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cybutek

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Everything posted by cybutek

  1. Version 1.0.9.1 is now available! Download on CurseForge! Fixed: Part size bug caused by TweakScale's cost calculator.
  2. Seen and you've definitely helped. Thanks Edit: I have localised the problem down to the implementation of GetModuleCost() within the TweakScale part module. It is trying to call the Setup() method for some reason. This initialisation logic should be done within the Update() method, and the GetModuleCost() function should just return the default cost of the part or even zero at a lazy stretch if the part is still to be initialised.
  3. I've just had a look and the Interstellar Lite package doesn't have a .version file yet. KSP-AVC works based on .version files for update checking, so if a mod doesn't contain one, then it cannot be checked... If anyone has any mods that are not supported and wish they were, just give the author a nudge to include one
  4. I can replicate the problem, but it'll take some time to fix. As it's not chucking out any errors, it's going to be a manual task of uncommenting stuff until the bug shows its self to find the problem. So a fair portion of my day tomorrow will be looking at the KSP loading screen as each test requires restarting the game. Such a strange bug because I know that KER isn't changing anything, all it does is look at the data. The only time looking at something should change it is in Quantum Theory. So my guess right now is that one of the getters within the KSP API is more than likely causing the problem. By doing a stealthy reset of the part and is having problems using the data modified by TweakScale.
  5. I can confirm that KER is still informational only and doesn't try to modify anything.
  6. Sounds like you've started experiencing the right click bug. It's a common bug with the 64bit version that seems to just happen randomly (as seems to be everything x64 related). Consider yourself lucky that you've been free from that bug for so long. You're now experiencing x64 like the rest of us
  7. Version 1.0.9 is now available! (You can get it here!) Added: Build Engineer now also implements the '\' backslash show/hide shortcut. Added: New readouts to the vessel category: - Current Stage DeltaV - Surface Thrust to Weight Ratio Added: New editor overlay system. - Sleeker design. - Hover over part information options: - Name only - Middle click to show - Always show - Slide out overlay displays: - Vessel information - Resources list Fixed: Cost calculation now works with mods implementing IPartCostModifier. Also a note on what is currently planned: The beginnings of a key binding system is included within the 1.0.9 release, it is currently not customisable though. This will be expanded upon once the control centre system is in place. This control centre will be where all options, settings and flight engineer section edits will be done. It has become obvious over time and watching others play with KER1, that the section editor system is a bit clunky and not very intuitive for some players. It needs to be re-designed and this is a good opportunity to create a global engineering control system that can manage all aspects of the mod in a scalable way.
  8. This has to be completely optional. Not everyone wants to use the control bar and also not everyone wants their custom sections to be shown on the control bar even when it is open. The best option would be to have left and right click functionality, and there may possibly be a way to hack around this with the current implementation of the app launcher. This will increase complexity though, and a percentage of users will never even realise that there is right click functionality to begin with. Also technically it is one-click already as I already spent time getting the hover over to work well. You don't have to click the button for it to open the drop down, just hover your mouse over it and your one-click is on the 'Show Engineer' button. I recommend people to use the '\' backslash key to show/hide everything quickly. This functionality will be increasing with a customisable key binding system in the not too distant future.
  9. Very quick mash-up of an inertial negator plugin as proof of concept without any energy requirements etc. Single Ion engine to orbit
  10. KER 1.x doesn't include any text style as of 1.0.8.1 that is yellow. Only white and green. Although a big improvement to the build overlay is on its way which does include some yellow text
  11. KER 1.0 is completely different to what it was back in December 2013. It was a skeleton and only had a few simple proof of concept features... Maybe 5% of the functionality and polish which is in 1.0.8.1. It did not have any stylistic features at all, so I'm going to reply with a more up to date message. It may become a little bit of a rant, sorry in advance. The answer to your question would now be, "With a lot of code duplication and time that could be better spent on more important things." The main premise for not having the Unity default style has always been about looking stock, and integrating with the KSP theme. So it uses a style that although is more complex, also more suits the aesthetics of the game. This is not going to change, but I will add to the why there is currently no optional selection for the styles. It is because KER builds around that style, with sizing and positioning. Not having to design for two separate styles with two separate sizes and positions for everything makes it easier and quicker to develop design integrated and stylising features. It is not as simple as just selecting another style in the code. Or more to the point, it definitely isn't that simple anymore. So far the only reason people have asked for the Unity default style is because of sizing. That is now solved considering you can adjust the size of everything, can edit and create your own displays, compact mode, whether to show the control bar on the Flight Engineer, as well as lot of other features. You can get a very tidy and sleek looking Engineer experience with just a few personal tweaks. Having to design just for one specific style gives greater flexibility and many more design oriented features; like some of the ones I just mentioned. Which many would never have been implemented if I had to work around the constraints of developing for two styles. When functionality is tightly coupled to the design, especially when development time is finite, the question to ask yourself is, "Do I want two designs, half the functionality. Or full functionality but only one design?" A very simple answer in my opinion, as there is but one style that matches the KSP theme and the KER design philosophy. I'll also never sacrifice functionality for the many on a style for the few. Just stressing why an option hasn't been implemented, and will not be for at least the short term future of KER... Oh and don't take my little rant personally. Everyone who managed to read through gets an internet cookie and a hug Is there not a stock total vessel cost counter in the bottom left corner already? Or am I missing something? The readout for TWR is at your given altitude, yes. But I totally forgot about implementing the TWR (Surface) readout... Expect it in the next release.
  12. Do you have a log file? Also is the KSP version supposed to be v0.24.2.0? Shouldn't it be v0.24.2.559?
  13. Yup Well, KER 1.0 is a public test release. So quick and constant updates should be expected as new features are implemented, with bits breaking and then getting fixed. I really should keep stressing the point that anyone using 1.0 should view themselves as an alpha tester on the project I should mention that if you don't want to be at the cutting edge, there's always KER 0.6. Which is still the primary stable release... But if you can put up with updating (KSP-AVC and the integrated MiniAVC makes it really easy to know when there is one available) fairly often, 1.0 is well worth it. Also keep the suggestions for features and changes coming in. If it's something you want and it's not already in, it's probably because it never crossed my mind.
  14. Version 1.0.8.1 is now available! http://kerbal.curseforge.com/ksp-mods/222685-kerbal-engineer-redux Fixed: Bug which caused rendezvous readouts to freeze the game or show all zeros.
  15. I'm looking into this issue now and should have it sorted shortly.
  16. Version 1.0.8 is now available! http://kerbal.curseforge.com/ksp-mods/222685-kerbal-engineer-redux Added: New readouts to the vessel category: - Intake Air (Usage) Added: New readouts to the rendezvous category: - Relative Velocity - Relative Speed Fixed: An issue where deltaV would not be calculated whilst flying. Fixed: NullRef whilst loading the in flight Action Menu.
  17. I'm looking into the problem with dV sometimes not being updated in flight.
  18. Looks as if the crash is happening in stock code, so it's more than likely you're just experiencing the effects of x64 syndrome. First try the usual, like running in administrator mode etc. Then playing on 32bit would be my recommendation if that does not help. Sorry if this isn't much help, but 64bit can be completely unstable, and will just seem to crash for random reasons with a critical mass of mods. You are also not mentioning the other mods: FloorIt, ModuleManager, ResearchThemAll, Toolbar, ActiveTextureManager, AlignedCurrencyIndicator, BahaSP, CactEye, Chatterer, ConnectedLivingSpace, DebRefund, DefaultThrottle, ModStatistics... Actually, I'll stop there, you have tonnes of mods installed and any combination of them including Engineer and Fine Print could be causing the critical mass required; ending in what unfortunatly is a completely expected and normal "feature" of the Win64 build of Unity.
  19. It's already included in KER 1.0 and has been for several versions.
  20. I don't know why I didn't do that in the first place... Makes so much more sense I'll probably add it as another readout called IntakeAir Ratio. Can't have too many readouts and options right
  21. Version 1.0.7.1 is now available! Get it here... Changed: Reversed Intake Air readout from 'S/D' to 'D/S' for easier reading. Changed: Increased Intake Air readout precision to 4 decimal places. Fixed: Issue where Intake Air supply was not representative of total supply. Fixed: Bug where actual thrust does not reset to zero on deactivated engines. Fixed: Thrust now scales with velocity for atmospheric engines. (Padishar's fix)
  22. There are infact three ways to show/hide the flight engineer. 1.) Use the handy toggle button which says "SHOW ENGINEER". As shown in this super awesome visually enhanced screenshot: 2.) Use the '\' blackslash shortcut key on your keyboard. 3.) The more permanent solution is to run the flight engineer in 'MODULE' mode, which can be set within the settings of the build engineer in the editor. Then it will only be available when you've got an EngineerChip or ER7500 part attached to the vessel. Hopefully this clears up your issue
  23. Version 1.0.7 is now available! It's quite a big one with an initial implementation of a presets system. This is to manage the increasingly overwhelming number of readouts that are now available. There is a simple stock preset for each of the primary sections, and can be used if you do not fancy editing the sections yourself. The presets are saved within the 'Presets' directory, and feel free to create your own and distribute them. Added: Part count information to the Build Engineer. Added: Reset button to the G-Force readout. Added: Preset system to the Flight Engineer. Added: New stock presets: - Orbital - Surface - Vessel - Rendezvous Added: New readouts to the orbital category: - True Anomaly - Eccentric Anomaly - Mean Anomaly - Argument of Periapsis - Angle to Prograde - Angle to Retrograde Added: New readouts to the vessel category: - Intake Air (Demand) - Intake Air (Supply) - Intake Air (Supply/Demand) Added: New readouts to the rendezvous category. - Semi-major Axis - Semi-minor Axis Added: Time formatter which can show time as referenced by any celestial body. Added: New readouts to the miscellaneous category: - Time Reference Adjuster Changed: Moved Sim Delay readout into the Miscellaneous category. Changed: Updated MiniAVC to v1.0.2.3. Fixed: Issues with large value wrap around in the Flight Engineer. Fixed: Bug in the phase angle calculation.
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