VonFrank Posted December 16, 2014 Share Posted December 16, 2014 So since the 0.90 version of Engineer comes built in to all pods & probe cores, is there any point in still including the two parts that come with the mod? Or do they have a function that I'm unaware of? Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 16, 2014 Share Posted December 16, 2014 (edited) The build engineer is always partless and the flight engineer defaults to being partless but you can change the flight engineer to require a part in the settings. Apparently, there are quite a lot of people that like the tape-deck part... Edited December 16, 2014 by Padishar Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 16, 2014 Share Posted December 16, 2014 (edited) I didn't even have maneuver nodes capability unlocked when I made that log. Actually I just tested again now that I upgraded the radar station and it's working, so maybe it has something to do with that?Ahhh, of course. MJ also has some issues when the tracking station is low level because some of the objects to do with nodes don't exist (either the PatchedConicSolver or the List<ManeuverNode> that it contains). Should be easy for me to duplicate now...Edit: I have submitted a pull request that fixes this issue... Edited December 16, 2014 by Padishar Quote Link to comment Share on other sites More sharing options...
mpk10 Posted December 16, 2014 Share Posted December 16, 2014 Edit: I have submitted a pull request that fixes this issue...Thank you! Does this mean it is something I should download again? Or will it fix itself automatically? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 16, 2014 Share Posted December 16, 2014 N, it means that Pad has given cybutek some code that fixes it. What cybutek needs to do is add it in to his own code, recompile and release an update. At the moment, we can just wait Quote Link to comment Share on other sites More sharing options...
Padishar Posted December 16, 2014 Share Posted December 16, 2014 Thank you! Does this mean it is something I should download again? Or will it fix itself automatically?Cybutek will need to merge the patch into his source and then release a new version. This will probably happen in the next day or so and you should get a message when starting KSP that there is an update to KER available (or keep an eye on this thread). In the meantime, you can probably work around the problem by disabling all the KER readouts that relate to manoeuver nodes as this should stop the code that is failing from being run... Quote Link to comment Share on other sites More sharing options...
cybutek Posted December 16, 2014 Author Share Posted December 16, 2014 Version 1.0.13.1 is now available!Get it here! Fixed: Issue with manoeuvre node readouts and low tier tracking station. Quote Link to comment Share on other sites More sharing options...
Galileo Kerbonaut Posted December 16, 2014 Share Posted December 16, 2014 Version 1.0.13.1 is now available!Get it here! Fixed: Issue with manoeuvre node readouts and low tier tracking station.Thanks man! Quote Link to comment Share on other sites More sharing options...
mpk10 Posted December 16, 2014 Share Posted December 16, 2014 Version 1.0.13.1 is now available!Get it here! Fixed: Issue with manoeuvre node readouts and low tier tracking station.Amazing! Thanks everyone. This was my first experience reporting a bug and it went so much better than I had expected! Quote Link to comment Share on other sites More sharing options...
SilentSkills Posted December 17, 2014 Share Posted December 17, 2014 The new version 1.0.13.0 and the patch 1.0.13.1 are unstable on win64 version. The game crashes to desktop during the loading process. I only have kerbal alarm clock and this mod installed. The game ran fine after removing this mod. Any ideas?edit: I did several attempts of clean install and patched installs of the mod. Neither worked. Quote Link to comment Share on other sites More sharing options...
Gryphon Posted December 17, 2014 Share Posted December 17, 2014 The new version 1.0.13.0 and the patch 1.0.13.1 are unstable on win64 version.Any ideas?Unfortunately, the win64 version of KSP is still pretty unstable, AFAIK. Many mod developers are not trying to resolve issues that only appear in the win64 version of KSP because, so often, they trace back to a Unity engine problem, thus there is nothing a mod dev can do about it. From what I understand, the 64-bit Linux version of KSP is more stable, but I'm betting that if you can't replicate the problem in a 32-bit version of KSP, you may find limited assistance. Quote Link to comment Share on other sites More sharing options...
JimTheDog Posted December 17, 2014 Share Posted December 17, 2014 Any chance of integrating the building unlocks with KER, so you get more advanced functionality as your buildings advance? Quote Link to comment Share on other sites More sharing options...
Scuwr Posted December 17, 2014 Share Posted December 17, 2014 At the risk of looking like an idiot. I can't seem to find the toolbar icon for KER 1.0.13 in the VAB Editor. I even reloaded 0.25 with 1.0.12 and the toolbar icon loads fine.What am I doing wrong? Or is it possible this was overlooked in updating the mod? Everything else seems to work fine, the only problem is that there is just no editor preview overlay.Thanks again for getting this out so quickly!Everything works now.It seemed that the toolbar mod was conflicting with it. I think it's about time I remove it. If other modders are building mods that don't use the built-in-toolbar, then they are behind the curve. Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted December 17, 2014 Share Posted December 17, 2014 I use use KER in the VAB and the HUD displays work great, but I can't open any of the specific displays while flying (Orbit, vessel, ETC).Is that a known conflict or something I'm doing wrong? Quote Link to comment Share on other sites More sharing options...
Tydeth Posted December 17, 2014 Share Posted December 17, 2014 There are two chips for KER: Kerbal Engineer, and a Flight variant. The basic KER chip only works in the editors, while the Flight Engineer chip also allows you to use it while controlling the active vessel. There is an animated model that IIRC also has the Flight capability installed.You might have placed the editor-only KER chip on your ship. Quote Link to comment Share on other sites More sharing options...
pacbard Posted December 17, 2014 Share Posted December 17, 2014 Any chance of integrating the building unlocks with KER, so you get more advanced functionality as your buildings advance?I have asked the same question a few days ago. This was cybutek's response:I have been asked that before and also linking to science or tracking station tech level. There's lot of different ways, just have to decide on one Quote Link to comment Share on other sites More sharing options...
SAFJFA F1 Team Posted December 17, 2014 Share Posted December 17, 2014 First my congratulations to cybutek for this amazing mod, it's really useful for me.I have a question. Is possible record/generate a table, .txt or similar, with information that your mod gives (instant mass, isp, TWR, etc ) vs time, altitude or velocity?Thanks. Quote Link to comment Share on other sites More sharing options...
peadar1987 Posted December 18, 2014 Share Posted December 18, 2014 Okay, I have a small request/suggestion.Now that the Kerbals themselves have specialisations, the in-flight engineering display could only be displayed by having either a heavy computer part (like the Saturn V Instrument Unit http://en.wikipedia.org/wiki/Saturn_V_Instrument_Unit), or by having a skilled engineer on board. The build display could remain unaffected. This could be turned on and off in settings.Basically I am an engineer IRL, and want the in-game engineers to have more of a heroic role than cleaning up the pilots' mistakes when they burst a tyre or mangle a landing gear! Quote Link to comment Share on other sites More sharing options...
Blu_C Posted December 18, 2014 Share Posted December 18, 2014 I'm not sure if this is because I am running mods (though I doubt it, as the parts I noticed it on are all stock), but Kerbal Engineer seems to get the TWR wrong by an order of magnitude when in the VAB or hangar.For example, using the simplest rocket possible (Mk1 Pod, parachute, RT-10 Solid Booster) shows a TWR of 31.29 in the VAB, when the TWR should be ~5.2. Upon launching, however, the correct values appear to be used. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 18, 2014 Share Posted December 18, 2014 For example, using the simplest rocket possible (Mk1 Pod, parachute, RT-10 Solid Booster) shows a TWR of 31.29 in the VAB, when the TWR should be ~5.2. Upon launching, however, the correct values appear to be used.Just checking, you've set Kerbin as the reference body, right? Quote Link to comment Share on other sites More sharing options...
Blu_C Posted December 18, 2014 Share Posted December 18, 2014 Just checking, you've set Kerbin as the reference body, right?Well, now don't I look stupid. I must have changed it by accident. Thanks. Quote Link to comment Share on other sites More sharing options...
helaeon Posted December 18, 2014 Share Posted December 18, 2014 KER seems to be supplanting MechJeb in my game for a lot of functions - especially the HUD. That leads me to a request for some readouts under rendezvous:Synodic Period (not super necessary but nice)Heading to Target (I use this one mostly when piloting ballistic trajectories between landings and ascents to a mothership)Relative Velocity at Closest ApproachDistance at Closest ApproachTime to Closest Approach Quote Link to comment Share on other sites More sharing options...
jofwu Posted December 18, 2014 Share Posted December 18, 2014 Okay, I have a small request/suggestion.Now that the Kerbals themselves have specialisations, the in-flight engineering display could only be displayed by having either a heavy computer part (like the Saturn V Instrument Unit http://en.wikipedia.org/wiki/Saturn_V_Instrument_Unit), or by having a skilled engineer on board. The build display could remain unaffected. This could be turned on and off in settings.Basically I am an engineer IRL, and want the in-game engineers to have more of a heroic role than cleaning up the pilots' mistakes when they burst a tyre or mangle a landing gear!Seconded! Engineers really aren't that exciting, and I'd love if there were an option to require an Engineer in manned pods for the Flight Engineer data to come up. Is this a relatively simple thing to do? Seems like there must be a definition for all of the traits out there, and you'd only have to add the Flight Data module to the Engineer.Bonus points if you can restrict the available information based on the Engineer's level and/or building upgrades (when conics aren't even available, it seems cheaty to have so much info). But I'm guessing that wouldn't be as straight forward. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 18, 2014 Share Posted December 18, 2014 I think limiting the whole Flight Engineer module would be too much.. Maybe only limit the VES and RDV readouts? Quote Link to comment Share on other sites More sharing options...
ArmchairGravy Posted December 18, 2014 Share Posted December 18, 2014 I love the HUD!! It's the info set I always use, and now I won't be accidentally dragging the window when I'm looking around. Well done! Quote Link to comment Share on other sites More sharing options...
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