Tarheel1999 Posted October 25, 2016 Share Posted October 25, 2016 29 minutes ago, Padishar said: Yes, this was reported back during the pre-release: I have looked into this a little since then and have found a couple of things about how it works that look a bit dodgy so there will be another test version with a possible fix soon (I still haven't been able to reproduce the crash so won't be able to tell if the fixes work)... Padishar -TriggerAU has run into the same problem with KAC. He was able to reproduce when switching in flight mode from a landed ship to a unloaded ship in orbit. Quote Link to comment Share on other sites More sharing options...
tedingus Posted October 26, 2016 Share Posted October 26, 2016 Has any one else had issues with KER and KIS? Could any one else recreate this issue? This is in KSP 1.2. When only having KER 1.1.2.2 and KIS 1.3.0 I am experiencing closing inventory windows when I mouse out of the KER window in the VAB. To recreate this have stock KSP and install the KER and KIS mods. Start a new game save and open the VAB. Pick any KIS storage module, in this case I picked the Mk2 command module. If it is not open, then open the KER window showing the staging DV. Right click on the command module and open seat 0 inventory. Move your mouse into the KER window and then move it back out and it closes the KIS inventory window. Quote Link to comment Share on other sites More sharing options...
Padishar Posted October 26, 2016 Share Posted October 26, 2016 4 hours ago, tedingus said: Has any one else had issues with KER and KIS? Could any one else recreate this issue? This is in KSP 1.2. When only having KER 1.1.2.2 and KIS 1.3.0 I am experiencing closing inventory windows when I mouse out of the KER window in the VAB. To recreate this have stock KSP and install the KER and KIS mods. Start a new game save and open the VAB. Pick any KIS storage module, in this case I picked the Mk2 command module. If it is not open, then open the KER window showing the staging DV. Right click on the command module and open seat 0 inventory. Move your mouse into the KER window and then move it back out and it closes the KIS inventory window. Thanks for the report, I'll investigate when I get a few moments and post my findings in the GitHub issue you've raised... Quote Link to comment Share on other sites More sharing options...
tedingus Posted October 26, 2016 Share Posted October 26, 2016 Not a problem Padishar. Keep up the good work on this great mod. Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted October 26, 2016 Share Posted October 26, 2016 16 hours ago, Morpher said: I'm getting different mass/parts/delta v readings depending on where the root part on the craft is relation to a decoupler, which doesn't make sense to me since the staging hasn't changed and the engine still needs to carry all the weight. Images: http://imgur.com/a/XuKYJ That's expected behavior, not a bug. KER uses root part to determine what is payload and what isn't for the delta-V staging simulation. In the case of your first pic with the root in the booster it thinks the payload is dead weight and jettisons it before burning through the fuel. In the second pic, the root is in the payload so it burns the fuel with payload attached in the simulation. The rule of thumb is: Always have your root part in the payload. Quote Link to comment Share on other sites More sharing options...
SteveD80 Posted October 29, 2016 Share Posted October 29, 2016 I am getting a 0 reading for delta-v and twr with atmospheric Eve using a Rhino. Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted October 29, 2016 Share Posted October 29, 2016 27 minutes ago, SteveD80 said: I am getting a 0 reading for delta-v and twr with atmospheric Eve using a Rhino. That is correct. The Rhino's Isp is 0.001 at Eve sea level pressure, it's essentially producing zero thrust. Quote Link to comment Share on other sites More sharing options...
delta wee Posted October 29, 2016 Share Posted October 29, 2016 Sorry if this is a dumb question, but is KER supposed to work with KSP 1.2? I tried installing it from the link in the first post but it doesn't seem to work for me. Quote Link to comment Share on other sites More sharing options...
smunisto Posted October 29, 2016 Share Posted October 29, 2016 [1.1.1] Kerbal Engineer Redux 1.1.1.0 (2016-04-29) This is the thread's title. How do you think? This is just an advice - read the thread first. Then, if no answers are given, ask. There is a dev version which works for 1.2. Find it some posts back. Quote Link to comment Share on other sites More sharing options...
Padishar Posted October 29, 2016 Share Posted October 29, 2016 More specifically, this one: However, there should be another test build later today... Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted October 29, 2016 Share Posted October 29, 2016 If there's a working version out there, why is the thread title still at 1.1.1? Quote Link to comment Share on other sites More sharing options...
brusura Posted October 29, 2016 Share Posted October 29, 2016 6 minutes ago, lajoswinkler said: If there's a working version out there, why is the thread title still at 1.1.1? Because it a dev version not the official one Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted October 29, 2016 Share Posted October 29, 2016 (edited) 7 minutes ago, lajoswinkler said: If there's a working version out there, why is the thread title still at 1.1.1? Because there's no "official" release for 1.2 yet, only a development build. Edit: Ninja'd! Edited October 29, 2016 by Red Iron Crown Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted October 29, 2016 Share Posted October 29, 2016 It's been ages since this got properly, officially updated. OCD people's nightmare, I guess. I'm glad I'm not one of them. Quote Link to comment Share on other sites More sharing options...
Inglonias Posted October 29, 2016 Share Posted October 29, 2016 Just wanted to bring this up in case you didn't know already. Ion engines don't seem to work with KER's dV calculations. It won't say I have any delta-V with Ion engines, even as they're firing. If you knew about this already, have a good day. If you didn't, now you do, and can fix it at your leisure. Quote Link to comment Share on other sites More sharing options...
Padishar Posted October 29, 2016 Share Posted October 29, 2016 3 hours ago, Inglonias said: Just wanted to bring this up in case you didn't know already. Ion engines don't seem to work with KER's dV calculations. It won't say I have any delta-V with Ion engines, even as they're firing. If you knew about this already, have a good day. If you didn't, now you do, and can fix it at your leisure. First, it would be helpful if you actually stated the versions of KSP and KER you are using. I'll assume you are using KSP 1.2 and KER 1.1.2.2p, in which case, this is a bit strange as the first commits in my pull request that this version is built from are specifically to fix an issue with Xenon/Monoprop flow in complex, drop-tank configs. However, a simple test shows you are correct and it turns out that my changes are causing any tanks that are never decoupled from the root part to be ignored by the calculations. I have fixed this and both simple and complex ion craft now appear to work correctly. Unfortunately, despite my suggestion to @TriggerAu helping him to fix the crash on vessel switch issue in KAC, I've not yet been able to fix it in KER. Well, this isn't strictly true, I believe that I have probably got a fix for the crash but I am now seeing an issue where having the KER rendezvous panel open when switching vessel (by any method, even the stock map-view switching) will occasionally result in a total hang of KSP after the switch. I've not yet managed to track this down so it may not be much of an improvement but I've included the fix anyway... There are also a few other fixes and garbage improvements that I had hanging about in another branch, so, without further ado, here is test version 1.1.2.3p... https://www.dropbox.com/s/rda6frbmf2kzg6e/KerbalEngineer-1.1.2.3p.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
FancyMouse Posted October 30, 2016 Share Posted October 30, 2016 Um - it seems there's a similar problem (tank ignored) for NERVA. I'm using 1.1.2.3p right above with KSP 1.2. This picture contains all the information (KER readings, engine firing evidences - fuel is being consumed). Craft is simple - just one HECS2, with 2 LF tanks surface attached to it, and a NERVA node attached at the bottom (if you want I can provide .craft, but this 4-part craft is so simple that probably DL takes more time than building it). All default fuel priority. The reading is fine if LF tank is node attached. Xenon+Ion engine is fine for both surface/node attached tanks (that's probably what you just fixed). Quote Link to comment Share on other sites More sharing options...
mdosogne Posted October 30, 2016 Share Posted October 30, 2016 6 minutes ago, FancyMouse said: Um - it seems there's a similar problem (tank ignored) for NERVA. I'm using 1.1.2.3p right above with KSP 1.2. This picture contains all the information (KER readings, engine firing evidences - fuel is being consumed). Craft is simple - just one HECS2, with 2 LF tanks surface attached to it, and a NERVA node attached at the bottom [...] Not an expert or anything, but it seems to me that fuel flow rules changed in 1.2, and KER has yet to be updated to support the new fuel flow rules - in this case, flow from surface attached tanks. While KER is being updated, try adding fuel lines from the surface attached tanks. Quote Link to comment Share on other sites More sharing options...
FancyMouse Posted October 30, 2016 Share Posted October 30, 2016 (edited) 6 minutes ago, mdosogne said: Not an expert or anything, but it seems to me that fuel flow rules changed in 1.2, and KER has yet to be updated to support the new fuel flow rules - in this case, flow from surface attached tanks. While KER is being updated, try adding fuel lines from the surface attached tanks. I understand - the fact that I'm using 1.1.2.3p giving a concrete repro means I'm trying to help development, not a random complaint that something doesn't work. And plus - I think this is a recent regression. From what I can remember surface attached tanks works in 1.1.3 and KER did respect that And for my own problem I don't need a fuel line. I can take time and do manual calculation with no problem. Edited October 30, 2016 by FancyMouse Quote Link to comment Share on other sites More sharing options...
delta wee Posted October 30, 2016 Share Posted October 30, 2016 19 hours ago, smunisto said: [1.1.1] Kerbal Engineer Redux 1.1.1.0 (2016-04-29) This is the thread's title. How do you think? This is just an advice - read the thread first. Then, if no answers are given, ask. There is a dev version which works for 1.2. Find it some posts back. Yeah sorry, I got confused because I read the first post first and thought that KER didn't work with KSP 1.2, but then I read some more recent posts and it seemed that some people had KER working in 1.2. Thanks for the link to the dev version. Quote Link to comment Share on other sites More sharing options...
Inglonias Posted October 30, 2016 Share Posted October 30, 2016 (edited) 16 hours ago, Padishar said: First, it would be helpful if you actually stated the versions of KSP and KER you are using. I'll assume you are using KSP 1.2 and KER 1.1.2.2p, in which case, this is a bit strange as the first commits in my pull request that this version is built from are specifically to fix an issue with Xenon/Monoprop flow in complex, drop-tank configs. However, a simple test shows you are correct and it turns out that my changes are causing any tanks that are never decoupled from the root part to be ignored by the calculations. I have fixed this and both simple and complex ion craft now appear to work correctly. Unfortunately, despite my suggestion to @TriggerAu helping him to fix the crash on vessel switch issue in KAC, I've not yet been able to fix it in KER. Well, this isn't strictly true, I believe that I have probably got a fix for the crash but I am now seeing an issue where having the KER rendezvous panel open when switching vessel (by any method, even the stock map-view switching) will occasionally result in a total hang of KSP after the switch. I've not yet managed to track this down so it may not be much of an improvement but I've included the fix anyway... There are also a few other fixes and garbage improvements that I had hanging about in another branch, so, without further ado, here is test version 1.1.2.3p... https://www.dropbox.com/s/rda6frbmf2kzg6e/KerbalEngineer-1.1.2.3p.zip?dl=1 Right. Sorry about that. You were correct about the version number of both KSP and the mod. You also hit the nail on the head for what actually happened. I had a small ion probe, and didn't have dV calculations for it. It did get me to calculate dV myself, though, so thank you for educating me! Edited October 30, 2016 by Inglonias Quote Link to comment Share on other sites More sharing options...
Inglonias Posted October 30, 2016 Share Posted October 30, 2016 (edited) Sorry for the double post, but it appears this issue has not yet been completely fixed. I've got a screenshot below, and the craft file is here: https://dl.dropboxusercontent.com/u/88592594/SciProbe MK VI.craft?dl=1 As you correctly guessed last time, I am using KSP 1.2, specifically the Win64 build. Edited October 30, 2016 by Inglonias Quote Link to comment Share on other sites More sharing options...
Padishar Posted October 30, 2016 Share Posted October 30, 2016 (edited) 11 minutes ago, Inglonias said: Sorry for the double post, but it appears this issue has not yet been completely fixed. I've got a screenshot below, and the craft file is here: https://dl.dropboxusercontent.com/u/88592594/SciProbe MK VI.craft?dl=1 You are decoupling the engine from the root part in the same stage that you light the engine, hence 0 dV... Edit: Actually, it isn't that. Your Xenon tanks are empty (look at the Resources panel at the bottom of the screenshot)... Edit 2: Also, your fairing is quite tight around your payload. I would recommend testing that it doesn't break your payload when you jettison it... Edited October 30, 2016 by Padishar Quote Link to comment Share on other sites More sharing options...
Inglonias Posted October 30, 2016 Share Posted October 30, 2016 (edited) 24 minutes ago, Padishar said: You are decoupling the engine from the root part in the same stage that you light the engine, hence 0 dV... Edit: Actually, it isn't that. Your Xenon tanks are empty (look at the Resources panel at the bottom of the screenshot)... Edit 2: Also, your fairing is quite tight around your payload. I would recommend testing that it doesn't break your payload when you jettison it... 1. Thank you. An ID10T error, indeed. (A relic from when I calculated the dV myself.) dV readouts now working just fine. 2. I MAKE MY SPACESHIPS HOWEVER I WANT RAAR (and also I tested it and it doesn't break) Edited October 30, 2016 by Inglonias Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted October 30, 2016 Share Posted October 30, 2016 Reporting non stop log spamming in the VAB with KER 1.1.2.3p as soon as a part is placed: Spoiler [...] [LOG 18:18:35.639] KerbalEngineer -> Raycast returned true [LOG 18:18:35.663] KerbalEngineer -> Raycast returned true [LOG 18:18:35.670] KerbalEngineer -> Raycast returned true [LOG 18:18:35.686] KerbalEngineer -> Raycast returned true [LOG 18:18:35.703] KerbalEngineer -> Raycast returned true [LOG 18:18:35.720] KerbalEngineer -> Raycast returned true [LOG 18:18:35.737] KerbalEngineer -> Raycast returned true [LOG 18:18:35.754] KerbalEngineer -> Raycast returned true [LOG 18:18:35.770] KerbalEngineer -> Raycast returned true [LOG 18:18:35.787] KerbalEngineer -> Raycast returned true [LOG 18:18:35.804] KerbalEngineer -> Raycast returned true [LOG 18:18:35.821] KerbalEngineer -> Raycast returned true [LOG 18:18:35.838] KerbalEngineer -> Raycast returned true [LOG 18:18:35.854] KerbalEngineer -> Raycast returned true [LOG 18:18:35.871] KerbalEngineer -> Raycast returned true [LOG 18:18:35.888] KerbalEngineer -> Raycast returned true [LOG 18:18:35.905] KerbalEngineer -> Raycast returned true [LOG 18:18:35.922] KerbalEngineer -> Raycast returned true [LOG 18:18:35.939] KerbalEngineer -> Raycast returned false [LOG 18:18:35.955] KerbalEngineer -> Raycast returned false [LOG 18:18:35.972] KerbalEngineer -> Raycast returned false [LOG 18:18:35.989] KerbalEngineer -> Raycast returned false [LOG 18:18:36.006] KerbalEngineer -> Raycast returned false [LOG 18:18:36.022] KerbalEngineer -> Raycast returned false [LOG 18:18:36.039] KerbalEngineer -> Raycast returned false [LOG 18:18:36.056] KerbalEngineer -> Raycast returned false [LOG 18:18:36.073] KerbalEngineer -> Raycast returned false [LOG 18:18:36.090] KerbalEngineer -> Raycast returned false [LOG 18:18:36.107] KerbalEngineer -> Raycast returned false [LOG 18:18:36.124] KerbalEngineer -> Raycast returned false [LOG 18:18:36.141] KerbalEngineer -> Raycast returned false [LOG 18:18:36.158] KerbalEngineer -> Raycast returned false [LOG 18:18:36.174] KerbalEngineer -> Raycast returned false [LOG 18:18:36.191] KerbalEngineer -> Raycast returned false [LOG 18:18:36.208] KerbalEngineer -> Raycast returned false [LOG 18:18:36.224] KerbalEngineer -> Raycast returned false [LOG 18:18:36.242] KerbalEngineer -> Raycast returned false [LOG 18:18:36.259] KerbalEngineer -> Raycast returned false [LOG 18:18:36.275] KerbalEngineer -> Raycast returned false [LOG 18:18:36.292] KerbalEngineer -> Raycast returned false [LOG 18:18:36.309] KerbalEngineer -> Raycast returned false [LOG 18:18:36.326] KerbalEngineer -> Raycast returned false [LOG 18:18:36.343] KerbalEngineer -> Raycast returned false [LOG 18:18:36.360] KerbalEngineer -> Raycast returned false [LOG 18:18:36.376] KerbalEngineer -> Raycast returned false [LOG 18:18:36.393] KerbalEngineer -> Raycast returned false [LOG 18:18:36.410] KerbalEngineer -> Raycast returned false [LOG 18:18:36.427] KerbalEngineer -> Raycast returned false [LOG 18:18:36.444] KerbalEngineer -> Raycast returned false [LOG 18:18:36.461] KerbalEngineer -> Raycast returned false [LOG 18:18:36.477] KerbalEngineer -> Raycast returned false [LOG 18:18:36.495] KerbalEngineer -> Raycast returned false [LOG 18:18:36.511] KerbalEngineer -> Raycast returned false [LOG 18:18:36.528] KerbalEngineer -> Raycast returned false [LOG 18:18:36.545] KerbalEngineer -> Raycast returned false [LOG 18:18:36.562] KerbalEngineer -> Raycast returned false [LOG 18:18:36.578] KerbalEngineer -> Raycast returned false [LOG 18:18:36.595] KerbalEngineer -> Raycast returned false [LOG 18:18:36.613] KerbalEngineer -> Raycast returned false [LOG 18:18:36.629] KerbalEngineer -> Raycast returned false [LOG 18:18:36.646] KerbalEngineer -> Raycast returned false [LOG 18:18:36.663] KerbalEngineer -> Raycast returned false [LOG 18:18:36.680] KerbalEngineer -> Raycast returned false [LOG 18:18:36.724] KerbalEngineer -> Raycast returned false [LOG 18:18:36.742] KerbalEngineer -> Raycast returned false [LOG 18:18:36.759] KerbalEngineer -> Raycast returned false [LOG 18:18:36.775] KerbalEngineer -> Raycast returned false [LOG 18:18:36.793] KerbalEngineer -> Raycast returned false [LOG 18:18:36.809] KerbalEngineer -> Raycast returned false [LOG 18:18:36.826] KerbalEngineer -> Raycast returned false [LOG 18:18:36.843] KerbalEngineer -> Raycast returned false [LOG 18:18:36.860] KerbalEngineer -> Raycast returned false [LOG 18:18:36.876] KerbalEngineer -> Raycast returned false [LOG 18:18:36.893] KerbalEngineer -> Raycast returned false [LOG 18:18:36.910] KerbalEngineer -> Raycast returned false [LOG 18:18:36.927] KerbalEngineer -> Raycast returned false [LOG 18:18:36.944] KerbalEngineer -> Raycast returned false [LOG 18:18:36.960] KerbalEngineer -> Raycast returned false [LOG 18:18:36.977] KerbalEngineer -> Raycast returned false [LOG 18:18:36.994] KerbalEngineer -> Raycast returned false [LOG 18:18:37.011] KerbalEngineer -> Raycast returned false [LOG 18:18:37.028] KerbalEngineer -> Raycast returned false [LOG 18:18:37.045] KerbalEngineer -> Raycast returned false [LOG 18:18:37.062] KerbalEngineer -> Raycast returned false [LOG 18:18:37.078] KerbalEngineer -> Raycast returned false [LOG 18:18:37.095] KerbalEngineer -> Raycast returned false [LOG 18:18:37.112] KerbalEngineer -> Raycast returned false [LOG 18:18:37.130] KerbalEngineer -> Raycast returned false [LOG 18:18:37.146] KerbalEngineer -> Raycast returned false [LOG 18:18:37.163] KerbalEngineer -> Raycast returned true [LOG 18:18:37.180] KerbalEngineer -> Raycast returned true [LOG 18:18:37.197] KerbalEngineer -> Raycast returned true [LOG 18:18:37.213] KerbalEngineer -> Raycast returned true [LOG 18:18:37.230] KerbalEngineer -> Raycast returned true [LOG 18:18:37.247] KerbalEngineer -> Raycast returned true [LOG 18:18:37.264] KerbalEngineer -> Raycast returned true [LOG 18:18:37.281] KerbalEngineer -> Raycast returned true [LOG 18:18:37.298] KerbalEngineer -> Raycast returned true [LOG 18:18:37.314] KerbalEngineer -> Raycast returned true [LOG 18:18:37.331] KerbalEngineer -> Raycast returned true [LOG 18:18:37.348] KerbalEngineer -> Raycast returned true [LOG 18:18:37.365] KerbalEngineer -> Raycast returned false [LOG 18:18:37.382] KerbalEngineer -> Raycast returned false [LOG 18:18:37.399] KerbalEngineer -> Raycast returned false [LOG 18:18:37.415] KerbalEngineer -> Raycast returned false [LOG 18:18:37.432] KerbalEngineer -> Raycast returned false [LOG 18:18:37.449] KerbalEngineer -> Raycast returned false [LOG 18:18:37.466] KerbalEngineer -> Raycast returned false [LOG 18:18:37.483] KerbalEngineer -> Raycast returned false [LOG 18:18:37.500] KerbalEngineer -> Raycast returned false [LOG 18:18:37.516] KerbalEngineer -> Raycast returned false [LOG 18:18:37.533] KerbalEngineer -> Raycast returned false [LOG 18:18:37.550] KerbalEngineer -> Raycast returned false [LOG 18:18:37.567] KerbalEngineer -> Raycast returned false [LOG 18:18:37.584] KerbalEngineer -> Raycast returned false [LOG 18:18:37.601] KerbalEngineer -> Raycast returned false [LOG 18:18:37.618] KerbalEngineer -> Raycast returned false [LOG 18:18:37.635] KerbalEngineer -> Raycast returned false [LOG 18:18:37.652] KerbalEngineer -> Raycast returned false [LOG 18:18:37.669] KerbalEngineer -> Raycast returned false [LOG 18:18:37.685] KerbalEngineer -> Raycast returned false [LOG 18:18:37.702] KerbalEngineer -> Raycast returned false [LOG 18:18:37.719] KerbalEngineer -> Raycast returned false [LOG 18:18:37.736] KerbalEngineer -> Raycast returned false [LOG 18:18:37.753] KerbalEngineer -> Raycast returned false [LOG 18:18:37.769] KerbalEngineer -> Raycast returned false [LOG 18:18:37.786] KerbalEngineer -> Raycast returned false [LOG 18:18:37.803] KerbalEngineer -> Raycast returned false [LOG 18:18:37.820] KerbalEngineer -> Raycast returned false [...] Quote Link to comment Share on other sites More sharing options...
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