cybutek

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

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3 hours ago, Gordon Fecyk said:

What's wrong with this picture?

[...]

Can you show the readouts related to the engine ISP?

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20 hours ago, Samapico said:

Can you show the readouts related to the engine ISP?

Those were missing...? I'll provide an updated screen shot later today. But the only engines are three LV-Ns that are supposed to be 800 seconds.

Come to think of it, there are other quirks about that drive module. Twice now, when launching one of those things from my space plane, the topmost engine sometimes wouldn't produce any exhaust plume. The right-click menu would indicate that it was still producing thrust.

I wonder if that engine is somehow the root part. Engines aren't supposed to be root parts.

[Update] I won't bother posting an updated screen shot because it's even more confusing: Specific Impulse is displayed as zero seconds. Like it doesn't know what to do with LV-Ns. And this happens with both the spaceplane-launched version and the rocket-launched version. By comparison, the LFO Rhino stage I used to boost the rocket version to LKO had 340 seconds.

Also, on the spaceplane-launched version, the Vessel section in the save file listed the LV-N engine at the top of the triple stack as the root part. This might explain the lack of an exhaust plume, but it still seems to be producing thrust.

It appears I uncovered a different problem while trying to figure out this one: KER isn't recognizing the ISP of the LV-N engines, at least in the Vessel display. The original problem remains: How to calculate dV when one of the engines happens to be the root part. I might be able to re-root it by making the adjacent Mk1 fuel tank the root part, which would involve some save file hackery.

If I post the save files and craft files, is anyone able to parse them for problems?

Edited by Gordon Fecyk

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Hi i have a question and a problem:
The question is: why resource mass isn't available inflight?
And the problem is, i have an edited engine for which the engineer doesn't calculate dV:
Here is the KER Log:
 

Executing: KerbalEngineer - 1.1.3.0
Assembly: C:\Program Files\Kerbal Space Program\GameData\KerbalEngineer\KerbalEngineer.dll

[Log 22:32:59.3938638]: images (UnityEngine.AssetBundle)
[Log 22:37:26.7441111]: ActionMenu->Awake
[Log 22:37:26.7501382]: Assembly: Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: ModuleManager, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: AmazingCurveEditor, Version=1.1.1.0, Culture=neutral, PublicKeyToken=null
Assembly: B9PartSwitch, Version=1.10.0.0, Culture=neutral, PublicKeyToken=null
Assembly: DeployableEngines, Version=2.2.0.0, Culture=neutral, PublicKeyToken=null
Assembly: Firespitter, Version=7.3.6354.39102, Culture=neutral, PublicKeyToken=null
Assembly: FP_DockingSndFX, Version=2.1.12.27690, Culture=neutral, PublicKeyToken=null
Assembly: InterstellarFuelSwitch, Version=2.10.1.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: Scale_Redist, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: KerbalEngineer, Version=1.1.3.0, Culture=neutral, PublicKeyToken=null
Assembly: KerbalEngineer.Unity, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: NavUtilLib, Version=0.7.1.0, Culture=neutral, PublicKeyToken=null
Assembly: NavUtilRPM, Version=0.7.0.0, Culture=neutral, PublicKeyToken=null
Assembly: DockingPortAlignmentIndicator, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: DPAI_RPM, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: ModuleDockingNodeNamed, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: pWings, Version=0.9.1.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: RetractableLiftingSurface, Version=0.1.5.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: KSPSteamCtrlr, Version=0.0.1.35, Culture=neutral, PublicKeyToken=null
Assembly: Steamworks.NET, Version=9.0.0.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: SurfaceLights, Version=1.6.6484.37549, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: ModuleBounce, Version=1.0.0.2, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: ToadicusTools, Version=0.22.2.0, Culture=neutral, PublicKeyToken=null
Assembly: Trajectories, Version=1.7.1.0, Culture=neutral, PublicKeyToken=null
Assembly: KerbalAlarmClock, Version=3.8.5.0, Culture=neutral, PublicKeyToken=null
Assembly: TransferWindowPlanner, Version=1.6.2.0, Culture=neutral, PublicKeyToken=null
Assembly: MiniAVC, Version=1.0.3.2, Culture=neutral, PublicKeyToken=null
Assembly: TweakableDeployablePanels, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: TweakableDockingNode, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: TweakableEVA, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: TweakableFuelPumps, Version=0.1.16.1, Culture=neutral, PublicKeyToken=null
Assembly: TweakableGimbals, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: TweakableIntakes, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: TweakableParachutes, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: TweakableReactionWheels, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: TweakableSAS, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
Assembly: KerbalActuators, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null

[Log 22:37:26.7501382]: FlightEngineerCore->Awake
[Log 22:37:29.2261104]: ActionMenu->Start
[Log 22:37:29.2821097]: FlightEngineerCore->Start
[Log 22:58:28.4179683]: FlightEngineerCore->OnDestroy
[Log 22:58:28.4509259]: ActionMenu->OnDestroy
[Log 23:01:04.2575355]: ActionMenu->Awake
[Log 23:01:04.2585815]: FlightEngineerCore->Awake
[Log 23:01:07.0207359]: ActionMenu->Start
[Log 23:01:07.0277369]: FlightEngineerCore->Start
[Log 23:01:54.2530614]: ActionMenu->OnDestroy
[Log 23:01:54.3130180]: FlightEngineerCore->OnDestroy
[Log 23:01:54.3880693]: ActionMenu->Awake
[Log 23:01:54.3890237]: FlightEngineerCore->Awake
[Log 23:01:56.6021485]: ActionMenu->Start
[Log 23:01:56.6091932]: FlightEngineerCore->Start
[Log 23:02:33.9067124]: ActionMenu->OnDestroy
[Log 23:02:33.9147576]: FlightEngineerCore->OnDestroy
[Log 23:04:40.3475034]: ActionMenu->Awake
[Log 23:04:40.3495489]: FlightEngineerCore->Awake
[Log 23:04:45.5368654]: ActionMenu->Start
[Log 23:04:45.5438199]: FlightEngineerCore->Start
[Log 23:41:43.7938170]: FlightEngineerCore->OnDestroy
[Log 23:41:43.7998178]: ActionMenu->OnDestroy
[Exception 23:43:27.8876536]: Object reference not set to an instance of an object
[]:   at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 

[Exception 23:43:27.8876536]: Object reference not set to an instance of an object
[]:   at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 

[Log 23:43:28.2227256]: BuildAdvanced->OnDestroy
[Log 23:53:44.8329670]: ActionMenu->Awake
[Log 23:53:44.8340127]: FlightEngineerCore->Awake
[Log 23:53:50.3682754]: ActionMenu->Start
[Log 23:53:50.3753229]: FlightEngineerCore->Start
[Exception 00:04:19.8757110]: SimManager.StartSimulation() // Object reference not set to an instance of an object
[]:   at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00000] in <filename unknown>:0 

[Log 00:04:20.6757553]: FlightEngineerCore->OnDestroy
[Log 00:04:20.6868134]: ActionMenu->OnDestroy
[Exception 00:05:01.3852263]: Object reference not set to an instance of an object
[]:   at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 

[Exception 00:05:01.3852263]: Object reference not set to an instance of an object
[]:   at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0 

[Log 00:05:01.7182636]: BuildAdvanced->OnDestroy
[Log 00:05:06.5595159]: ActionMenu->Awake
[Log 00:05:06.5605171]: FlightEngineerCore->Awake
[Log 00:05:12.6798598]: ActionMenu->Start
[Log 00:05:12.6868599]: FlightEngineerCore->Start

And the engine CFG:
 

PART
{
	name = NuclearSCRH
	module = Part
	author = TaquaraAero
	MODEL
	{
		model = VMV/Parts/NuclearSCRH/SmallJet
	}
	//MODEL
	//{
	//	model = Squad/Parts/Engine/jetEngines/turbineInside
	//	//position = 0.0, 0.0, 0.0
	//	scale = 0.5, 0.5, 0.5
	//	//rotation = 0, 0, 0
	//}
	rescaleFactor = 2
	node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0
	CoMOffset = 0.0, 0.3, 0.0
	TechRequired = aerospaceTech
	entryCost = 1000000
	cost = 48500
	category = Engine
	subcategory = 0
	title = N.T.S.C.R.T.H.
	manufacturer = Agraba Aerospace Technology
	description = This is what every science point ever spent is worth, this is the most advanced engine we'll ever produce. NTSCRH stands for Nuclear Thermal Supersonic Combustion Ramjet Turbojet Hybrid, it's an engine thats suitable for every part of a spaceplane launch, and can even do interplanetary travel.
	attachRules = 1,0,1,0,0
	mass = 2.3
	// heatConductivity = 0.06 // half default
	emissiveConstant = 0.8 // engine nozzles are good at radiating.
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 7
	maxTemp = 3000 // = 3600
	bulkheadProfiles = size1
	tags = nuclear airplane spaceplane size1
	MODULE
	{
		name = MultiModeEngine
		primaryEngineID = Atmo
		primaryEngineModeDisplayName = Turbojet-SCRamjet
		secondaryEngineID = Space
		secondaryEngineModeDisplayName = NuclearThermalRocket
	}
	MODULE
	{
		name = ModuleEnginesFX
		engineID = Atmo
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 150
		heatProduction = 60
		useEngineResponseTime = True
		engineAccelerationSpeed = 0.5
		engineDecelerationSpeed = 0.5
		fxOffset = 0, 0, 0.85
		flameoutEffectName = flameout
		powerEffectName = running_thrust
		engageEffectName = engage
		disengageEffectName = disengage
		spoolEffectName = running_turbine
		engineSpoolIdle = 0.05
		engineSpoolTime = 2.0
		EngineType = Turbine
		exhaustDamageMultiplier = 4
		clampPropReceived = True
		PROPELLANT
		{
			name = IntakeAir
			ignoreForIsp = True
			ratio = 7
		}
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 3000 0 0
		}
		// Jet params
		atmChangeFlow = True
		useVelCurve = True
		useAtmCurve = True
		flowMultCap = 3.0
		velCurve
		{
			key = 0 1 -0.125804 0
			key = 0.35 0.9 0 0
			key = 1 1.1 1 1.3
			key = 2 1.5 0.35 1
			key = 3 2 1 2
			key = 5 4.5 0 -0.32
			key = 8 3 -0.9 -1.5
			key = 10 0.2 -7 -2
		}
		atmCurve
		{
			key = 0 0 0 2
			key = 0.002 0.166 5 20
			key = 0.05 0.7 0 3
			key = 0.16 0.9 0.5779132 0.5779132
			key = 0.5 0.8 0.4809403 0.4809403
			key = 0.8 0.75 0 0
			key = 1 1 0 0
		}
	}
		MODULE
	{
		name = ModuleEnginesFX
		engineID = Space
		runningEffectName = run_nuc
		thrustVectorTransformName = thrustTransform
		exhaustDamage = False
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 120
		heatProduction = 120
		fxOffset = 0, 0, 0.9
		EngineType = Nuclear
		exhaustDamageDistanceOffset = 0.05
		PROPELLANT
		{
			name = LiquidFuel
			resourceFlowMode = STAGE_STACK_FLOW_BALANCE
			ratio = 1
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 800
			key = 1 100
			key = 3 0.000001
		}
	}
	//MODULE
	//{
	//	name = ModuleAnimateHeat
	//	ThermalAnim = HeatAnimationEmissiveJet
	//}


	MODULE
	{
		name = ModuleAlternator
		RESOURCE
		{
			name = ElectricCharge
			rate = 20
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.5
		maxDistance = 10
		falloff = 2
		thrustTransformName = thrustTransform
	}
	EFFECTS
	{		
		running_thrust
		{			
			AUDIO
			{
				channel = Ship
				clip = VMV/SFX/ScramJet
				volume = 0.0 0.0
				volume = 0.05 0.2
				volume = 1.0 1
				pitch = 0.0 1
				pitch = 1.0 1
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_light
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 1
				speed = 3.0 0
				localOffset = 0, 0, 1
				localRotation = 1, 0, 0, -90
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/afterburner_shock
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.45 0.0
				emission = 0.6 0.8
				emission = 1 1.15
				speed = 0 0
				speed = 1 0.5
				speed = 1.8 1
				speed = 3 1.5
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/afterburner_flame
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.16 0.0
				emission = 0.3 0.5
				emission = 0.5 1.0
				emission = 1.0 1.0
				speed = 0 0
				speed = 0.8 0.3
				speed = 1 0.7
				speed = 3 1.2
			}
		}
		running_turbine
		{
			AUDIO
			{
				channel = Ship
				clip = sound_jet_low
				volume = 0.0 0.0
				volume = 0.05 0.35
				volume = 1.0 0.5
				pitch = 0.0 0.2
				pitch = 0.05 0.3
				pitch = 1.0 0.8
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_medium
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_vent_soft
				volume = 0.8
				pitch = 2.5
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
		run_nuc
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_hard
				volume = 0.0 0.0
				volume = 1.0 0.8
				pitch = 0.0 0.2
				pitch = 1.0 0.6
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustLight_blue
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 0
				localRotation = 1, 0, 0, -90
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustFlame_blue
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localOffset = 0, 0, 0
				localRotation = 1, 0, 0, -90
			}
		}
	}
}

 

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nevermind, delete my comment as I don't know how

Edited by Pavel ☭
redundant

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Does KER have "closest approach" for target and maneuver similar to basic orbit mod?

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21 hours ago, flart said:

Does KER have "closest approach" for target and maneuver similar to basic orbit mod?

Not unless something has been changed recently. That value, and the others related to closest target approach, is actually one of the more complicated bits of Basic Orbit (not too complicated though, since KSP added in some accessible methods for calculating that information in 1.2).

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Hi. I have a quick suggestion.

We need to have indicated airspeed data available to display in game. It is displayed in AeroGUI (cheat menu) and called EAS. It would be very useful for spaceplanes.

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On 12-2-2017 at 1:47 PM, aluc24 said:

I'm sorry if this is a stupid question, but, how do I get Engineer to show up in Blizzy's toolbar instead of stock toolbar? I saw nothing on the in-game settings, and I checked each file in Engineer folder in the GameData folder, but there is nothing related to toolbar. How do I do it?

I too wish to know this. Or at least, if it is still possible.

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On 12/31/2017 at 10:40 AM, The-Grim-Sleeper said:

I too wish to know this. Or at least, if it is still possible.

I don't believe it is.  Then again, I don't understand some of the options under Settings either.

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dear author. I want to translate your mod into Russian. how much is this realistic? if you sent me the lines that need to be translated, I would translate them. you would then be able to embed them in the mod?

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