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Micro Engineer (1.1.0)


Falki

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Gz7PgWL.png

MICRO  ENGINEER

Displays useful information about your vessel, your orbital and surface parameters and many other things.

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Spacedock: https://spacedock.info/mod/3282/Micro Engineer

Release: https://github.com/Micrologist/MicroEngineer/releases (grab the .zip file)

Source: https://github.com/Micrologist/MicroEngineer

Authors: MicrologistFalki

MicroEngineer

 

DESCRIPTION

A (heavily) KER inspired mod to give you some additional information on your missions.

You can enable and disable individual sections and pop them out into their own window or create your own window containing only the information you want to see.

 

INSTALLATION

Extract the contents of the .zip into your KSP2 installation folder.

Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\

 

USAGE

While in flight or in VAB, open the mod window by clicking its entry in the APP. BAR.

 

DEPENDENCY

Space Warp + BepInEx

 

Quote

Full change log: https://spacedock.info/mod/3282/Micro Engineer#changelog

[Change log]

Micro Engineer 1.1.0 "Snap & Rename"

  • Added window snapping (can be turned off in settings)
  • Added renaming of individual entries by user
  • Add support for SpaceWarp 1.2.0 (mod_id discontinued in favor of BepInEx GUID); backward compatibility with SW 1.1.x retained

Snapping:

w8yxLZ6.gif

Renaming:

glGmHoA.gif

 

Edited by Falki
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Micro Engineer 0.7.2

  • Add Stage Info window to VAB
  • Window positions and states are now automatically saved on scene changes
  • Windows no longer persist on scene changes (Flight <-> Space Center <-> VAB)
  • Windows automatically open when entering Flight and VAB scenes if user didn't close them previously
  • Fix: disable game input when editing window names (from 0.7.1)
  • Preserve compatibility with SpaceWarp 1.0.1 (version with no sound problems) (from 0.7.2)

ZgTeadl.png

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17 hours ago, FirroSeranel said:

Amazing, thank you!

One of my most-used statistics in designing craft in KSP1 with KER is torque in a given stage. Is there any way to add that to this?

Glad you like it :)

Torque will have to be calculated with what the game is currently providing. I might be able to get something, will look into it.

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Micro Engineer 0.8.0

  • More accurate Sea Level TWR for bodies with Atmosphere
  • Tree/node-like selection for CelestialBody selection
  • Optimized data updates for Stage Info entries (update only on deltav changed)
  • Add Torque entry (experimental). CoT & CoM indicators must be turned on. Toggle Torque in Settings window. Per request by @FirroSeranel. Note that torque data is experimental as I'm not sure if it calculates it correctly. If something seems wrong, please let me know and I'll see if it can be fixed.

Accurate SLT:

hX59FXe.png

Node-like selection for CelestialBodies::

qdNVChp.png

Torque:

VX5ZPc5.png

 

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  • 2 weeks later...
On 4/7/2023 at 2:24 PM, Falki said:

Micro Engineer 0.8.0

  • More accurate Sea Level TWR for bodies with Atmosphere
  • Tree/node-like selection for CelestialBody selection
  • Optimized data updates for Stage Info entries (update only on deltav changed)
  • Add Torque entry (experimental). CoT & CoM indicators must be turned on. Toggle Torque in Settings window. Per request by @FirroSeranel. Note that torque data is experimental as I'm not sure if it calculates it correctly. If something seems wrong, please let me know and I'll see if it can be fixed.

Nice! Love the more accurate SLT for atmospheric bodies, heh. Really helps with the Eve challenge.

I'm curious how you're doing torque... does the game give the exact coordinates of the CoM and CoT markers, and you take the thrust vector multiplied by the torque arm with some trig? It seems to be behaving correctly to me.

This should help a ton with design of VTOL craft especially, until someone manages to recreate RCS Build Aid and/or Throttle Controlled Avionics.

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One thing I'm wishing this did, but don't know if it can, is to split out asparagus stages separately. It seems to generally add the dV correctly, but combining it all into the engine activation stage is a bit opaque.

Heh, that's probably partly because I don't trust KSP2's own dV estimations yet. Especially sometimes when putting multiple engines on a stage, it'll suddenly double the available dV compared to a single engine, even though dV should go down in that case, not up. I assume for now you're pulling dV info from the game? Or do you calculate it using the part hierarchy?

It also doesn't seem to correctly calculate fuel-only stages, like drop tanks... though that could also just be because the game doesn't have a fuel flow priority system yet, other than fuel lines (which like to reverse themselves on load, it seems).

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16 hours ago, FirroSeranel said:

... I assume for now you're pulling dV info from the game? Or do you calculate it using the part hierarchy?

What's currently mostly being done is dumping information about staging directly from the game, with some additional calculation to get sea level TWR & deltaV on other celestial bodies. If the game makes a mistake, Micro Engineer will happily forward that mistake :)

For torque, it's exactly as you described. Ackward thing is that you have to have CoM and CoT turned on to get positions of vectors. For some future version we'll have to manually calculate CoM and CoT by going through all the parts. 

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Posted (edited)

Micro Engineer v1.0.0

vwpVsXU.png

Change log:

  • Added 105 new entries: Orbital (13), Surface (5), Flight (11), Vessel (15), Maneuver (22), Target (26), Body (2), Misc (11)
    • NOTE: for obvious reasons most of new entries are not added to the default windows, so if you're interested in some of them then add them to any window via the Editing window
    • NOTE2: since this update brings a breaking change in windows layout, if you already made changes to the layout in the previous version it will now reset when you upgrade, sorry!
  • Added themes support: light, gray, dark + visual overhaul of all buttons/icons
  • Open edit entries window for the particular window directly from the window header
  • Added possibility for decreasing or increasing of number of decimal digits per entry
  • Large values are now automatically scaled by changing the unit they're display in. E.g. m -> km -> Mm -> Gm
  • Base unit for Thrust is now kN
  • Maneuver nodes: added possibility for deleting and switching to other active nodes
  • Reordered default entry ordering (can be manually reordered by player)
  • Settings window is no longer toggleable from the toggle bar at the top of Main GUI. It can now be opened by clicking on the dedicated Settings icon (gear)
  • Locked window transparency changed: 80% -> 20%
  • Optimized OAB updates: they're now done entirely by messages/events
  • Substantial rewrite of the entire codebase; some bugs are likely so please report them (discord, forum)

--

New Entries, full list:

  • Orbital (13):
    • Argument of periapsis, Eccentric anomaly, Longitude of ascending node, Mean anomaly, Orbit percent, Orbit radius, Orbit time, Orbital energy, Orbital speed, Semi latus rectum, Semi major axis, Semi minor axis, True anomaly
  • Surface (5):
    • Altitude from scenery, Dynamic pressure, Static pressure, Atmospheric temperature, External temperature
  • Flight (11):
    • Angle of attack, Drag coefficient, Exposed area, G-Force, Heading, Pitch, Roll, Sideslip, Speed of sound, Yaw, Zenith
  • Vessel (15):
    • Burn time, Command crew capacity, Fuel percentage, Number of parts, Stage fuel percentage, Stage ISP Actual, Stage ISP ASL, Stage ISP Vac, Stage Thrust ASL, Stage Thrust Vac, Stage TWR ASL, Stage TWR Vac, Throttle, Total ∆v ASL, Total ∆v Vac
  • Maneuver (22):
    • Argument of periapsis, Eccentric anomaly, Eccentricity, Inclination, Longitude of ascending node, Mean anomaly, Orbit percent, Orbit time, Orbital energy, Period, Semi latus rectum, Semi major axis, Semi minor axis, Time to apoapsis, Time to periapsis, True anomaly, Universal Time, UT at closest approach, UT at SOI encounter, ∆v prograde, ∆v normal, ∆v radial
  • Target (26):
    • Altitude from sea level, Argument of periapsis, Body radius, Eccentric anomaly, Eccentricity, Inclination, Longitude of ascending node, Mean anomaly, Name, Orbit radius, Orbit time, Orbital speed, Period, Phase Angle, Semi latus rectum, Semi major axis, Semi minor axis, Standard gravitation parameter, Distance at close approach 1, Distance at close approach 2, Relative speed at close approach 1, Relative speed at close approach 2, Time to close approach 1, Time to close approach 2, Transfer Angle, True anomaly
  • Body (2):
    • Radius, Standard gravitation parameter
  • Misc (11):
    • Altimeter mode, Autopilot mode, Autopilot status, Launch time, Local gravity, Speed mode, Start UT, Time since launch, Universal Time, UT Close Approach, UT SOI encounter

--

Themes:

EoZZi3W.png

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Open editing window by clicking the gear icon:

FT6tnNF.gif

--

Decrease or increase number of decimal digits per entry:

VyP3uJL.gif

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Units automatically scale for bigger values:

diAizGV.gif

--

Manipulate maneuver nodes:

VumphHn.gif

--

Open settings by clicking the gear icon:

gMOrUmA.gif

--

Pop out windows and drag them wherever you want:

6kKDTh7.gif

--

That is all, have fun!

 

FYI @linuxgurugamer, you asked for additional maneuver info (inclination, eccentricity, etc.)

Edited by Falki
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On 4/20/2023 at 2:06 AM, Falki said:

What's currently mostly being done is dumping information about staging directly from the game, with some additional calculation to get sea level TWR & deltaV on other celestial bodies. If the game makes a mistake, Micro Engineer will happily forward that mistake :)

For torque, it's exactly as you described. Ackward thing is that you have to have CoM and CoT turned on to get positions of vectors. For some future version we'll have to manually calculate CoM and CoT by going through all the parts. 

Ah, yeah, and the game happily makes lots of mistakes. xD

I don't think it's that big of a deal to need CoM and CoT on, honestly. If I'm tweaking thrust vectoring and balance, I almost certainly have those on anyway. Calculating it manually might be quite the pain, too, because of the ability to have multiple crafts in the VAB at once. Depending on how the "active launch vehicle" flag is done and exposed, anyway, if it ends up way, way easier to keep it how it is, I don't see a particular problem.

If you want to be more ambitious, I might suggest integrating RCS Build Aid's functionality (basically just torque from RCS systems along each control axis). The only trouble with RCS Build Aid is that it stopped getting maintained, and because it's a fairly small, niche feature set, nobody adopted it.

Something like this is so essential that even if you get tired of maintaining it, _someone_ will pick it up, you know? So integrating it would make sure that functionality is always available.

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5 minutes ago, FirroSeranel said:

The only trouble with RCS Build Aid is that it stopped getting maintained, and because it's a fairly small, niche feature set, nobody adopted it.

Just to address that, I use the mod all the time on KSP 1.12.5, and haven't had any issues (which is I imagine why it hasn't had any updates in 2 years, the game hasn't really changed since then, and I haven't seen any complaints in its thread that would require an update to be released)

 

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Just now, munix said:

Just to address that, I use the mod all the time on KSP 1.12.5, and haven't had any issues (which is I imagine why it hasn't had any updates in 2 years, the game hasn't really changed since then, and I haven't seen any complaints in its thread that would require an update to be released)

 

Yeah, I still use it too, but because it hasn't been on CKAN as compatible (without old versions checked), new players don't even know it exists. Since all it would seemingly take to get it current again is literally changing the version limits in its config files, it'd be nice if someone adopted it and did that, or forked it and did that... but that's a lot of responsibility to take on if it ever breaks due to some unforeseen future update. Not that that's likely anymore, but... still.

If its core functionality was integrated into the core engineering data mod of KSP2, then it'd always be maintained for sure... even if it's only numerical torque readouts rather than the graphical right-hand-rule arrows, although I do love the wet/dry/average CoM markers as well.

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Thanks for this mod! Cant live without it!

But: i Play with 4k and the windows and the writeing is really really tiny and i already got glases....

Could you make the font size changeable like with a slider or something ?

Thanks!

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Thank you for this mod!

I'm seeing a discrepancy between TWR calculated in the VAB, and TWR on the surface of Eve.

In the VAB my vehicle shows TWR of 1.44 for Eve, but on the surface of Eve I see a TWR of 0.80.  I think the 0.80 is more accurate, because this thing will not lift off.

I landed this on Eve.  TWR for liftoff stage shows 1.44
3kXRYF8.png

This is what I actually attempt to liftoff from Eve.  TWR still shows 1.44
uFBnWnE.png

On the surface of Eve, however, TWR now shows 0.80
W4mNZHd.png

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Posted (edited)

@Poppa Wheelie, for surface level TWR you should look at the SLT metric (Surface Level TWR). It shows 0.74 on your screenshot, which is close to the actual value of 0.80. To get the exact value some more calculations need to be performed, but this is close enough to be usable.

13 hours ago, ManuxKerb said:

Could you make the font size changeable like with a slider or something ?

Text scalability is on the TODO lost, although a bit longer one ;)

Yes, current scaling is built for 2560x1440 or 1920x1080 really. 

Edited by Falki
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On 4/29/2023 at 4:55 PM, munix said:

Just to address that, I use the mod all the time on KSP 1.12.5, and haven't had any issues (which is I imagine why it hasn't had any updates in 2 years, the game hasn't really changed since then, and I haven't seen any complaints in its thread that would require an update to be released)

 

You are correct. Just because a mod has not been updated in a long time, does not mean it won't work. I used RCS Build Aid today. I'm running 314 mods in KSP1, and some of them have not been updated in years.

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  • 3 weeks later...

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