ferram4 Posted April 20, 2016 Author Share Posted April 20, 2016 And KJR v3.1.5 is now officially out, with 1.1 compatibility and all that good news. Win64 is also no longer locked on, but that isn't noted in the changelog because apparently there is some law of the universe that says that I need to forget to add something important to the changelog. Anyway, have fun. Link to comment Share on other sites More sharing options...
Guest Posted April 20, 2016 Share Posted April 20, 2016 On 4/16/2016 at 7:40 AM, technicalfool said: Pretty sure Ferram knows his mods are popular. Well I'm going to stress the point: *clears throat* "Kerbal Joint Reinforcement is the single greatest thing since pre-sliced bread!" That is all. Carry on. 1 minute ago, ferram4 said: And KJR v3.1.5 is now officially out, with 1.1 compatibility and all that good news. Win64 is also no longer locked on, but that isn't noted in the changelog because apparently there is some law of the universe that says that I need to forget to add something important to the changelog. Anyway, have fun. Holy crap. That literally happened as I was typing my other post. This must be the best day ever. Link to comment Share on other sites More sharing options...
Azimech Posted April 20, 2016 Share Posted April 20, 2016 13 minutes ago, MailletC said: "Kerbal Joint Reinforcement is the single greatest thing since pre-sliced bread!" No it's not. But pretty damn good & useful. Link to comment Share on other sites More sharing options...
Neutrinovore Posted April 21, 2016 Share Posted April 21, 2016 Is this still necessary in v1.1? I haven't been able to get enough of my mods or plugins working enough to actually build a 'flyable' craft, be it a rover or spaceplane or rocket or whatever, so I'm genuinely asking. Link to comment Share on other sites More sharing options...
Galileo Posted April 21, 2016 Share Posted April 21, 2016 (edited) 23 minutes ago, Neutrinovore said: Is this still necessary in v1.1? I haven't been able to get enough of my mods or plugins working enough to actually build a 'flyable' craft, be it a rover or spaceplane or rocket or whatever, so I'm genuinely asking. Yes still necessary Edited April 21, 2016 by Berlin Link to comment Share on other sites More sharing options...
Neutrinovore Posted April 21, 2016 Share Posted April 21, 2016 2 minutes ago, Berlin said: Yes still necessary Thank you. Link to comment Share on other sites More sharing options...
Gorby1 Posted April 21, 2016 Share Posted April 21, 2016 5 hours ago, ferram4 said: And KJR v3.1.5 is now officially out, with 1.1 compatibility and all that good news. Win64 is also no longer locked on... Wonderful news, I can play KSP again! Don't blame you one bit for disabling it on the unstable KSP build either. I hate to nitpick but I did notice that this line: 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. is still in the OP of this topic directly above the Github download link. It may confuse folks who didn't use KJR before KSP 1.1 was released and may discourage them from downloading this mod that they desperately need Link to comment Share on other sites More sharing options...
ferram4 Posted April 21, 2016 Author Share Posted April 21, 2016 Whoops; knew I missed something. And now the contractually obligated error somewhere has been fixed. Thanks. Link to comment Share on other sites More sharing options...
Stone Blue Posted April 21, 2016 Share Posted April 21, 2016 (edited) Thank you, Ferram4!! Edited April 21, 2016 by sumghai Restored font size to normal and removed unnecessary all caps text Link to comment Share on other sites More sharing options...
Kershu5 Posted April 21, 2016 Share Posted April 21, 2016 I want to thank the modmaker for this wonderful mod, as it is one of the few I feel I absolutely need to be able to play due to KSP's method of physics wobble. You are the best, sir/madam. Link to comment Share on other sites More sharing options...
eddiew Posted April 21, 2016 Share Posted April 21, 2016 Thanks @ferram4 - this is one of the most understated and useful mods out there, great to see it ready for 1.1! Link to comment Share on other sites More sharing options...
sarbian Posted April 21, 2016 Share Posted April 21, 2016 On 27/10/2013 at 9:04 AM, ferram4 said: Currently I do not anticipate the need to relock on win64 at any time in the future. Heresy ! My popcorn provider will be out of job Link to comment Share on other sites More sharing options...
Genolution Posted April 21, 2016 Share Posted April 21, 2016 The more I think about it This may be the one mod I can't live without. You sir are the man! Now where is that donate button? I demand to buy you a beer! Link to comment Share on other sites More sharing options...
TheJangleMan Posted April 21, 2016 Share Posted April 21, 2016 It isnt working for me D: are there any dependencies? or? Link to comment Share on other sites More sharing options...
gary85 Posted April 23, 2016 Share Posted April 23, 2016 so it will work with 64bit client or not ? im confused. Link to comment Share on other sites More sharing options...
Graphi Posted April 23, 2016 Share Posted April 23, 2016 19 minutes ago, gary85 said: so it will work with 64bit client or not ? im confused. Yes, it works in 64bit :). Link to comment Share on other sites More sharing options...
gary85 Posted April 23, 2016 Share Posted April 23, 2016 11 minutes ago, Graphi said: Yes, it works in 64bit :). ok thx Link to comment Share on other sites More sharing options...
PTNLemay Posted April 23, 2016 Share Posted April 23, 2016 I'm running a game of Realistic Progress Zero, and my CKAN has notified me that this mod should be updated. What's strange is that it's telling me 3.1.4 is aimed at KSP version 0.25, so I should update to 3.1.5. I'm still rocking KSP 1.0.5 though, because I suspect most of my mods have no made the jump to 1.1. So will downloading 1.1 mods (such as this one) work with my 1.0.5 install? Link to comment Share on other sites More sharing options...
ferram4 Posted April 23, 2016 Author Share Posted April 23, 2016 No it will not. In addition, 3.1.4 is aimed at v1.0.4/v1.0.5. I have no idea why CKAN is engaging in these shenanigans right now, and there's nothing I can do about it. Link to comment Share on other sites More sharing options...
PTNLemay Posted April 23, 2016 Share Posted April 23, 2016 Mkay. Thanks for the quick response! Link to comment Share on other sites More sharing options...
plague006 Posted April 23, 2016 Share Posted April 23, 2016 (edited) @NathanKell altered us to this via IRC. I took a look at KerbalJointReinforcement-v3.1.5 and it has "ksp_version": "1.1.0" set. KerbalJointReinforcement-v3.1.4 is "ksp_version_min": "1.0.2" and "ksp_version_max": "1.0.5". As to KSP 0.25 the only version of KJR we index compatible with that is KerbalJointReinforcement-v2.4.4. Unless a user has an incorrect buildID.txt or readme.txt there's no reason they would be able to upgrade to KerbalJointReinforcement-v3.1.5 while using KSP 1.0.5. All that said I think any further discussion of this belongs in a CKAN github issue or the CKAN ksp forum thread as this isn't a KJR issue. Edited April 23, 2016 by plague006 Add links Link to comment Share on other sites More sharing options...
sashan Posted April 23, 2016 Share Posted April 23, 2016 Suggestion - remove exclusion for procedural wings. I did it - and absolutely zero bugs occurred. Link to comment Share on other sites More sharing options...
NathanKell Posted April 23, 2016 Share Posted April 23, 2016 @ferram4 actually I thought you _had_ removed that exclusion, per our IRC discussion. Or was that only for B9 pwings? Link to comment Share on other sites More sharing options...
DarkonZ Posted April 23, 2016 Share Posted April 23, 2016 I'm only posting this for fun, . Kerbal Joint Reinforcement is the next best thing since sliced cheese. Way better than bread! Link to comment Share on other sites More sharing options...
ferram4 Posted April 23, 2016 Author Share Posted April 23, 2016 It was not removed because it slipped my mind. Too much other stuff going on. Link to comment Share on other sites More sharing options...
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