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Why do I see "Est burn: N/A" when I quickload?


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To save myself launching over and over again, I would like to quicksave just before setting a maneuver. But after I've blown it and use quickload, the rather important "estimated burn" message reads "N/A"? Does this happen to you, and what can I do about it? I'm still learning to get into orbit and don't want the tedious launch business if I can avoid it.

Edited by JackBush
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The estimated burn is calculated based the thrust on your previous burn. This thrust information is not saved. Since you've just quickloaded you don't have a previous burn, hence the info is N/A, Not Available.

What you could do after quickloading is burn your engines at full thrust VERY briefly. Press Z (throttle 100%) immediately followed by X (throttle 0%).

Edited by Tex_NL
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It's a bit of an oddity, the stock node readouts don't know the vessel's TWR unless you actually burn the engine(s) and it doesn't retain this info across a reload. If you thrust your engine for a fraction of a second the time should reappear.

Alternately, you could use an informational mod like Kerbal Engineer Redux that will give a more accurate burn time calculation (accounts for decreasing mass and staging events) that persists across reloads.

Edit: Ninja'd.

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Yet another thing that needs to be corrected for upcoming updates: stock KSP burn times are indeed based on your previous burn, and don't account for mass loss as you burn fuel.

I suggest using KER which gives accurate burn times, taking into account mass loss, and working even if you just loaded your craft. The only downside of KER compared to stock is that, even if you throttle down to 50%, KER will still display burn times as if you were at 100%. This can be avoided by thrust limiting the enignes, but it is not really intuitive.

Oh, and also, I suppose MJ has accurate readouts, but I don't use it. Choose the one you prefer.

Edit: ninja'd too

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I'm hoping this gets fixed soon. Between Nathan and TriggerAU they have the ability. Kerbal Alarm Clock calculates it based on part specs rather than last known thrust, though it doesn't show it like KER, it needs it to stop the alarm in time. So I know TriggerAU knows how, and I would think Nathan knows how too and he is the one fixing all the bugs.

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Thanks for the answers, guys. The quick-burn idea seems useful. Or I could pause the first time and write down the est. burn time. Didn't think of that until after I'd posted. The quick-burn seems better, though. Thanks again. I couldn't play this game without the vast experience and knowledge of so many on this forum.

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