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


ferram4

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Am I remembering correctly that KJR works off node sizes for parts when it's calculating how much to reinforce them?

I'm trying to debug issues with things falling apart for a very heavy (500T to orbit) launch vehicle in RSS and have noticed that it's always my 14m diameter procedural tanks that break first. From the looks of it, procedural parts stop scaling up their node sizes at size 3...

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3.1.1 release DLL is definitely causing trouble for me with undocking from my space station. I was even trying to use the F5/F9 trick to get the ports to release, but that just resulted in fireworks this time every time I loaded the save.

Hey, I have exactly the same problem... Two of my space stations with small shuttles on them and 5 Kerbals became space dust...

Did you found a solution?

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Hey, I have exactly the same problem... Two of my space stations with small shuttles on them and 5 Kerbals became space dust...

Did you found a solution?

Definitely try out the Jan 27th dev version of the DLL. I've been having good luck with it.

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I want to report a bug that KJR causes in cojunction with hyperedit...

Let me describe the steps i did when i encountered it:

- select any craft and use hyperedit to bring it into orbit of kerbin.

- after bringing it into orbit, save the game, exit to space center and then back to the VAB.

- select next craft to use when u want it to dock it with the just into orbit brought previous craft.

- bring it into orbit with hyperedit, close to the previous orbited craft.

- get closer using hohmann transfer, match velocities etc. (i use mechjeb for this)

- last but not least, when ur very close, try to dock with each other... ive noticed that when ur very close, all of a sudden the distance decreasing, suddenly starts to increase... if u press the > key to warp time, the distance leaps back to its previous state of where it was, and when u hit the < key to slow down time, the distance starts to increase again!

I noticed it happened each time after u see the "KJR stabilising physics" message in the lower right hand corner... Then i deleted the KJR folder and retried my steps, which resulted in the problem being solved!

Also, when i sometimes hit the V key for camera views, my camera was acting totally strange and flipping to insane distance... after i deleted KJR, problem was solved....

Hope i have described the problem thorougly enough?....

Edited by renejant
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Hi Ferram, first of all, I want to thank you sincerely for making the amazing mods you do. I can no longer imagine playing KSP without FAR and KJR since they just add so much to the game.

Also, I have what I think is a bug to report. To me it seems as if it is definetly caused by KJR, though i do not know enough about programming to be able to say wether it's a bug or just something mod related which can not be fixed.

I have a rather large 366 ton space station in LKO, and if I load it while I have KJR loaded, it starts oscillating like something crazy. Now my first thought was that this might just be a weird kraken-like issue with the KSP physics engine, but I also remember there being some issues with the Clamp-o-Tron Senior docking prots in the latest official KJR release, i started using the dev build, and that fixed the docking issues for me, but like I said I now have this oscillation thing going on. I haven't noticed this on any of my other vessels (though I haven't done any Intense Testing yet) but on a hunch I removed KJR and restarted KSP, and it seems to have fixed it.

I was wondering whether it might be caused by the interaction of one of my other mods with KJR, or some kind of error caused by the many dockings I have performed with the station, but again, sadly I don't know enough about programming to find out :(

I only noticed this bug after docking the last part, (a pair of 2.5m LFO tanks from KW rocketry with Clamp-o-Tron Seniors at each end) it might have occured before but I hadn't noticed it so I would think not. It is also not caused by the FAR - Flight Assistance Options, those have caused problems before, but i checked that. The station doesen't have MechJeb installed, and the stock autopilot was also turned off.

I have uploaded a craft file here which I have recreated in the editor, same parts just not the same issues that were maybe caused by docking stuff.

I have also uploaded the Vessel part of my quicksave file here for you to view or implement. Although it has a ton of dependencies. If you wish to test this let me know and I will provide a full list of used mods for you. :)

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I came across a bug, and I think KJR is the culprit for it.

So the bug involves the docking ports, and when I stick it to a surface and press "Decouple", it would still stick and I can't really do anything.

Fixed in the dev build. See post above yours.

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I have a problem with KJR and Hyperedit

Here are my steps

1. Got a ship and used hyperedit to go to 100k.

2. KJR makes my ship to go back to kerbin again.

3. Used hyperedit and went to 1000k.

4. Still goes to Kerbin.

Any suggestions?

Have you tried removing KJR to see if its actually causing the problem?

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Theres a bunch of links around the thread, but yeah anyway, here: https://github.com/ferram4/Kerbal-Joint-Reinforcement/blob/master/GameData/KerbalJointReinforcement/Plugin/KerbalJointReinforcement.dll just click raw to download it.

A few pages back, someone else reported some issues with KJR and hyperedit, don't know if the Jan 17th dll fixed it, but even if it doesn't, it still fixes some issues with docking.

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I've a spinning kraken bug with KJR and Procedural Parts tank. If I enter Launchpad and physics start to load, there is some weird spinning, seems to be related to the joints between the tank...

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Log isn't showing any special error so I dont know where it belongs... but if I run KSP without KJR there is no problem. Only PP and KJR installed.

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Launching vessel from LaunchPad. Craft file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/default/Ships/VAB/Auto-Saved Ship.craft

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[HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) =====================

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------------------- initializing flight mode... ------------------

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Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/default/Ships/VAB/Auto-Saved Ship.craft

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Untitled Space Craft loaded!

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putting ship to ground: 0.7851868

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[untitled Space Craft]: Ready to Launch - waiting to start physics...

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setting new dominant body: Kerbin

FlightGlobals.mainBody: Kerbin

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Reference Frame: Rotating

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[KAE] Registering field prefabs for version 1.7.2.0 (latest)

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HighlightingSystem : Edge Highlighting requires AA to work!

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[scenarioDestructibles]: Loading... 0 objects registered

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Look rotation viewing vector is zero

(Filename: Line: 57)

[VesselSpawner]: No new objects this time. (Odds are 1:2)

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[PlanetariumCamera]: Focus: Untitled Space Craft

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[CurrencyWidgetsApp]: No live widgets to Despawn!

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Flight State Captured

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Saving Achievements Tree...

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Game State Saved as persistent

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[untitled Space Craft]: ground contact! - error: 0.038m

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Unpacking Untitled Space Craft

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Game Paused!

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Active Vessel is moving (sqrVel = 0.159836493320711). Cannot save.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

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