cybutek

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

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I really appreciate that my KER HUDs stay in place while I'm doing as IVA.  It provides additional challenge in that I can't look around my environment.  When I play this way I also use HullCamVDS to have external shots and to right click on parts and set it so that I don't return to a flight mode camera.

What I am missing in IVA though is a decent navball - this is to do with issues of resolution and size.  Would it be possible to have a 2D navball HUD from KER?  Please?

Peace.

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I think there might be a bug with "Time to Manoeuvre Burn" in the Orbital section. From what I can see in the source code (NodeTimeToHalfBurn.cs), it's supposed to be ManoeuvreProcessor.UniversalTime - ManoeuvreProcessor.HalfBurnTime - Planetarium.GetUniversalTime(). It's always close, but it's never quite exact.

In this example screen, the m.node is in 103.8s. The burn time is 51.3s.

103.8 - 51.3/2 = 78.2s

Kerbal Engineer shows 76.3s

YMLYoa3.png

Kerbal Engineer Redux v1.1.7.1, KSP v1.8.1, modded. But from what I've seen this happens with no other mods installed.

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On 6/4/2020 at 6:13 AM, MalevolentNinja said:

In this example screen, the m.node is in 103.8s. The burn time is 51.3s.

103.8 - 51.3/2 = 78.2s

Kerbal Engineer shows 76.3s

i haven't looked at KER's code, but the half burn time it should be using is not half the time for the total burn, but the time it will take to do half of the burn's deltaV, ie half of the burn from a dV perspective, rather than a time perspective.  So in your example it should be however long it will take to do a 979.56 * 0.5 m/s burn.  

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Posted (edited)

Any news on the update? It's been a long time, I miss this mod. I know it says "it seems to work fine with KSP v1.9" but that makes me skiddish. :)

Edited by lajoswinkler

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Just now, lajoswinkler said:

Any news on the update? It's been a long time, I miss this mod.

go back into the posts and you can find an unofficial update by jbudda that work as intended :o)

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1 hour ago, Weimaraner said:

Does this work with realfuels?

It does but sometimes it is slightly off on the delta v calculations. Generally MJ is more accurate for real fuels.

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Rebuild KER now against 1.10. Also taking some time to go through recent suggestions and bug reports so it might be til tomorrow or so until I post the update. Existing KER should work in 1.10 anyway.

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10 hours ago, jrbudda said:

Rebuild KER now against 1.10. Also taking some time to go through recent suggestions and bug reports so it might be til tomorrow or so until I post the update. Existing KER should work in 1.10 anyway.

Would the new 1.10 version work on 1.9?

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8 hours ago, xD-FireStriker said:

Would the new 1.10 version work on 1.9?

In CKAN it shows the new release to work on 1.8.0 through 1.10.9.  Hope that helps.

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Posted (edited)

Using the latest on 1.8.1 yields:

 

[EXC 20:18:48.017] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
    AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) (at <9d71e4043e394d78a6cf9193ad011698>:0)
    AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) (at <9d71e4043e394d78a6cf9193ad011698>:0)
    KerbalRoster.GenerateExperienceTraitTypes () (at <9d71e4043e394d78a6cf9193ad011698>:0)
    KerbalRoster.GenerateExperienceTypes () (at <9d71e4043e394d78a6cf9193ad011698>:0)
    KerbalRoster..ctor (ConfigNode node, Game+Modes mode) (at <9d71e4043e394d78a6cf9193ad011698>:0)
    Game..ctor (ConfigNode root) (at <9d71e4043e394d78a6cf9193ad011698>:0)
    GamePersistence.LoadGameCfg (ConfigNode node, System.String saveName, System.Boolean nullIfIncompatible, System.Boolean suppressIncompatibleMessage) (at <9d71e4043e394d78a6cf9193ad011698>:0)
    GamePersistence.LoadGame (System.String filename, System.String saveFolder, System.Boolean nullIfIncompatible, System.Boolean suppressIncompatibleMessage) (at <9d71e4043e394d78a6cf9193ad011698>:0)
    QuickStart.QMainMenu+<QStart>c__Iterator0.MoveNext () (at <e535aa63b982443a814cf99fecd47ce6>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[LOG 20:18:48.017] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs:
KerbalEngineer 1.1.7.2 GameData\KerbalEngineer\KerbalEngineer.dll

 

This also breaks the main menu; the "Start Game" button (and every other button) does nothing.

Edited by GDorn
formatting

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@GDorn You need to post your entire KSP.log to a file sharing site like Dropbox or Google Drive and share a link to it here if you expect anyone to be able to troubleshoot this for you.

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@GDorn Without a full log it's hard to saw one way or another what's wrong with your install. It could be the latest KER is not backward compatible, but with just a snippet from the middle of the log there's no way to check if there were any other errors leading up to this that might point to a different issue.

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ive been having a bug where the huds overlap and are offset way to the side, has this happened before?

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