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


cybutek

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Hi all,

I'm using the current experimental version of the KER dll's but have a problem in the VAB. If I add the engineering parts to a craft then click the KER button on the tool bar, all that happens is the spacecraft name box (top middle of the screen) hides or appears. KER works fine in flight mode though. Any thoughts on what could be wrong?

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Sounds like you're attaching the chip that displays flight data only. Have you tried attaching a different one?

I have tried all three with the same result. I have a vague feeling this happened back when 0.23 first came out too. After a version or two of engineer the problem went away. My memory is a little vague on that case though.

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Not sure why, but I'm definitely having an issue where KER doesn't like certain craft configurations. On my current rocket, I've got a couple procedural interstage fairing bases in between the engine so I have a custom shaped engine shroud (mainly to adapt to larger size stage underneath without having to use the adapter parts.) This seems to confuse and break KER, in the VAB the staging menu is completely blank, and when in flight it just shows a narrow grey bar. I haven't tried the experimental version yet though.

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Not sure why, but I'm definitely having an issue where KER doesn't like certain craft configurations. On my current rocket, I've got a couple procedural interstage fairing bases in between the engine so I have a custom shaped engine shroud (mainly to adapt to larger size stage underneath without having to use the adapter parts.) This seems to confuse and break KER, in the VAB the staging menu is completely blank, and when in flight it just shows a narrow grey bar. I haven't tried the experimental version yet though.

A similar problem has been reported with the experimental version. I will look into it ASAP but it would help greatly if you could provide an example craft (preferably that only uses stock and procedural fairings parts).

Since you are still using the standard 0.6.2.3 release, I assume you are also still using KSP 0.23. Is this true? If you have KSP 0.23.5, then you should definitely use the experimental version as various things were changed in the core game that break the deltaV calculations and there have been lots of other fixes too. The experimental version is compiled against 0.23.5 and it may not work correctly (or at all) with older versions.

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Can I ask what I think is a rudimentary question?

I assume certain values are already calculated by stock KSP and are 'merely' presented by the mod in an accessible fashion, but that others are derived/calculated (such as current in-flight delta-v) based on stock input values.

Basically, I'm trying to determine if I don't display certain calculated values, whether it reduces the computational overhead of the mod, or whether the calculations happen anyway behind the scenes?

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A similar problem has been reported with the experimental version. I will look into it ASAP but it would help greatly if you could provide an example craft (preferably that only uses stock and procedural fairings parts).

Since you are still using the standard 0.6.2.3 release, I assume you are also still using KSP 0.23. Is this true? If you have KSP 0.23.5, then you should definitely use the experimental version as various things were changed in the core game that break the deltaV calculations and there have been lots of other fixes too. The experimental version is compiled against 0.23.5 and it may not work correctly (or at all) with older versions.

I think that was my problem. I am using .23.5 so while it still worked, it did have issues. I tried the experimental version and it seems to be working now. I'll report if it comes up again.

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Can I ask what I think is a rudimentary question?

I assume certain values are already calculated by stock KSP and are 'merely' presented by the mod in an accessible fashion, but that others are derived/calculated (such as current in-flight delta-v) based on stock input values.

Basically, I'm trying to determine if I don't display certain calculated values, whether it reduces the computational overhead of the mod, or whether the calculations happen anyway behind the scenes?

Yes, basically most of the values in the orbital, surface and rendezvous windows are either read directly from the core game or are very quick to calculate. The surface impact calculations are the most complex and they currently run regardless of the visibility of the fields in the window (though if the surface tab is closed they don't run). However, the calculations do take some time and it is almost certainly not necessary to update the displayed values every time the window redraws so a bit of caching can probably reduce the impact considerably. The question is, is it worth it? I can't really answer that just yet as the laptop I am using is seriously underpowered (I'm lucky to get 15fps with just a capsule on the launch pad) but I will be getting a much better machine shortly and will investigate this then.

The deltaV calculations are by far the most complex. In the VAB they run when the window is open. In flight they run if the VES window is open. Only part of the work is done in the main thread with the actual fuel flow simulation being done in a background thread so, if you have a multi-core CPU the impact on the game should be considerably less. In the 0.6.2.3 release it delays the next simulation by 10 times how long the previous one took but the experimental version changes this because this strategy falls down in extreme cases. For simple craft this can result in it running far more often than necessary and for complex craft, or if a particular run of the simulation takes longer than it should for some reason (e.g. some other multitasking process hogs the CPU for a while), the next run can be delayed by many seconds. The actual delay strategy used in the experimental version is still under review (as is whether to add options to control it) but currently it simply aims to run 10 times per second or as fast as it can if it can't manage this fast.

Have you checked to see if closing the whole window actually improves your framerate? I would be interested in any hard numbers you have (along with details of computer, mods installed and the craft you were testing)...

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Is it possible for other plugins to access KERs calculations? Was just thinking how wonderful it would be to have KER on an RPM display.

Well, the orbital, surface and rendezvous calculations are quite tightly bound into the window code but the deltaV simulation is done by a separate bit of code that it should be possible to access from another plugin using reflection. The SimManager class is what does the work. I would be quite happy to assist an RPM dev with getting this to work.

I have also considered splitting the simulation code into a separate plugin that would be accessed in a standard way but this needs a redesign of the SimManager interface to make it easier for multiple plugins to use it simultaneously so this isn't going to happen for a while (if at all).

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Somewhat related - if you have the ALCOR pod installed along with Mechjeb, ALCOR pulls the dV info from MJ and displays it on its screens.

Hmm, it should be possible to find the appropriate code in the screen config and use it in other RPM displays then if that's the case. I'll have to look into this.

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Oh wait, sorry, I just remembered - it's not an RPM screen, it's one of its own i.e. there's no config for it, it's all in the code.

The ALCOR screens all have config files too though, and they seem to use the same commands for calling up info.

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The ALCOR screens all have config files too though, and they seem to use the same commands for calling up info.

You misunderstand me:

ZPK9Cqc.png

Delta-V is displayed on the screen on the top right, under liquid fuel and oxidiser. There's no config file for it because it's not an RPM screen, it's all in the ALCOR code.

If you have MJ installed on your vessel, you'll see DeltaV, otherwise the weight of the propellant.

RPM plugin can count Delta itself, but its way is simplified enough and for correct calculation of delta on complex vessel (fuel pumping or with SRB) it is not suitable. Therefore Mihara decided to just "ask" headroom information from Delta from MJ if it is on board.

Edited by ObsessedWithKSP
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I'm also having a lot of problems with Solid Rocket Boosters. I cannot get them to register. The mass sometimes registers but the delta-v doesn't. I think I got it to show up once but other than that it doesn't show. I'm running v0.23.5.464 with 0.6.2.3.

Here is a link to the craft: https://drive.google.com/file/d/0BwcY7tTE_wC9XzVYbUh5aWx6ZE0/edit?usp=sharing

Just attach any srb to the bottom stage and you'll see what i mean.

This is not unique to that ship though... I've never been able to get deltav out of SRBs on any ship. Any help would be appreciated.

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MrBarragan, make sure you're using the up to date version of Engineer - that problem was fixed. (EDIT: For clarity, I mean the one from the 'test of new KER dV simulation code' thread which I believe is linked in the OP)

http://i.imgur.com/CkvDp2L.png

Yes, all sorts of issues have been fixed in the experimental version and you may also notice the Max TWR value.

That "rocket" should make it to orbit if you throttle it back. About 33% off the pad should avoid going to much over terminal velocity and throttle back further as you burn off the fuel and get out of the thick part of the atmosphere (probably down to minimum throttle before the engine shuts down). Probably best to adjust the throttle limiter in the VAB to 40% or so to give you better control. I'm working at the moment so I can't check, but does it still have enough dV if you replace the pod and decoupler with the larger ones?

Edited by Padishar
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Yep, it has plenty to get into orbit and also deorbit itself. I didn't go the whole way, but you can see in the last picture, I have 900 m/s left and only a tiny circularising burn to to. I didn't limit thrust, but you can see how low the throttle was during ascent - it had TWR of about 4.something at launch with full throttle, really have to ride it all the way up to stop it going too high and out of control.

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Also, I have a feeling Proot has had a bit of fun with the exhaust FX...

DBZTjDe.png

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