Samapico 12 Posted December 14, 2017 3 hours ago, Gordon Fecyk said: What's wrong with this picture? [...] Can you show the readouts related to the engine ISP? Share this post Link to post Share on other sites
Gordon Fecyk 594 Posted December 14, 2017 (edited) 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 December 15, 2017 by Gordon Fecyk Share this post Link to post Share on other sites
Taquarinha 1 Posted December 15, 2017 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 } } } } Share this post Link to post Share on other sites
Autolyzed Yeast Extract 21 Posted December 17, 2017 (edited) nevermind, delete my comment as I don't know how Edited December 18, 2017 by Pavel ☭ redundant Share this post Link to post Share on other sites
flart 139 Posted December 18, 2017 Does KER have "closest approach" for target and maneuver similar to basic orbit mod? Share this post Link to post Share on other sites
DMagic 3,733 Posted December 19, 2017 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). Share this post Link to post Share on other sites
prykpryk 1 Posted December 30, 2017 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. Share this post Link to post Share on other sites
The-Grim-Sleeper 5 Posted December 31, 2017 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. Share this post Link to post Share on other sites
Brigadier 256 Posted January 2, 2018 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. Share this post Link to post Share on other sites
Adamo 2 Posted January 12, 2018 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? Share this post Link to post Share on other sites
22online 0 Posted February 4, 2018 Hi! Didn't found a solution, maybe someone here could help? KER does not display delta v value for a spaceplane with two CR-7 rapier engines - neither in SPH or during the flight. Switching mode to space or back to atmospheric does not help, as well as reducing thrust to 0 (and again, both in the SPH and during the flight). Game version 1.3.1, stock parts only. Have anyone else encountered this problem? Share this post Link to post Share on other sites
Wcmille 106 Posted February 4, 2018 (edited) Suggestion: Add "Miss Distance" to the Rendezvous display. Proposed algorithm: After time to rendezvous is calculated, determine the position of the vessel and target at that time. Get the magnitude of the subtracted position vectors at that time. CC: @flart Edited February 4, 2018 by Wcmille 1 Share this post Link to post Share on other sites
flart 139 Posted February 5, 2018 (edited) On 12.01.2018 at 9:25 AM, Adamo said: 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? another thing about locales... there is different number format 1234.567 ("N", en-US) -> 1,234.57 1234.567 ("N", ru-RU) -> 1 234,57 but @SQUAD doesn't have attention to it... For mods it can be done private System.Globalization.CultureInfo culture = System.Globalization.CultureInfo.CreateSpecificCulture(KSP.Localization.Localizer.CurrentLanguage); but I don't think it should be done until @SQUAD make it for the stock. Edited February 5, 2018 by flart Share this post Link to post Share on other sites
flart 139 Posted February 5, 2018 13 hours ago, Wcmille said: Suggestion: Add "Miss Distance" to the Rendezvous display. CC: @flart I can only recommend you to try it yourself or polite ask @DMagic to integrate his On 19.12.2017 at 5:16 PM, DMagic said: related to closest target approach to KER Share this post Link to post Share on other sites
ebigunso 15 Posted February 10, 2018 On the flight engineer readouts, the current stage Dv reads 0 when the stage's engine is firing. Otherwise it shows correct values. I use Realism Overhaul, and KSP 1.2.2. Has this happened to anybody else, and is there a fix? Share this post Link to post Share on other sites
Phineas Freak 723 Posted February 10, 2018 @ebigunso Known issue with RF. There is a PR awaiting review (#140) that supposedly fixes that bug but there has not been much progress on KER lately so... Share this post Link to post Share on other sites
ebigunso 15 Posted February 10, 2018 12 minutes ago, Phineas Freak said: @ebigunso Known issue with RF. There is a PR awaiting review (#140) that supposedly fixes that bug but there has not been much progress on KER lately so... Oh, great news somebody has already come up with a fix. Is there a way I can manually implement this fix into my local install? Share this post Link to post Share on other sites
Enterprise0709 1 Posted February 10, 2018 I have a suggestion; whenever a spacecraft has reached escape velocity, make it so that it calculates the orbital period of the orbit after SOI change. Share this post Link to post Share on other sites
Toqui 2 Posted February 10, 2018 (edited) Hi, I just fixed the "unsupported KSP verion" if someone is interested: Open your KerbalEngineer.version file with Wordpad and change it this way (if you are running 1.3.1): Spoiler { "NAME":"Kerbal Engineer Redux", "URL":"http://ksp-avc.cybutek.net/version.php?id=6", "VERSION": { "MAJOR":1, "MINOR":1, "PATCH":3, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":3, "PATCH":1 }, "KSP_VERSION_MIN": { "MAJOR":1, "MINOR":2, "PATCH":9 }, "KSP_VERSION_MAX": { "MAJOR":1, "MINOR":3, "PATCH":1 } } Have a nice day @mod: sorry for multipost Edited February 10, 2018 by Toqui Share this post Link to post Share on other sites
Smart Parts Wanter 19 Posted February 18, 2018 Hello I have installed this mode via CKAN and it says it is version 1.1.3 but when I launch the game I get an error saying "not supported version please use 1.3", five or six times... the same message. How can I fix this what might be happening? Share this post Link to post Share on other sites
Warezcrawler 191 Posted February 18, 2018 16 minutes ago, Smart Parts Wanter said: Hello I have installed this mode via CKAN and it says it is version 1.1.3 but when I launch the game I get an error saying "not supported version please use 1.3", five or six times... the same message. How can I fix this what might be happening? try reading the posts right above your own 1 Share this post Link to post Share on other sites
Smart Parts Wanter 19 Posted February 18, 2018 2 hours ago, Warezcrawler said: try reading the posts right above your own I swear I made a search within this topic and glanced at the latest posts but it seems somehow i missed it, I apologize and I thank you for bringing my attention to it. Share this post Link to post Share on other sites
Freshmeat 380 Posted February 18, 2018 I wonder a bit about the mass readout. My craft reads a mass of 233,249 / 574,346 kg. Total of fuel and oxidizer is 416889 kg, so either is 233t not dry mass or 574t not total mass, which I previously had assumed. Anyone knows? Share this post Link to post Share on other sites
domassimo 4 Posted February 18, 2018 2 hours ago, Freshmeat said: I wonder a bit about the mass readout. My craft reads a mass of 233,249 / 574,346 kg. Total of fuel and oxidizer is 416889 kg, so either is 233t not dry mass or 574t not total mass, which I previously had assumed. Anyone knows? I think the first number refers to the mass of your current stage, the second number is the total mass. I have not verified this though, but that seems the most likely answer. Share this post Link to post Share on other sites
garwel 416 Posted February 19, 2018 I have an issue with KER and some other mods (I'm crossposting there). In flight, the HUD2 panel doesn't show up. All other KER UI elements seem to be ok. I think it happened after I updated Trajectories, but I'm not sure. Here is the log. Share this post Link to post Share on other sites