Red Iron Crown Posted September 1, 2014 Share Posted September 1, 2014 Awesome! This mod, already one of the best, keeps getting better! Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 2, 2014 Share Posted September 2, 2014 ...and after praising the mod, I have to report a bug. I'm getting some erroneous thrust readings from Flight Engineer for air-breathing engines, the computed values do not match what shows in the tweakables for the engine, nor does the maximum thrust for the engine ever change as it should with speed. The TWR readout seems to be similarly affected (presumably since it uses the computed thrust). Engineer version 1.0.7, KSP 0.24.2 for Windows 32-bit..craft file. Requires Spaceplane Plus and Procedural Wings.Output_log.txtBlizzy's ToolbarAviationLightsB9_Aerospace (Old version, landing gear only)LandingHeightEditorExtensionsFirespitter (.dll only)KerbalEngineerHyperEditMechJeb2NavBallTextureExportDockingPortAlignmentIndicatorProceduralWingsRCSBuildAidSpaceplanePlusTACFuelBalancerTimeControlKerbalAlarmClockAlternateResourcePanel Link to comment Share on other sites More sharing options...
Padishar Posted September 2, 2014 Share Posted September 2, 2014 (edited) ...and after praising the mod, I have to report a bug. I'm getting some erroneous thrust readings from Flight Engineer for air-breathing engines, the computed values do not match what shows in the tweakables for the engine, nor does the maximum thrust for the engine ever change as it should with speed. The TWR readout seems to be similarly affected (presumably since it uses the computed thrust). Engineer version 1.0.7, KSP 0.24.2 for Windows 32-bit.I have added an issue to the GitHub repo. It should be very simple to fix so hopefully I can submit a pull request later today...Edit: Pull request sent... Edited September 2, 2014 by Padishar Link to comment Share on other sites More sharing options...
MarcRan17 Posted September 2, 2014 Share Posted September 2, 2014 (edited) Not sure what happened, but sometime recently, during my modding efforts, I encountered a bug with KER (I think). When I load a vessel in the VAB that has an Engineer chip on it, the KER GUI shows up momentarily, saying "Simulation failed" and then the game crashes. Any ideas?Also, this is the tail end of the output log in the Crash directory.========== OUTPUTING STACK TRACE ==================(0x00000001039D0000) ((module-name not available)): (filename not available): (function-name not available) + 0x0(0x000000003279EDB3) (Mono JIT code): (filename not available): Engineer.VesselSimulator.Simulation:UpdateResourceDrains () + 0x1e3 (000000003279EBD0 000000003279F143) [0000000002124D48 - Unity Root Domain] + 0x0(0x000000003279C97B) (Mono JIT code): (filename not available): Engineer.VesselSimulator.Simulation:RunSimulation () + 0x72b (000000003279C250 000000003279DD18) [0000000002124D48 - Unity Root Domain] + 0x0(0x000000003279BEEF) (Mono JIT code): (filename not available): Engineer.VesselSimulator.SimManager:RunSimulation (object) + 0x5f (000000003279BE90 000000003279C209) [0000000002124D48 - Unity Root Domain] + 0x0(0x0000000003E00126) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this___object (object,intptr,intptr,intptr) + 0x76 (0000000003E000B0 0000000003E00195) [0000000002124D48 - Unity Root Domain] + 0x0(0x000007FEF35B36CA) (mono): (filename not available): mono_set_defaults + 0x2b8e(0x00000000038D7610) ((module-name not available)): (filename not available): (function-name not available) + 0x0(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0(0x0000000002124D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0========== END OF STACKTRACE ===========**** Crash! ****EDIT: I removed two of my recent mod additions to see if they were somehow a conflict, Spaceplane+ being one, and the new KAS being the other. When these mods were removed, the VAB loaded my ships no problem, and the engineer read the stats off like it should. Perhaps the brand new update to KAS is the cause? I'll report back in a minute.EDIT2: It's both. The engineer runs fine without them, but when I installed just SP+ it crashed, (although engineer still displayed proper readouts, and a weird engine flameout effect was displayed). When I installed just KAS, the game crashed as it had before, with the "simulation failed" warning. Edited September 2, 2014 by MarcRan17 new info Link to comment Share on other sites More sharing options...
Advacar Posted September 2, 2014 Share Posted September 2, 2014 Is there a one-click button to hide KER any more? In 1.0.7 (and 1.0.6), clicking the KER button in the KSP toolbar just opens the options. It's especially annoying because KER defaults to open on launch, and TBH, all the info I need for launch is displayed by VOID. I've taken to moving the KER window to the bottom of the screen so that it's out of the way. Link to comment Share on other sites More sharing options...
cybutek Posted September 2, 2014 Author Share Posted September 2, 2014 Is there a one-click button to hide KER any more? In 1.0.7 (and 1.0.6), clicking the KER button in the KSP toolbar just opens the options. It's especially annoying because KER defaults to open on launch, and TBH, all the info I need for launch is displayed by VOID. I've taken to moving the KER window to the bottom of the screen so that it's out of the way.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 Link to comment Share on other sites More sharing options...
cybutek Posted September 2, 2014 Author Share Posted September 2, 2014 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) Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 2, 2014 Share Posted September 2, 2014 A question: Would Intake Air D/S be better expressed as the quotient of the two values? It seems like the raw numbers can be had from the individual displays, and I find that I'm calculating in my head what fraction of supply demand is as that's the number I'm really after. This would also normalize the display across vessels of varying numbers of engines and intakes.Thanks for the quick turnaround on the latest release, you guys are incredibly responsive. Link to comment Share on other sites More sharing options...
cybutek Posted September 2, 2014 Author Share Posted September 2, 2014 A question: Would Intake Air D/S be better expressed as the quotient of the two values? It seems like the raw numbers can be had from the individual displays, and I find that I'm calculating in my head what fraction of supply demand is as that's the number I'm really after. This would also normalize the display across vessels of varying numbers of engines and intakes.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 Link to comment Share on other sites More sharing options...
bigbadben Posted September 3, 2014 Share Posted September 3, 2014 man, just keeps getting better and better... Link to comment Share on other sites More sharing options...
avivey Posted September 3, 2014 Share Posted September 3, 2014 Can I ask for "acceleration" in the flight engineer? More useful than TWR in free-fall... Link to comment Share on other sites More sharing options...
cybutek Posted September 3, 2014 Author Share Posted September 3, 2014 Can I ask for "acceleration" in the flight engineer? More useful than TWR in free-fall...It's already included in KER 1.0 and has been for several versions. Link to comment Share on other sites More sharing options...
Advacar Posted September 3, 2014 Share Posted September 3, 2014 (edited) 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:http://i.imgur.com/znrVvxt.png2.) 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 Like I said, I was hoping for a one-click, especially since the KSP toolbar is pretty clumsy and it's easy to get something stuck open (for me at least). Backslash would help, but I suck at remembering keyboard shortcuts. Edit: Also, backspace conflicts with another mod that I have. Another option is to have it remember whether it was last open or closed. I think the old version did that.But, either way, thanks for all the work you're putting in, KER is still an essential mod for me. Edited September 3, 2014 by Advacar Link to comment Share on other sites More sharing options...
avivey Posted September 3, 2014 Share Posted September 3, 2014 It's already included in KER 1.0 and has been for several versions.Oh, it is! Thanks! :-)(Also - thanks for KER in general...) Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 3, 2014 Share Posted September 3, 2014 I'll probably add it as another readout called IntakeAir Ratio. Can't have too many readouts and options right I would humbly suggest that such a readout be Supply/Demand rather than Demand/Supply. A ratio >1 would mean an excess of intake air, <1 means the engines are at less than full efficiency, and ~0.1 means flameout territory.And yes, more readouts are more better. Especially now that we can customize the displays. Link to comment Share on other sites More sharing options...
Liowen Posted September 4, 2014 Share Posted September 4, 2014 This might not be possible to do but I figured I would ask and see. Is it possible to have a setting to show a maneuver burn time after reentering the game/quicksave restore? I can figure it out by hand (within a couple of seconds anyways) but I have always wanted a way to do this without having to guesstimate, or is that just a limitation of the game itself? I think I have looked through all the different settings but maybe I missed it, it would not be the first time. Thanks for an help either with or about this. Link to comment Share on other sites More sharing options...
juanml82 Posted September 4, 2014 Share Posted September 4, 2014 This might not be possible to do but I figured I would ask and see. Is it possible to have a setting to show a maneuver burn time after reentering the game/quicksave restore? I can figure it out by hand (within a couple of seconds anyways) but I have always wanted a way to do this without having to guesstimate, or is that just a limitation of the game itself? I think I have looked through all the different settings but maybe I missed it, it would not be the first time. Thanks for an help either with or about this.Mechjeb has that readout, among the many useful things it doesn't show by default. I don't think KER has it, though. Link to comment Share on other sites More sharing options...
Jaxx Posted September 5, 2014 Share Posted September 5, 2014 (edited) I'm still getting crashes on loading the KSC screen scene. https://dl.dropboxusercontent.com/u/74775048/output%20logs/output_log.txtI've posted to the Fine Print thread as well. Edited September 5, 2014 by Jaxx Link to comment Share on other sites More sharing options...
cybutek Posted September 5, 2014 Author Share Posted September 5, 2014 (edited) I'm still getting crashes on loading the KSC screen scene. https://dl.dropboxusercontent.com/u/74775048/output%20logs/output_log.txtI've posted to the Fine Print thread as well.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. Edited September 5, 2014 by cybutek Link to comment Share on other sites More sharing options...
dracojames Posted September 6, 2014 Share Posted September 6, 2014 Hey, just wanted to note - there still seems to be an issue between this and HotRockets. I looked around for info on it, and couldn't tell if it had been resolved in the past or not. When I have HR installed alongside KER v1.0.7.1, everything seems fine in the VAB, but once launched, the information in the 'vessel' area (thrust, delta v, twr, etc...) all displays as 0 or NaN. The only thing showing up was mass, but it was incorrect (it was only counting my first stage, I think). Even after staging off the engine (tried with LV-T30, LV-T45, and Poodle), Acceleration displays as 0. Everything functions as expected if HotRockets is removed.Tested on an otherwise clean version of the game (0.24.2). I'm running the Linux version, in case that matters. Link to comment Share on other sites More sharing options...
papics Posted September 6, 2014 Share Posted September 6, 2014 I am also having issues with v1.0.7.1, with dV and TWR values not being calculated/updated in flight. 32bit 0.24.2 Mac with some mods, but v1.0.6 was working flawlessly. Link to comment Share on other sites More sharing options...
cybutek Posted September 6, 2014 Author Share Posted September 6, 2014 I'm looking into the problem with dV sometimes not being updated in flight. Link to comment Share on other sites More sharing options...
cybutek Posted September 6, 2014 Author Share Posted September 6, 2014 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. Link to comment Share on other sites More sharing options...
Alewx Posted September 6, 2014 Share Posted September 6, 2014 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.Awesome, I meet bug #1 but thought it was related to the simulation time. Link to comment Share on other sites More sharing options...
Yaar Podshipnik Posted September 6, 2014 Share Posted September 6, 2014 I have a problem with 1.0.8. In Rendezvous mode, regardless of the body selected as target almost everything displays as zero. A quick switch back to 1.0.7, exactly same configuration, and everything works: Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now