Jump to content

[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)


cybutek

Recommended Posts

I second that. Even with those instructions, I still can't find it. Back to using MechJeb...

Shortly, you should create options panel for Engineer by yourself.

Engineer_Options.jpg

In flight in Flight Engineer Tab press New Custom Selection.

In appeared Edit Selection Windows select category Miscellaneous in dropdown list.

There is option controls. Install Time Reference Adjuster (and other options, if you want)

Now you have new Engineer panel with options. There is Time ref control, witch toggles time format. Press Kerbin.

Link to comment
Share on other sites

So, it seems the OPM (or it's interaction with another mod) has halved the width of the KER displays. Everything still works, it's just a pain to read anything off them. I'm looking to see what caused this specifically, but in the meantime, does anyone know how to resize the KER displays? Thanks.

Link to comment
Share on other sites

So, it seems the OPM (or it's interaction with another mod) has halved the width of the KER displays. Everything still works, it's just a pain to read anything off them. I'm looking to see what caused this specifically, but in the meantime, does anyone know how to resize the KER displays? Thanks.

What's "the OPM"? I googled it and got "Outer Planets Mod" but that doesn't seem likely to cause the gui of other mods to change.

Link to comment
Share on other sites

What's "the OPM"? I googled it and got "Outer Planets Mod" but that doesn't seem likely to cause the gui of other mods to change.

Sorry, that's my bad. I should have spelled out the full mod name, but wasn't thinking. Yes, I was referring to the Outer Planets mod. I one-by-one uninstalled the most recent mods that led to the odd behavior, and it still persisted. So, I went to my most recent working backup, and was able to get all of those mods re-installed without upsetting KER in the process. So, I'm no longer having issues, but am still baffled what would have caused the odd GUI behavior. I'll just take it as a sign I need to stop adding so many mods to this install and leave it at that. Thanks for your response anyways!

Link to comment
Share on other sites

Is there a way to switch the mod's time displays to use Kerbin time; i.e., 6h days etc.?

I've just had a rather awkward moment with an asteroid I need to capture - thought I had a few orbits left to trim my encounter, turns out I need to do it first time...

Additionally, as a suggestion, the time should probably go off what KSP itself is set to. So if you have Kerbin time enabled in the KSP options, that choice is mirrored in KER.

Link to comment
Share on other sites

If you provided an example of the error then the mod author (or someone else) might be able to fix it...

I can provide that.

Player.log and screenshots about the issue. This is definitely tied to the OuterPlanetsMod, maybe in KER, maybe on their end or in Kopernicus, but I bet you can tell us why its happening :)

Basically, selecting or having any form of biome readout kills whatever window that should display it, though some people in the OPM thread are talking about krakens too ._.

Link to comment
Share on other sites

I can provide that.

Player.log and screenshots about the issue. This is definitely tied to the OuterPlanetsMod, maybe in KER, maybe on their end or in Kopernicus, but I bet you can tell us why its happening :)

Basically, selecting or having any form of biome readout kills whatever window that should display it, though some people in the OPM thread are talking about krakens too ._.

yeah thats teh error. probaly simple to fix just have where if no biome is there disable that check.

Link to comment
Share on other sites

So, it seems the OPM (or it's interaction with another mod) has halved the width of the KER displays. Everything still works, it's just a pain to read anything off them. I'm looking to see what caused this specifically, but in the meantime, does anyone know how to resize the KER displays? Thanks.

It's not the OPM, because my KER display is the exact same and I don't have OPM. Was just coming here to ask the same question.

Link to comment
Share on other sites

Regarding GUI sizes - they can be changed in the KER settings in the editors.

Also, I've noticed that KER doesn't clear it's input lock cleanly. In the below picture, my cursor is roughly where the red dot is and after expanding and compacting the KER window, it's still registering the input lock from the expanded window, as can be seen in the debug menu. Just a little report for whenever cybutek comes back.

uxFjOc3.jpg?1

Link to comment
Share on other sites

So the other day I noticed that whenever a ship in the Flight scene has an ion engine, Kerbal Engineer spams the debug window with a random-seeming number (perhaps the part's unique ID?), which doesn't seem to affect performance much but does make it hard to diagnose bugs and is probably not good for my hard drive.

It looks something like this:

00:05:01 KerbalEngineer: 10048765

00:05:01 KerbalEngineer: 10048765

00:05:01 KerbalEngineer: 10048765

00:05:01 KerbalEngineer: 10048765

00:05:02 KerbalEngineer: 10048765

00:05:02 KerbalEngineer: 10048765

00:05:02 KerbalEngineer: 10048765

00:05:02 KerbalEngineer: 10048765

00:05:02 KerbalEngineer: 10048765

...and so on, with the same message over and over every frame.

A patch to make it not do this (or an explanation of something I can do to stop it) would be nice ;)

Edited by parameciumkid
Link to comment
Share on other sites

So the other day I noticed that whenever a ship in the Flight scene has an ion engine, Kerbal Engineer spams the debug window with a random-seeming number (perhaps the part's unique ID?)

Same. Easily reproducible with engines from the NFP pack.

Link to comment
Share on other sites

Is there an option to turn off the requirement of a part or engineer? EDIT: Found it! Nevermind

In case anybody else is wondering (I ran into this issue before myself, it's a little non-intuitive):

- Click "Partless" for "Flight Engineer activation mode" (the buttons in this row are radio-style buttons)

- Click OFF the "Kerbal" and "Tracking" buttons in the "Flight Engineer Career Limitations" row (these are toggles, not radiobuttons).

Link to comment
Share on other sites

In case anybody else is wondering (I ran into this issue before myself, it's a little non-intuitive):

- Click "Partless" for "Flight Engineer activation mode" (the buttons in this row are radio-style buttons)

- Click OFF the "Kerbal" and "Tracking" buttons in the "Flight Engineer Career Limitations" row (these are toggles, not radiobuttons).

Yes but, Turning to partless makes the second one irrelevant apparently and to get there you have to hit the settings button which only appears if you are NOT in compact mode and in the VAB/SPH (why I had trouble finding it)

Suggestion for the author: move settings to a right click on the toolbar button. I've got other mods that do that (NavUtilties) , it works well.

Edited by Alshain
Link to comment
Share on other sites

Probably someone asked already, but i can't get the mod to work, i installed it like it says in the readme, and i can find the 2 computers in the science tab but adding them to my ships does nothing, how can i get this to work?

Link to comment
Share on other sites

Thank you for the mod. It has come a long way since I used it last (0.24). I like how I can hover over parts and get their stats now. Cuts down on all the back and forth in the part menu.

Suggestion: Display of resources consumed at Max Thrust (including Electric Charge) and max resources gained per second such as from solar panels or reactors.

This kind of info would be helpful when creating a craft that uses electron-hungry engines.

Link to comment
Share on other sites

Love this mod cybutek, one problem I found with it was when I was redesigned my Falcon 9 Heavy Reusable rocket.

I had the external boosters feeding fuel into the core, however I kept a small tank of fuel in these boosters for the descent, these tanks had their resources locked so to not get accidentally consumed during launch. However, this then created the problem that the dV readout was no longer displaying the 2nd stage, I presume that because it didn't know whether to count the fuel or not it just left it, but if that could be fixed it would be greatly appreciated.

Keep up the great work with what you're doing.

Link to comment
Share on other sites

KerbalEngineer seems to be running fine, but my log is getting filled with messages that don't look quite right... like 50 lines a second or so. It looks like this:

[LOG 01:06:55.285] KerbalEngineer -> 2001413032[LOG 01:06:55.286] KerbalEngineer -> 2001413032

[LOG 01:06:55.287] KerbalEngineer -> 2001413032

[LOG 01:06:55.287] KerbalEngineer -> 2001413032

[LOG 01:06:55.288] KerbalEngineer -> 2001413032

[LOG 01:06:55.289] KerbalEngineer -> 2001413032

[LOG 01:06:55.290] KerbalEngineer -> 2001413032

[LOG 01:06:55.290] KerbalEngineer -> 2001413032

[LOG 01:06:55.291] KerbalEngineer -> 2001413032

[LOG 01:06:55.467] KerbalEngineer -> 2001413032

[LOG 01:06:55.468] KerbalEngineer -> 2001413032

[LOG 01:06:55.469] KerbalEngineer -> 2001413032

[LOG 01:06:55.470] KerbalEngineer -> 2001413032

[LOG 01:06:55.470] KerbalEngineer -> 2001413032

[LOG 01:06:55.471] KerbalEngineer -> 2001413032

[LOG 01:06:55.472] KerbalEngineer -> 2001413032

[LOG 01:06:55.473] KerbalEngineer -> 2001413032

[LOG 01:06:55.474] KerbalEngineer -> 2001413032

[LOG 01:06:55.619] KerbalEngineer -> 2001413032

[LOG 01:06:55.620] KerbalEngineer -> 2001413032

[LOG 01:06:55.621] KerbalEngineer -> 2001413032

[LOG 01:06:55.621] KerbalEngineer -> 2001413032

[LOG 01:06:55.622] KerbalEngineer -> 2001413032

[LOG 01:06:55.623] KerbalEngineer -> 2001413032

[LOG 01:06:55.624] KerbalEngineer -> 2001413032

[LOG 01:06:55.625] KerbalEngineer -> 2001413032

[LOG 01:06:55.626] KerbalEngineer -> 2001413032

[LOG 01:06:55.785] KerbalEngineer -> 2001413032

[LOG 01:06:55.785] KerbalEngineer -> 2001413032

[LOG 01:06:55.786] KerbalEngineer -> 2001413032

[LOG 01:06:55.787] KerbalEngineer -> 2001413032

[LOG 01:06:55.788] KerbalEngineer -> 2001413032

[LOG 01:06:55.788] KerbalEngineer -> 2001413032

[LOG 01:06:55.789] KerbalEngineer -> 2001413032

[LOG 01:06:55.790] KerbalEngineer -> 2001413032

[LOG 01:06:55.790] KerbalEngineer -> 2001413032

[LOG 01:06:55.945] KerbalEngineer -> 2001413032

Is this normal?

Link to comment
Share on other sites

KerbalEngineer seems to be running fine, but my log is getting filled with messages that don't look quite right... like 50 lines a second or so. It looks like this:

Is this normal?

Not exactly normal but it is a known issue. It happens when there is any engine present that uses a resource that follows the STAGE_PRIORITY flow mode (RCS or Xenon).

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...