Red Iron Crown Posted August 26, 2015 Share Posted August 26, 2015 Just out of curiosity, can anyone upload the formula used for the calculations?All the formulae are available in the KER source code, available here.Edit: Ninja'd. Quote Link to comment Share on other sites More sharing options...
Jerec81 Posted August 27, 2015 Share Posted August 27, 2015 Just downloaded the newest version 1.0.18.0 and when I drop it into the gamedata folder it makes the game cease to work. I'll try to be as descriptive as I can.Specifically in the VAB: It won't correctly load the parts list on the left side. I can't select any items though I can see a few of them listed. If I load a ship it will load but I can't adjust any parts though when my mouse goes over them they down highlight and their name appears I can't make any adjustments to the staging order on the right. I can select an item but can't move it or remove it.I only have this mod running.I'm on windows 10all system specs are above minimum. Let me know if you need any more info. Hopefully this is just a quick fix! I love this mod Quote Link to comment Share on other sites More sharing options...
Gryphon Posted August 27, 2015 Share Posted August 27, 2015 Just downloaded the newest version 1.0.18.0 and when I drop it into the gamedata folder it makes the game cease to work. I'll try to be as descriptive as I can.Specifically in the VAB: It won't correctly load the parts list on the left side. I can't select any items though I can see a few of them listed. If I load a ship it will load but I can't adjust any parts though when my mouse goes over them they down highlight and their name appears I can't make any adjustments to the staging order on the right. I can select an item but can't move it or remove it.I only have this mod running.I'm on windows 10all system specs are above minimum. Let me know if you need any more info. Hopefully this is just a quick fix! I love this modWhen you installed it, did you put the "KerbalEngineer" folder (found inside the zip file) into your GameData folder, or did you just unzip directly into your GameData folder?Also, do you have any other experience with installing KSP mods, or is this your first one? Quote Link to comment Share on other sites More sharing options...
Jerec81 Posted August 28, 2015 Share Posted August 28, 2015 When you installed it, did you put the "KerbalEngineer" folder (found inside the zip file) into your GameData folder, or did you just unzip directly into your GameData folder?Also, do you have any other experience with installing KSP mods, or is this your first one?I unziped the files, copied the "KerbalEngineer" folder into the GameData folder and then tried to run KSP. I didn't use any of the other files or folders that were with the .zipI've used other mods in the past on my previous windows installation. Since the last time I used it I upgraded my hard drive to a SSN and upgraded to windows 10. Other than that, same system. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 28, 2015 Share Posted August 28, 2015 Post your output_log.txt file somewhere accessible. That will show what's going wrong. Quote Link to comment Share on other sites More sharing options...
Jerec81 Posted August 29, 2015 Share Posted August 29, 2015 Right now I have no mods running and it's still happening...I've tried reinstallingdoes it need a restart?Here's the loghttps://dl.dropboxusercontent.com/u/34783064/output_log.txt Quote Link to comment Share on other sites More sharing options...
*Aqua* Posted August 29, 2015 Share Posted August 29, 2015 The science tree crashes in your install. Please check if KSP is correctly installed and there are no files missing or corrupt. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 29, 2015 Share Posted August 29, 2015 Specifically, this is the problem:File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../GameData\ModuleManager.TechTree' does not existWhen you removed ModuleManager, you removed the tech tree it was using. Put that file and MM back. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted August 29, 2015 Share Posted August 29, 2015 In other words it would appear Module Manager is a hard dependency. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 29, 2015 Share Posted August 29, 2015 No, ModuleManager and KER can and do run completely separately. It's when you install ModuleManager and then remove it that you get problems as MM creates it's own tech tree to load which the savefile then uses. Remove that and the savefile then has no valid tech tree to load.KER is completely innocent and irrelevant in this. Quote Link to comment Share on other sites More sharing options...
Padishar Posted August 29, 2015 Share Posted August 29, 2015 You can also fix this by creating a new save without MM installed and then replace the line in the broken save with the value from the new one. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted August 29, 2015 Share Posted August 29, 2015 Good to know. Thanks. Quote Link to comment Share on other sites More sharing options...
Jerec81 Posted August 31, 2015 Share Posted August 31, 2015 Awesome guys! Thanks! Hopefully that will fix everything!- - - Updated - - -SUCCESS!!! THANK YOU!! I've been in KSP withdrawal! Quote Link to comment Share on other sites More sharing options...
Tank Buddy Posted September 1, 2015 Share Posted September 1, 2015 Does this mod have any compatibility issues with RSS, RealFuels, or KW Rocketry? I'm having some issues with improper or nonexistent calculations. Quote Link to comment Share on other sites More sharing options...
Padishar Posted September 1, 2015 Share Posted September 1, 2015 Does this mod have any compatibility issues with RSS, RealFuels, or KW Rocketry? I'm having some issues with improper or nonexistent calculations.It's quite possible. Engines changed considerably in stock v1.0 and KER and RF both needed to change to cope and I believe there have also been other enhancements to RF that may not be correctly accounted for. Your best bet is to provide a craft file, a required mod list (with versions), a screenshot of the incorrect display and an explanation of what you think is wrong (assuming it isn't really obvious) and then hope that I (or someone else) finds some spare time to investigate. Quote Link to comment Share on other sites More sharing options...
Tank Buddy Posted September 2, 2015 Share Posted September 2, 2015 (edited) It's quite possible. Engines changed considerably in stock v1.0 and KER and RF both needed to change to cope and I believe there have also been other enhancements to RF that may not be correctly accounted for. Your best bet is to provide a craft file, a required mod list (with versions), a screenshot of the incorrect display and an explanation of what you think is wrong (assuming it isn't really obvious) and then hope that I (or someone else) finds some spare time to investigate.Thanks, will do.EDIT:Here is the craft file: https://drive.google.com/open?id=0B6xMgDmf09ewbjVUTTdTZndHc2sThe delta V readouts change inexplicably.Mods all updated to most recent through CKAN:KERRSSRealFuels with stockalike configs (Solver Engines Plugin included)Crossfeed EnablerRealPlumeKW Rocketry + community fixesJavascript is disabled. View full albumFINAL EDIT:Solved! Most herp-derp moment ever: I was designing launch stages, but my root part was somewhere in the launch vehicle, not the payload. Making a part in the payload provides the correct Delta V. Edited September 3, 2015 by Tank Buddy Quote Link to comment Share on other sites More sharing options...
nater662 Posted September 4, 2015 Share Posted September 4, 2015 I looking for a glossary for all the terms in KER. I know alot of the terms and how to use them but some I don't. It seems the ones I don't know do not have a description in the game when you click the question mark. Any suggestions on where to look? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 5, 2015 Share Posted September 5, 2015 Featherwinglove and I found a bug in the Time to Atmosphere module -- when the orbit is entirely inside the atmosphere, it asks for the true anomaly of a radius that doesn't exist in that orbit, which results in spam of "dT is NaN!" in the log (see http://bugs.kerbalspaceprogram.com/issues/5334 for more details). I've made the fix (check that the apoapsis is outside the atmosphere as well as checking that periapsis is inside the atmosphere) and submitted a pull-request, but in the meantime, people who use that feature should keep its panel turned off while performing atmospheric flight. Quote Link to comment Share on other sites More sharing options...
Psitticine Posted September 5, 2015 Share Posted September 5, 2015 I'm having a problem where the deltaV remaining for the current stage disappears when the engine(s) are firing. I'm using Real Fuels with the stockalike configs. Is anybody else seeing anything like this? Quote Link to comment Share on other sites More sharing options...
cybutek Posted September 6, 2015 Author Share Posted September 6, 2015 and submitted a pull-requestI cannot see the pull-request on GitHub. Can you make sure that it has been sent to the correct repo: https://github.com/CYBUTEK/KerbalEngineer. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted September 6, 2015 Share Posted September 6, 2015 I cannot see the pull-request on GitHub. Can you make sure that it has been sent to the correct repo: https://github.com/CYBUTEK/KerbalEngineer.I must've not clicked the button, I guess. Do you see it now? Quote Link to comment Share on other sites More sharing options...
Padishar Posted September 6, 2015 Share Posted September 6, 2015 Yes, it's there now. It looks good, thanks. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted September 13, 2015 Share Posted September 13, 2015 (edited) Hello Mr Cybutek,would it be possible to integrate a "whole craft Temperature" readout?You would simply have to calculate a weighted arithmetic mean of all the part temperatures, where the weights are the "Thermal Mass" properties. Edited September 13, 2015 by Kobymaru Quote Link to comment Share on other sites More sharing options...
Padishar Posted September 13, 2015 Share Posted September 13, 2015 Hello Mr Cybutek,would it be possible to integrate a "whole craft Temperature" readout?You would simply have to calculate a weighted arithmetic mean of all the part temperatures, where the weights are the "Thermal Mass" properties.I can't really see much point to it, what would you actually use it for? Quote Link to comment Share on other sites More sharing options...
cephalo Posted September 14, 2015 Share Posted September 14, 2015 So I have this weird problem with a craft in the VAB rapidly changing the DV calculation between two states. Also I'm having an incorrect DV calculation related to fuel lines that I think may be related. I'm not sure the problem is with KER, it may just be making the problem visible. Has anyone seen a similar issue? Quote Link to comment Share on other sites More sharing options...
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