KSP yet, but I do want to upgrade my system soon, so it's not only for "ideological reasons" (I also oppose this kind of "idiot proofing" on a general principle, it only harms intelligent users). So don't go around telling me ​what I want.

Every time the issue has been brought up it turns threads into a complete and utter mess. If you want to debate mod authors disabling their own mods on x64 it might be better to start a thread in General Add-on Affairs.

Link to comment
Share on other sites

I have legitimate question x64 support is gone due to stability issues i understand that, if the stability issues are corrected in the next release will the plugin be allowed to run, or will it only be supported on 32bit so you dont have to support both platforms or your happy to as long as the major dramas are resolved.

Link to comment
Share on other sites

I have legitimate question x64 support is gone due to stability issues i understand that, if the stability issues are corrected in the next release will the plugin be allowed to run, or will it only be supported on 32bit so you dont have to support both platforms or your happy to as long as the major dramas are resolved.

i can't speak for Ferram, but i can tell you that supporting Win x64 isn't any extra effort IFF the stability was on-par with other platforms. the Mono code that unity is built on doesn't particularly care about architecture, provided some fairly simple best practices are followed. I've used Ferram's mods (among others) in Win x64 back in .24, and i never ran into a problem with the mods themselves, provided i could keep the base game stable long enough to actually, you know, play.

the core problem is that Win x64 has so many internal issues, and people were installing mods, running into stock instability, and then blaming the mods. until the squad-side problems are locked down, it doesn't even make sense to accept bug reports from win x64, and people seem unwilling or unable to respect the "you're on your own" declaration that was common in .24. the fix was to just shut down in known bad configurations.

a related problem is that now people are complaining about the disable code, and it's almost as distracting as the bad bug reports from Win x64.

Link to comment
Share on other sites

One of my more memorable calls doing Compaq support started with the customer telling me that he had a mental condition that made it hard to follow directions. At least he was upfront about it. During the call he lost his temper and I could hear things being thrown in the background before he stormed off.... all was quiet and I was wondering if I should just do my closing speech (in case anyone from QA was monitoring) and end the call.

Then his son picks up the phone and whispers that everything is ok, they just unplugged the computer because he messes it up every time he uses it and to please not give him any support.

Then I heard the sounds of things breaking and the son hurriedly excused himself and hung up.

And then there was the guy who ranted at me about how someone trashed his computer with a virus and he lost all the work he had put into a book he was writing that would have given mankind the stars. Finally he ended the call with, "AND ON TOP OF IT ALL, YOU CAN'T EVEN GET A DECENT TOMATO ANYMORE!!!"

Link to comment
Share on other sites

Whenever I go from time acceleration to no time acceleration and the Physics Easing kicks it, my game freezes for about two seconds.

I just recently switched from 0.24 to 0.25 and thus updated all my mods. It never did this before and the constant freezing is really annoying :/

My output_log.txt makes no mentions of any exceptions having to do with KJR and I haven't tried the mod on a clean install.

I'm using 32-bit ksp 0.25 on win7 64-bit.

KJR version 2.4.4

Link to comment
Share on other sites

KJR doesn't do enough to produce that amount of lag alone. The only explanation is that the off/on rails switch is very heavy due to the mods you are running / the size of your craft. I suspect that if you remove KJR, you will see the same behavior.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...