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Physics stabilizer plugin for Kerbal Space Program
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meirumeiru/Kerbal-Joint-Reinforcement
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Kerbal Joint Reinforcement Next, v4.2 ===================================== Physics stabilizer plugin for Kerbal Space Program Source available at: https://github.com/meirumeiru/Kerbal-Joint-Reinforcement *************************************************** ****** INSTALLING KERBAL JOINT REINFORCEMENT ****** *************************************************** Merge the GameData folder with the existing one in your KSP directory. KSP will then load it as an add-on. The source folder simply contains the source code (in C#) for the plugin. If you didn't already know what it was, you don't need to worry about it; don't copy it over. ********************** ****** FEATURES ****** ********************** -- Reinforce attach nodes - Identifies and reinforces joints that are too weak for the size of the connected parts - Identifies and reinforces those joints in a vessel that are too weak due to limitations of the game and the game engine -- Add additional joints - Optionally adds additional joints to dampen wobbly rockets - Optionally adds additional joints between strategically selected parts to reinforce any vessel, even up to unrealistic levels if selected -- Settings integrated into stock UI -- Physics easing - All parts and joints are strengthened during physics loading (coming off of rails) to prevent Kraken attacks on ships -- Launch clamp easing - Prevents launch clamps from shifting on load, which could destroy the vehicle on the pad -- Anti-Drift - The system works actively against drifting parts. -- Parameters can be tweaked in config.xml file ******************************************** ****** config.xml value documentation ****** ******************************************** Location of the file Plugins\PluginData\KerbalJointReinforcementNext\config.xml Preset Values The presets consist of 3 values separated by ';' and stored as string. The strings are named "Easy", "Normal", "Moderate" and "Hard" and represent the presets for every difficulty level. The values of the presets are: Type Name Default Value Action bool reinforceAttachNodes 1 Identifies and reinforces joints that are too weak for the size of the connected parts bool reinforceInversions 1 Identifies and reinforces those joints in a vessel that are too weak due to limitations of the game and the game engine int extraLevel 0 Level for extra joints used (see 'Extra Level' for more information) General Values (used as default setting, when no preset is selected) Type Name Default Value Action bool reinforceAttachNodes 1 Identifies and reinforces joints that are too weak for the size of the connected parts bool reinforceInversions 1 Identifies and reinforces those joints in a vessel that are too weak due to limitations of the game and the game engine int extraLevel 0 Level for extra joints used (see 'Extra Level' for more information) bool reinforceLaunchClamps 0 Toggles stiffening of launch clamp connections bool debug 0 Toggles debug output to log Joint Strength Values Type Name Default Value Action bool useVolumeNotArea 1 Switches to calculating connection area based on volume, not area; not technically correct, but allows a better approximation of very large rockets float massForAdjustment 0.01 Parts below this mass will not be stiffened float breakForceMultiplier 1 Factor scales the failure strength (for forces) of joint connections; 1 is stock strength float breakTorqueMultiplier 1 Factor scales the failure strength (for torque) of joint connections; 1 is stock strength float breakStrengthPerArea 1500 Overrides above values if not equal to 1; joint strength is based on the area of the part and failure strength is equal to this value times connection area float breakTorquePerMOI 6000 Same as above value, but for torques rather than forces and is based on the moment of inertia, not area float inversionMassFactor 2 Connections with mass ratios above this factor ('inversion') will be reinforced with an additional joint float solutionMassFactor 2 Joints added to solve an 'inversion' must have a mass ratio below this factor, if no solution is found, no joint is created Extra Joint Strength Values Type Name Default Value Action float extraLinearForceW 10 Force of the created weak joints (translational) float extraLinearSpringW 1E+20 Spring strength of the created weak joints (translational) float extraLinearDamperW 0 Damping of the created weak joints (translational) float extraLinearForce 1E+20 Force of the created strong joints (translational) float extraLinearSpring 1E+20 Spring strength of the created strong joints (translational) float extraLinearDamper 0 Damping of the created strong joints (translational) float extraAngularForceW 10 Force of the created weak joints (rotational) float extraAngularSpringW 60000 Spring strength of the created weak joints (rotational) float extraAngularDamperW 0 Damping of the created weak joints (rotational) float extraAngularForce 1E+20 Force of the created strong joints (rotational) float extraAngularSpring 60000 Spring strength of the created strong joints (rotational) float extraAngularDamper 0 Damping of the created strong joints (rotational) float extraBreakingForce -1 Failure strength (for forces) of created joints (-1 = max value) float extraBreakingTorque -1 Failure strength (for forces) of created joints (-1 = max value) Extra Level Descriptions Value Description 0 Does not add extra joints 1 Adds weak joints to dampen unwanted wobbling (realistic) 2 Adds strong joints to dampen wobbling (less realistic) 3 Adds a lot of very strong joints to eliminate all movement between parts (unrealistic) *********************** ****** CHANGELOG ****** *********************** v4.2.x -> new version of KJR, again a re-development of main parts of the mod it has been rebuilt with the idea in mind to bring back realistic joint behaviour and not simply add more joints to stiffen the ships up to unrealistic levels v4.1.x -> better version in which joints are not built to keep parts in the place where they currently are, but where they should be according to the original positions this works against the part shift that could be observed in earlier versions and especially together with robotic parts v4.0.x -> the new version of KJR, a complete re-development where just ideas are kept from old versions v3.x.x -> previous KJR versions
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Physics stabilizer plugin for Kerbal Space Program
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