KJR tightens up the joints between parts and adds some physics-adjusting parameters to make vehicles more stable when loading on the launchpad or coming out of. Been trying all night to find a version that makes my rockets less noodly but had no luck. There aren't any craft on KerbalX that use this mod. Is there a version of Kerbal joint reinforcement that works well with 1.6.1? Then you need KERBAL JOINT REINFORCEMENT! Especially lots of Mod parts wobble like crazy and Autostrut does literally nothing. We have used some of these posts to build our list of alternatives and similar projects. First: Inside the mod itself. Shortened Features List Physics Easing Launch Clamp Easing Increase stiffness and strengths of connections Stiffen interstage connections Stiffen launch clamp connections Option to make connections fail at lower forces to maintain difficulty in launching More information available on the forum page. When comparing KIS and Kerbal-Joint-Reinforcement-Continued you can also consider the following projects: Kopernicus - Kopernicus is a mod for Kerbal Space Program which allows users to replace the planetary system used by the game. Features --Elaborated physics easing: joints' flexion range is initially great and decreases, and gravitational + rotating ref frame forces are cancelled out to resolve internal joint stresses ere loading the rocket --Greatly tightened default joint settings Bugfixes --Non-zero angular limits no longer wrongly reorient parts. Apparently this is a known issue with KJR and I was wondering if anyone knew of a workaround. 0 parts from Kerbal Joint Reinforcement Continued. 4. KJR/Next is a kinda rewrite of the KJR, fixing the root cause of some problems and so no workarounds and punctual fixes are needed at all. Is there a version of Kerbal joint reinforcement that works well with 1.6.1? KJR tightens up the joints between parts and adds some physics-adjusting parameters to make vehicles more stable when loading on the launchpad or coming out of. Kerbal-Joint-Reinforcement-Continued ConnectedLivingSpace; Project: 3: Mentions 1: 27: Stars 32-Growth -0.3: Activity 2.6: 11 months ago: Latest Commit: 2 months ago: C#: Language C#: GNU General Public License v3.0 only: License: GNU General Public License v3.0 or later Posted by 3 years ago. Due to a planned power outage on Friday, 1/14, between 8am-1pm PST, some services may be impacted. ****** INSTALLING KERBAL JOINT REINFORCEMENT ****** Merge the GameData folder with the existing one in your KSP directory. Kerbal Joint Reinforcement 1.11. If you didn't already know what it was, you don't need to worry about it; don't copy it over. KJR tightens up the joints between parts and adds some physics-adjusting parameters to make vehicles more stable when loading on the launchpad or coming out of. The source folder simply contains the source code (in C#) for the plugin. Kerbal joint reinforcement continued causing EVA construction to explode? v2.0x1 38 projects . It is not just an update to the classic Kerbal Joint Reinforcement or a continuation. The main goals were To improve the performance. I currently have a ship in orbit with a bunch of parts . I literally tried everything, every version of the mod but nothing helps. Good news is that this mod 'Kerbal Joint Reinforcement - Next' allowed EVA construction with out issue. It was a very quick rudimentary test, but I am optimistic. Posts with mentions or reviews of Kerbal-Joint-Reinforcement-Continued. Kerbal Joint Reinforcement is officially no longer compatible with KSP 1.11.X So, I made a rant post on how buggy I thought KSP 1.11 was, and how moving animated parts in EVA caused the entire move to craft and occassionally, and that the new rover repair mission was broken in so many ways. Since the new update, the Joint Reinforcement Mods (botch next and continued) don't really want to work. This is our Lords KSP modpack. Kerbal Joint Reinforcement Continued - v3.5.1 by ferram4; Starwaster Usage http://www.gnu.org/licenses/gpl-3..en.html Topics ksp, kerbal space program, mod KJR tightens up the joints between parts and adds some physics-adjusting parameters to make vehicles more stable when loading on the launchpad or coming out of timewarp. Second clip shows Kerbal Joint Reinforcement Next on CKAN. The last one was on 2021-06-15. ClickThroughBlocker CameraTools - KSP mod for camera control ToolbarControl KJR tightens up the joints between parts and adds some physics-adjusting parameters to make vehicles more stable when loading on the launchpad or coming out of. Kerbal-Joint-Reinforcement-Continued; Project: 1: Mentions 3: 28: Stars 27-Growth -0.6: Activity 0.3: 25 days ago: Latest Commit: 11 months ago: C#: Language C#: GNU Lesser General Public License v3.0 only: License: GNU General Public License v3.0 only Back. v2.0x1 KSP will then load it as an add-on. While the hinges are weaker in stock, they attribute force correctly. Close. It's also way faster on less beefier machines, but at expenses of framerate when parts are destroyed. My only other mods are mechjeb, tweakscale and Kerbal alarm clock Features --Elaborated physics easing: joints' flexion range is initially great and decreases, and gravitational + rotating ref frame forces are cancelled out to resolve internal joint stresses ere loading the rocket --Greatly tightened default joint settings Bugfixes --Non-zero angular limits no longer wrongly reorient parts. Paste a url where. The code has been rewritten in major parts. this mod can be downloaded (link to Spacedock where possible) KerbalX v1.5.10. Kerbal Joint Reinforcement Continued still exhibits the same behaviour, EVA construction with that mod installed causes your craft to tear itself apart. KerbalX is a fan site and is not affiliated with Squad or the Kerbal Space Program I found this issue while trying to attach some things to my station and move a docking portfrom the port to starboard side. Kerbal Joint Reinforcement - Next Finally a new version of Kerbal Joint Reinforcement is available. Kerbal Joint Reinforcement v3.4.0 for KSP versions 1.3.x through 1.7.x Features Recompile for use in KSP 1.3.x through 1.7.x (thanks @siimav) Launch Clamps can now be set to completely rigid (thanks @siimav) Removed compatibility checker (thanks @siimav) Assets 3 Dec 29, 2018 Starwaster v3.3.5 05f0a20 Compare Kerbal Joint Reinforcement v3.3.5 The small hinges are noticeably stronger with this mod, but. 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