TMS Posted December 28, 2014 Share Posted December 28, 2014 (edited) Eeeewww... a return to parts providing functionality. Damn.At the moment, my early game consists of choosing between an engineer or a pilot in the one-man capsule. Which means I either lose SAS or basic information.The beauty of Kerbal Engineer v1.x was that it (quite rightly) fixed a gross oversight of the stock game which limits very basic information in the gameplay window and didn't require the use of parts.This information is available in the map view... but who wants to spend time playing the early game looking at that?Can I suggest that particular information is available to all professions, irrespective of parts attached or Tracking Station status? To honour what's available in the stock game, Altitude, Altitude (sea). Apo, Peri, Time to Apo and Time to Peri should always be available.PeeEss: Wuv You. Edited December 28, 2014 by TMS Quote Link to comment Share on other sites More sharing options...
Behemoth1702 Posted December 28, 2014 Share Posted December 28, 2014 Agreed. I really liked the rough data without having to stick MechJeb or KER modules onto my ship. :-/ Quote Link to comment Share on other sites More sharing options...
Cleric2145 Posted December 28, 2014 Share Posted December 28, 2014 I'm sure we'd all appreciate, at the very least, a more compact module for the basic entry level commands--perhaps one more smaller or more rounded than the current square chip that sticks off the edges of a 1.25m or even .625m rocket . Quote Link to comment Share on other sites More sharing options...
CDR Scott Posted December 28, 2014 Share Posted December 28, 2014 I'm sure we'd all appreciate, at the very least, a more compact module for the basic entry level commands--perhaps one more smaller or more rounded than the current square chip that sticks off the edges of a 1.25m or even .625m rocket .Oh man, with FAR the drag on the flight part is terrible. Quote Link to comment Share on other sites More sharing options...
cybutek Posted December 28, 2014 Author Share Posted December 28, 2014 For anyone who hasn't yet checked under settings in the VAB/SPH. You can change the Flight Engineer activation mode from career to partless for the same behaviour as before. Quote Link to comment Share on other sites More sharing options...
theersink Posted December 28, 2014 Share Posted December 28, 2014 Looks like when you add a decoupler after an engine all previous DeltaV info disappears. Only way to get it back is to exit VAB and re-enter. Looks like it is not calculating deltaV for the individual stages only the current one. Quote Link to comment Share on other sites More sharing options...
airelibre Posted December 29, 2014 Share Posted December 29, 2014 Please help, I have updated to 0.90 just now, along with nearly all my mods, and the only issue I have is that nearly all my craft are getting deleted when I open the game because of Kerbal Engineer: http://imgur.com/AfIofmK Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 30, 2014 Share Posted December 30, 2014 Please help, I have updated to 0.90 just now, along with nearly all my mods, and the only issue I have is that nearly all my craft are getting deleted when I open the game because of Kerbal Engineer: http://imgur.com/AfIofmKFrom the OP:Please note that v1.0 is not backwards compatible with saves containing v0.6 without some save file tweaking.Said save file tweaking can consist of many things - the most fun being installing ChopIt! and detaching the KER parts before upgrading. Another slightly more complicated and involved method is outlined here. Quote Link to comment Share on other sites More sharing options...
Janos1986 Posted December 30, 2014 Share Posted December 30, 2014 I love the fact that you need an engineer to get KER data.I could even have accepted if only engineers could enable KER at all, that would have made them crucial to a mission.I always thought engineers needed more love, and repairs are not enough of a task. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted December 30, 2014 Share Posted December 30, 2014 I hate to make things harder for myself, but it'd be cool if pilots were needed for anything related to orbits, engineers for anything related to the rocket, and scientists for anything related to observations. So Apoapsis height or time needs a pilot. dV needs an engineer. Biome you're over or time to impact needs a scientist.There are tons of gray areas of course it's just a thought. Quote Link to comment Share on other sites More sharing options...
mjnorman Posted December 30, 2014 Share Posted December 30, 2014 Anyone have any idea why my KER button is grayed out and the windows do not display once I leave the VAB? It is intermittent as I have used KER without issue, just all of a sudden started occuring. Any ideas? Quote Link to comment Share on other sites More sharing options...
Dudicus Posted December 30, 2014 Share Posted December 30, 2014 Anyone have any idea why my KER button is grayed out and the windows do not display once I leave the VAB? It is intermittent as I have used KER without issue, just all of a sudden started occuring. Any ideas? http://imgur.com/yU9yQa5For anyone who hasn't yet checked under settings in the VAB/SPH. You can change the Flight Engineer activation mode from career to partless for the same behaviour as before.this fixed if for me. you have to add a command pod first, to bring up the settings menu but once you change it, it should affect all existing craft. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 30, 2014 Share Posted December 30, 2014 Do you have an engineer or flight chip on the craft? KER requires one of them (or to be run in partless mode) for it to appear in flight. Quote Link to comment Share on other sites More sharing options...
mjnorman Posted December 30, 2014 Share Posted December 30, 2014 I did not, but that did do the trick. Was curious why I hadn't had to do it before. Thanks for the link from cybutek too! Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted December 30, 2014 Share Posted December 30, 2014 I did not, but that did do the trick. Was curious why I hadn't had to do it before. Thanks for the link from cybutek too!In career mode, you need an engineer or a chip (or to make that change cybutek mentioned in the settings) to see the readout in flight. It's embracing Kerbal Professions.Before, there were no professions so this was not a thing Quote Link to comment Share on other sites More sharing options...
madbadger2742 Posted December 31, 2014 Share Posted December 31, 2014 In 1.0.14, is there a functional difference between the chip and tape drive? Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 31, 2014 Share Posted December 31, 2014 (edited) In 1.0.14, is there a functional difference between the chip and tape drive?Aesthetic difference only, nothing functional.Edit to add: The chip is a bit cheaper (350 vs 500), I guess that would be considered functional. Edited December 31, 2014 by Red Iron Crown Quote Link to comment Share on other sites More sharing options...
madbadger2742 Posted December 31, 2014 Share Posted December 31, 2014 Got it. lol Quote Link to comment Share on other sites More sharing options...
politas Posted December 31, 2014 Share Posted December 31, 2014 Any chance that KER could report on data from Kerbal Weather Systems if it is installed? Quote Link to comment Share on other sites More sharing options...
eddiew Posted December 31, 2014 Share Posted December 31, 2014 I hate to make things harder for myself, but it'd be cool if pilots were needed for anything related to orbits, engineers for anything related to the rocket, and scientists for anything related to observations. So Apoapsis height or time needs a pilot. dV needs an engineer. Biome you're over or time to impact needs a scientist.This... is genius. Would really give priority to 3 man crews.As a companion thought, would it be possible to allow the parts to provide only limited engineering data, and only if there are no crew-capable pods in the vessel? It currently seems a bit easy to just whack an engineering chip and a probe core onto a 1-man ship with a scientist in it. Not having KER at all on probes will just result in people turning to MechJeb for their numbers, but providing the basics to unmanned flights, with full details only available via a full 3-man crew as 5thHorseman suggested, would keep the pressure up for manned missions while not driving people to alternative mods (Simple example; maybe probes can't keep up with both altimetry and slope data, so they only get the former. If I remember right the Apollo landers couldn't track the command modules at the same time as using their landing radar, so data bandwidth issues are a great excuse to cut unmanned vessels down to the bare basics. Even apoapsis and periapsis are optional readouts, since the stock game does provide them in other, less convenient, ways.) Quote Link to comment Share on other sites More sharing options...
airelibre Posted January 1, 2015 Share Posted January 1, 2015 From the OP:Said save file tweaking can consist of many things - the most fun being installing ChopIt! and detaching the KER parts before upgrading. Another slightly more complicated and involved method is outlined here.Thanks for the link. I had to contact the user to get some more details about it but they were very helpful. It seems to be working fine now :) Quote Link to comment Share on other sites More sharing options...
Hektos Posted January 1, 2015 Share Posted January 1, 2015 I know pretty much nothing about the coding for KER (or really KSP in general). But I noticed a NullRef on scene change from Flight to Editor. It happened several times during my last play session.Here is the error...Let me know if you need the whole log.[HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR =====================(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Exception in StartSimulation: System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.PartSim..ctor (.Part thePart, Int32 id, Double atmosphere, KerbalEngineer.LogMsg log) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.Simulation.PrepareSimulation (System.Collections.Generic.List`1 parts, Double theGravity, Double theAtmosphere, Double theVelocity, Boolean dumpTree, Boolean vectoredThrust) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Quote Link to comment Share on other sites More sharing options...
Thanny Posted January 2, 2015 Share Posted January 2, 2015 Is there a way to disable the free-floating text readouts on the flight screen? Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted January 2, 2015 Share Posted January 2, 2015 Is there a way to disable the free-floating text readouts on the flight screen?Yes, toggle off HUD1 and HUD2. Quote Link to comment Share on other sites More sharing options...
MalfunctionM1Ke Posted January 2, 2015 Share Posted January 2, 2015 Hello guys,is there an option to make Kerbal Engineer work without the Chips attached to the ship? Quote Link to comment Share on other sites More sharing options...
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