MrBarragan Posted April 29, 2014 Share Posted April 29, 2014 Ah! I figured the EXPERIMENTAL version was unstable and for people helping develop the mod so that's why I didn't use it.Thanks guys. I'll give it a try tonight. It was really starting to frustrate me. Quote Link to comment Share on other sites More sharing options...
gibbering geek Posted April 30, 2014 Share Posted April 30, 2014 Hey all,I am having a rather aggravating problem, i have installed Kerbal Engineer Redux v0.6.2.3. I then go unlock the parts and when i try go to slap them onto a ship they are still greyd out, so i go back and make sure they are unlocked, but now there is another copy of the parts. No matter how many times i unlock them i cant use the parts.Any help?Thanks! Quote Link to comment Share on other sites More sharing options...
Amaroq Posted April 30, 2014 Share Posted April 30, 2014 Hi - welcome to Kerbal Engineer.Did you get the 0.6.2.3 version from this thread, or the 0.23.5 Experimental Version? What you want is the latter.Also, if you'd rather just have KER built into every craft you construct, try adding a ker.cfg file with the following contents:// Add BuildEngineer and FlightEngineer to all pods@PART[*]:HAS[@MODULE[ModuleCommand]]{ MODULE { name = BuildEngineer } MODULE { name = FlightEngineer }}This only works if you have Module Manager installed, but you probably do since so many mods include it - but if you do that, you won't need the parts at all. Quote Link to comment Share on other sites More sharing options...
Mr_Marx Posted May 1, 2014 Share Posted May 1, 2014 Hello,First of all I wanted to say what a wonderfull mod!I have a bug to report.Whenever I am in flight and I open the VES tab, it blanks out.Everything works till I press VES.After I press VES I get this:Someone mentioned earlier that I have to change the flight_engineer file and change _TOGGLE_FLIGHT_ENGINEER = False to True. But it is already on true.I hope this helps, or if anyone can tell me there is a quick fix.Keep up the good work! Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 2, 2014 Share Posted May 2, 2014 Hello,First of all I wanted to say what a wonderfull mod!I have a bug to report.Whenever I am in flight and I open the VES tab, it blanks out.Everything works till I press VES.http://cloud-4.steampowered.com/ugc/469808806210538577/35492A2C1A5645A7251229A187BEBF154E46CABC/After I press VES I get this:http://cloud-4.steampowered.com/ugc/469808806210545643/948F23E6CBB2AD43DC79AEB246E71BA40969F62B/Someone mentioned earlier that I have to change the flight_engineer file and change _TOGGLE_FLIGHT_ENGINEER = False to True. But it is already on true.I hope this helps, or if anyone can tell me there is a quick fix.Keep up the good work!Try replacing the two DLLs with the ones from the experimental version linked in the first post... Quote Link to comment Share on other sites More sharing options...
Amaroq Posted May 2, 2014 Share Posted May 2, 2014 Hey, Padishar, is it about time we ditched the "experimental" tag on that and kicked it over as the "official supported 0.23.5 build"?I know you and cybutek have some synching up to do around the 0.24.0 build, but I think it would make for a good deal less confusion for the community. Quote Link to comment Share on other sites More sharing options...
MmPMSFmM Posted May 2, 2014 Share Posted May 2, 2014 In my case, KER doesn't understand Asparagus staging, as shown in this picture:This is a pain, since one doesn't simply build non-asparagus rockets. Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 2, 2014 Share Posted May 2, 2014 (edited) In my case, KER doesn't understand Asparagus staging, as shown in this picture:http://i.imgur.com/AbHqWqD.jpgThis is a pain, since one doesn't simply build non-asparagus rockets.Again, try the experimental version linked in the first post. There were a number of changes in KSP 0.23.5 that cause problems for KER 0.6.2.3 as well as a number of fairly serious bugs. Everyone running 0.23.5 needs to use the experimental version to avoid all sorts of issues.E.g. an example of a (slightly) larger asparagus design...Javascript is disabled. View full album Edited May 2, 2014 by Padishar Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 2, 2014 Share Posted May 2, 2014 Heheh, I find it funny funny the the post immediately after the one that says 'make the experimental version the official 0.23.5 to stop people having problems' is about someone having problems because they're not using the experimental version. Quote Link to comment Share on other sites More sharing options...
Amaroq Posted May 2, 2014 Share Posted May 2, 2014 ^^^ I rest my case, your honor. Quote Link to comment Share on other sites More sharing options...
CharonM72 Posted May 3, 2014 Share Posted May 3, 2014 I want to chime in too and say thanks for the advice with the experimental version. It completely fixed the issues with the data not updating or breaking when adding certain parts.I'm really looking forward to better compatibility with FAR though. Atmospheric efficiency is easily one of the most important data from KER and its presence is missed. Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 3, 2014 Share Posted May 3, 2014 I'm really looking forward to better compatibility with FAR though. Atmospheric efficiency is easily one of the most important data from KER and its presence is missed.I know that someone did make a fork that provides better support for FAR but it hasn't been added to 0.6.2.3 (yet) and I don't know if Cybutek has or will be adding it to the new version he is developing. Once I've sorted out the remaining issues in the simulation code I may try adding it to my branch for testing (but this wont be for a while). Basically, watch this space... Quote Link to comment Share on other sites More sharing options...
cybutek Posted May 4, 2014 Author Share Posted May 4, 2014 Version 0.6.2.4 is now available!This version pulls all the changes and advances done by Padishar into the official release. Quote Link to comment Share on other sites More sharing options...
Metro Posted May 4, 2014 Share Posted May 4, 2014 How does this calculate the time a engine can run with the fuel left? Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 4, 2014 Share Posted May 4, 2014 How does this calculate the time a engine can run with the fuel left?I'm on my phone at the moment so can't explain it in any real detail but it basically simulates the burning of the vessel's stages. On each step of the simulation it works out which engines are still active and which resource tanks are being drained (and how quickly) and it drains all the tanks for the time needed to empty the one that will empty first. Then it repeats checking if it needs to activate a new stage until all the stages are done. The source code is all available on github and should be reasonably easy to follow... Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 5, 2014 Share Posted May 5, 2014 I have a very minor interface suggestion:When working in the VAB/SPH, I like to use compact mode most of the time for screen real estate reasons. I only open the full window for a moment or two when I want to quickly check something not show in compact. It would be convenient if the "Compact" button was in the same place in both compact and full modes, this would allow it to behave like a toggle to quickly switch back and forth.Just something to consider. Love the mod and thanks for all your work! Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 5, 2014 Share Posted May 5, 2014 I have a very minor interface suggestion:When working in the VAB/SPH, I like to use compact mode most of the time for screen real estate reasons. I only open the full window for a moment or two when I want to quickly check something not show in compact. It would be convenient if the "Compact" button was in the same place in both compact and full modes, this would allow it to behave like a toggle to quickly switch back and forth.Just something to consider. Love the mod and thanks for all your work!This is a really good suggestion actually and one I thought about doing when I first started looking at KER but I never got around to it. It should be pretty trivial to do... Quote Link to comment Share on other sites More sharing options...
ctbram Posted May 5, 2014 Share Posted May 5, 2014 I am assuming that I no longer need the kerdlls.zip that was a fix for version 0.6.2.3? Quote Link to comment Share on other sites More sharing options...
cybutek Posted May 5, 2014 Author Share Posted May 5, 2014 I am assuming that I no longer need the kerdlls.zip that was a fix for version 0.6.2.3?You are correct... All the changes which were made in them .dll's are now incorporated into the official release. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 6, 2014 Share Posted May 6, 2014 running the latest release, there still seems to be an issue with staging. The VOID HUD correctly displays the Dv the rocket has while the payload is attached, but KER shows me the Dv the rocket has with the payload released.Image linkNote also I'm using the built-in version with this MM code:@PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer }} Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 6, 2014 Share Posted May 6, 2014 (edited) running the latest release, there still seems to be an issue with staging. The VOID HUD correctly displays the Dv the rocket has while the payload is attached, but KER shows me the Dv the rocket has with the payload released.I'm not familiar with the mods you are using so could you give us a list? Does the staging of the vessel actually make sense? Can you do a screenshot with "Show all stages" selected (and provide the craft file if possible)? My prediction is that it will show a stage 1 with no deltaV because KER is deciding (probably unhelpfully) that there is no point in the first stage as the decoupler doesn't detach anything important...Given that VOID actually uses the KER's vessel simulation code to calculate dV I would expect them to be the same but I suspect that even the latest release of VOID is running at least one version behind. Do you know what version of VOID you are running? Edited May 6, 2014 by Padishar Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 6, 2014 Share Posted May 6, 2014 (edited) Given that VOID actually uses the KER's vessel simulation code to calculate dV I would expect them to be the same...Yup that's why I'm posting this issue because it puzzled me too. I forgot to note that if I move the engine and decoupler into the same stage, it gives me the proper dV readout on both Engineer and VOID.My mod list is in my sig, and I'm also running the latest version of VOID. All the stages are shown in the screenshot, bottom right corner (I don't know what else you mean by "show all stages"). The vessel staging makes sense - but it's not a complete vessel. The test weight is a payload and this is actually the transfer stage that will sit atop the lift rocket. But it makes sense to VOID the way I intend it to - payload is attached to the transfer stage the whole time until separation. Edited May 6, 2014 by Gaiiden Quote Link to comment Share on other sites More sharing options...
Padishar Posted May 6, 2014 Share Posted May 6, 2014 Yup that's why I'm posting this issue because it puzzled me too. I forgot to note that if I move the engine and decoupler into the same stage, it gives me the proper dV readout on both Engineer and VOID.My mod list is in my sig, and I'm also running the latest version of VOID. All the stages are shown in the screenshot, bottom right corner (I don't know what else you mean by "show all stages"). The vessel staging makes sense - but it's not a complete vessel. The test weight is a payload and this is actually the transfer stage that will sit atop the lift rocket. But it makes sense to VOID the way I intend it to - payload is attached to the transfer stage the whole time until separation.I mean the "Show All Stages" button in the KER Build Engineer window. It shows the stages that it thinks have 0 dV and may shed light on what is going wrong... Quote Link to comment Share on other sites More sharing options...
CompB Posted May 7, 2014 Share Posted May 7, 2014 Just updated to version 0.6.2.4, and also updated to the Module Manager 2.1.0. After I did this I noticed that the config file:// Add BuildEngineer and FlightEngineer to all pods@PART[*]:HAS[@MODULE[ModuleCommand]]{ MODULE { name = BuildEngineer } MODULE { name = FlightEngineer }}didn't automatically add Engineer to the pods, even with a fresh save game. Reverting to MM 2.0.8, and the built-in function was back. Note that the externally added chips still worked.Any ideas? Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 7, 2014 Share Posted May 7, 2014 I've getting a couple of new UI elements in the VAB which appear to be related to Engineer.There are two tweakable bars which appear on any command pod.Sim time limitPressure %What are these and what do they do? Quote Link to comment Share on other sites More sharing options...
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