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cybutek

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Everything posted by cybutek

  1. Sounds like a bit of a strange bug... I'll look into it. Not sure of any workarounds if it's working as you say it is.
  2. With your mod to add KER 0.6 to all command pods coupled with the toolbar, it essentially makes KER completely part less whilst giving you the option of having it on or not. It's nice when things just come together and compliment nicely
  3. A part less build engineer is already a feature in the 1.0 dev build, although I've not had time to update it to 0.23 yet. Feature improvements are very low priority for v0.6 unless it's something that can be ported over to 1.0 (hence why the integration with your mod is via a separate dll). When I do work on KER, it's usually v1.0.
  4. Thanks for the info. Helped track down a small issue in KER as well. OnUpdate isn't called when the pause menu is up, changed it to use Unity's base Update method and it now works as intended on my end By the way, KER was not removing the button. It's just that while the pause menu was up the isActive flag was not being set. This is because the OnUpdate method was not being called. The visibility of the button is being set using isActive, which basically is set to whether there is an engineer system on the current vessel or not. As there's no need to show a KER button if there's not one attached to the vessel. So to narrow down your search, the bug in the toolbar is not with the removal of buttons, but the visibility of them. This bug should still be re-producible by switching between crafts with and without engineer, if that is the case. Hopefully this short blurb on how the system is working my end helps with your bug tracking. If you need any more info, just ask away.
  5. Simple answer is that if KW Rocketry is adhering to the stock system then it will work perfectly fine just like any other engine. KW Rocketry has not yet been updated for 0.23, that's more than likely where the problem lies.
  6. Version 0.6.2.0 is now available! Integration with Blizzy78's Toolbar Plugin and multi-mode engine support (e.g. R.A.P.I.E.R.) are the two big changes. Have fun!
  7. Version 0.6.1.5 is now available! Updated for 0.23 compatibility. Fixed a major crash problem caused when set to impact the sun. Adjusts for tweakable thrust settings. Tidied up some of the value formatting (including RagnarDa's suggesion by using a modified distance format processor that was already in KER 1.0).
  8. That is something I'll be looking into when re-factoring the simulation code.
  9. It is definitely do-able. Resource units and weights of resources are calculated and shown with the Build Engineer overlay in 1.0 already, so all the code is there. The only reason I've not structured it into a nice list is space, and figuring out a position for it that is out of the way. There's just so much info that could be displayed that the hard part isn't getting it, but finding a place to put it. If it will require another window then it will be a no, if it requires another button then a no again. But perhaps if it can be placed somewhere out of the way in the overlay, maybe bottom left with the rest of the details, it's feasible. For the Flight Engineer, all the readouts are component based in 1.0, so it should be really simple without having to worry about space concerns too much. But I've got to be mindful that many people still wont edit the information or customise it, even if there is a big "EDIT" button. They'll still complain that there's too much information or the windows are too big, even though the feature to turn information on and off has been available for ages now. On the other hand if it's off by default, people just wont realise that it's there. But I'd rather have stuff as nice little surprises for people who take the time to look, than not have it at all
  10. It is not forced onto any command pods or any parts, it is now a feature of the editor. Only the Flight Engineer requires a part for use outside of the editor because I realise that many people only want the VAB info and not the flight info. I've developed it to be as stock feeling and unobtrusive as possible. Go back a few posts and I've linked the GitHub repository with instructions on how to download and install it. Give it a twirl and then report back your findings. I'm sure you'll be pleasantly surprised
  11. Not sure how it would make any textures go weird. But you're essentially right about it just disabling terminal velocity and the calculations that go on behind the scenes for it. It was going to be a bigger update with couple more fixes but all of the bugs ended up not being bugs in KER. So I decided to release, instead of just leaving it on the shelf to gather virtual dust.
  12. TWR is based on the mass at the start of a stage in the VAB (the lowest it'll be) and is set at the current mass in flight. Version 1.0's Build Engineer is completely part less, and a feature like that will not be implemented in 0.6 due to it's already in the next major release.
  13. Yes it did work with FAR, as long as you didn't use the Surface display in the Flight Engineer. But it's compatible now as in if you do fancy using that display, it wont crash engineer.
  14. Version 0.6.1.4 is now available! Now compatible with FAR. I cannot replicate this problem. Tried adding the BuildEngineer module directly onto a probe core, also using a new MM config and using the RT config to rule out MM being the culprit. RemoteTech does not use 'ModuleRemoteTechSPU' it uses 'ModuleSPU' so my guess is that you're running some older version of RemoteTech.
  15. On creation of this mod, I expected other mods to come around to address this issue with experiments that can potentially give infinite science etc. It is something I'll probably have to work on if no-one else will
  16. There's not been another update to 0.6 so the incompatibility with FAR and the surface tab is still there, same with KIDS at the moment. And stock functionality is the goal for 1.0 at the moment. The UI is going to stay the same because KER has always been focused on stock looks and integration. The UI used by MechJeb, PreciseNode etc. is the result of not actually doing any styling at all, it is the default Unity UI. On the subject of UI, having the option to detach information sections is on the drawing board for v1.0 Anyone is free to take a look at the current progress of KER 1.0 at https://github.com/CYBUTEK/KerbalEngineer. The Flight Engineer has been fleshed out a lot more since the last time I mentioned the GitHub repo on here. Just download the .zip and everything in the 'Output' folder is what you'd expect in the distributable, like what you'd find on SpacePort. Note: It's not what I'd class as release quality, missing features, but works. I'm just announcing it here in some of my posts, not on the front page as of now for the would be adventurnauts (i.e. people who understand that it's not 100% complete) Have fun!
  17. Yeah that's why I said it'd have to work with the ConfigNode system. My original is working the same way as yours and for producing a list like yours it will work. But it will be wrong. You will have to program in node entrance and escape paths via looking at the brackets.
  18. I've just released v0.6.1.3 which hopefully will hopefully stop your crash and them error messages.
  19. Version 0.6.1.2 is now available! Not a very big update as I've been pretty busy lately. But an issue where Engineer would crash under Linux has been fixed. As well as a new impact calculation has been implemented thanks to mic_e. For the people not being able to find the parts in the career tree. They should be in the very first node and available right from the beginning of a new career. If you've added the mod after starting the career, you may need to go into R&D, select the first node and click on the parts to unlock them.
  20. I made this over a year ago... The game has changed a lot since then, all the config files are different and so I wouldn't expect it to work. Sorry! Maybe I'll get around to doing something similar that'll work using the ConfigNode system that KSP now uses. But don't quote me on it.
  21. Version 1.1.1 is now available! Just a quick update that is not essential unless you play the game at lower resolutions. This update moves the button in the editor to a more suitable location if running a resolution with a width lower than 1280 pixels.
  22. Hmm... The mod in its current state is really suited to resolutions with a width of 1280 or more. Thank you for pointing the problem out, I will sort out a fix for lower resolutions.
  23. Version 1.1 is now available! Kerbal Economy now includes vessel recovery as well as a handy in-flight display. Enjoy!
  24. After the killing update, it really demoralised me. But rest assured that v1.0 is back in the works and I'm slowly bringing it back up to speed. The build engineer is practically done bar a few tweaks here and there, but the flight engineer is in its very early phases. I've not compiled it or done any work on it for 0.22 but it is on GitHub for anyone who wishes to take a look.
  25. I'll have to find out exactly what parameters FAR is messing about with, then find out if FAR is installed or not. If it is installed, disable all readouts and calculations which rely on anything FAR likes to mess with. It's definitely something worth thinking about. So yes, it will be something worth while fixing in the future.
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