Update config parameters to function with stock fixing of never-breakable joints bug Very minor efficiency improvements in physics easing and stiffening of joints Remove B9 pWings from stiffening exemption, as it is unnecessary Update to ensure KSP 1.1.1 compatibility Recompile to ensure KSP 1.1.2 compatibility, especially within Compatibilit圜hecker utility Change multi-part-joint system to stabilize space stations and similar vehicles with very large masses connected by very flexy parts Recompile to ensure KSP 1.1.3 compatibility Implementation of new vessel-part-tree leaf-based stabilization for greater stability on space stations and other convoluted shapes Removal of old symmetry-based multi-part stabilization due to ineffectiveness in all situations to reduce overhead Update method of handling multi-part-joints to ensure compatibility with Konstruction mod Fix a critical bug involving unphysical forces applied to vessels on load / unload of other vessels and SOI switches Fix multijoints breaking IR joints and any other exempted parts from moving Recompile against KSP 1.3, ensure CompatChecker compatibility with 1.3 If physics jolts cause a vessel with launch clamps to shift out of PRELAUNCH then put it back in PRELAUNCH. Launch Clamps can now be set to completely rigid Recompile for use in all KSP versions from 1.3.x through 1.7.x More documentation and changelog available in the README file. Option to make connections fail at lower forces to maintain difficulty in launching Warning: may cause spontaneous rocket disintegration if rocket is too large and over-constrained (far too many launch clamps their connections will fight each other and give rise to phantom forces) Less vehicle movement on vessel initialization Parts connected to a decoupler will be connected to each other, reducing flex at the connection to reasonable levels Sequential parts in a stack will be connected with a stiff, but weak connection to add even more stiffness and counteract wobble Larger parts will have stiffer connections to balance their larger masses / sizes Increase stiffness and strengths of connections Prevents launch clamps from shifting on load, which could destroy the vehicle on the pad Slowly dials up external forces (gravity, centrifugal, coriolis) when on the surface of a planet, reducing the initial stress during loadingĪll parts and joints are strengthened heavily during physics loading (coming off of rails) to prevent Kraken attacks on ships Lessen the effects of physics glitches and get back to designing rockets to handle flight, not to handle the forces applied when the game loads. Then you need KERBAL JOINT REINFORCEMENT! Need more joint stiffness because you're playing Real Solar System and the stock joints just don't cut it? Irritated launch clamps can twist your rocket apart when physics starts for no apparent reason? Tired of rockets collapsing when physics initializes, but it would be fine if physics didn't start with a jerk? Here are the details from the original post by Thanks to for all of the work to get this done! This does not require Realism Overhaul, it works in all other installs as well. Decided to take an extended break and us at the Realism Overhaul team have been working on updating Kerbal Joint Reinforcement.
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