Nicky21 Posted September 21, 2020 Share Posted September 21, 2020 Is there an indicator that I shoudl use to time my landings properly on an atmosferic body ? I can do suicide burns perfectly on the mun, but whenever atmo is involved the readouts are all over the place. Am i missing something? Quote Link to comment Share on other sites More sharing options...
DoubleUU Posted September 24, 2020 Share Posted September 24, 2020 (edited) I'm suddenly having a really odd problem. KER in VAB is showing me a vastly different Delta V by stage than what I get from KER when I hit launch. It's off by hundreds of m/s. I have craft which I successfully launched which had and still shows ~3100 delta V for stage 1 & 2 in the VAB, but when I launch, they only have ~2700 delta V in the same stages (i.e. I can't make it to orbit with a craft that I currently have in orbit from a launch before this issue cropped up). I'm thinking I may have a corrupt save file or something. Has anyone else ever experienced this? I've got a ton of hours into this save I would really dislike starting over. Edited September 24, 2020 by DoubleUU Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 24, 2020 Share Posted September 24, 2020 12 hours ago, DoubleUU said: I'm suddenly having a really odd problem. KER in VAB is showing me a vastly different Delta V by stage than what I get from KER when I hit launch. It's off by hundreds of m/s. I have craft which I successfully launched which had and still shows ~3100 delta V for stage 1 & 2 in the VAB, but when I launch, they only have ~2700 delta V in the same stages (i.e. I can't make it to orbit with a craft that I currently have in orbit from a launch before this issue cropped up). I'm thinking I may have a corrupt save file or something. Has anyone else ever experienced this? I've got a ton of hours into this save I would really dislike starting over. Do you actually have a problem reaching orbit or is it just the numbers that are off? To me it looks like once you launch, the delta V is calculated for your current altitude. After launch, as the rocket gains height, my total delta V actually goes UP, not down. Not sure how the calculation in the VAB is done. Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 24, 2020 Share Posted September 24, 2020 12 hours ago, DoubleUU said: I'm suddenly having a really odd problem. KER in VAB is showing me a vastly different Delta V by stage than what I get from KER when I hit launch. It's off by hundreds of m/s. I have craft which I successfully launched which had and still shows ~3100 delta V for stage 1 & 2 in the VAB, but when I launch, they only have ~2700 delta V in the same stages (i.e. I can't make it to orbit with a craft that I currently have in orbit from a launch before this issue cropped up). I'm thinking I may have a corrupt save file or something. Has anyone else ever experienced this? I've got a ton of hours into this save I would really dislike starting over. What are your settings for the Delta V window? (Atmospheric/vacuum, what planet, etc.) Quote Link to comment Share on other sites More sharing options...
foxbat2525 Posted October 8, 2020 Share Posted October 8, 2020 Having a really odd problem. Running latest KSP 1.10.1 build, and KER from CKAN (1.1.72). With KER installed and any other mods, After a while textures and icons start to disappear and then leaving a scene causes KSP to completely lock up. If I remove KER, everything works fine even with 100+ mods. You can tell when it will crash on the next scene change as if in the VAB or SPH the backgrounds for the resource and vessel info screenlets go transparent, followed by the toolbar icons going black. How can I find out what mod is conflicting with KER? Quote Link to comment Share on other sites More sharing options...
roxik0 Posted November 8, 2020 Share Posted November 8, 2020 On 9/24/2020 at 4:21 PM, infinite_monkey said: Do you actually have a problem reaching orbit or is it just the numbers that are off? To me it looks like once you launch, the delta V is calculated for your current altitude. After launch, as the rocket gains height, my total delta V actually goes UP, not down. Not sure how the calculation in the VAB is done. Have simillar issue. But I think that problem is in.... SCRAPYARD IF you go to VAB and use part with already exists then it will add it twice to KSP dvCalculation.. So you have double of ship mass and so one so one.. you can verify what is goin in debug window. Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted November 27, 2020 Share Posted November 27, 2020 (edited) On 11/15/2019 at 5:11 PM, linuxgurugamer said: KER 1.1.7.1, in a 1.8.1 game Getting the following errors: ADDON BINDER: Cannot resolve assembly: KerbalEngineer.Unity, Culture=neutral, PublicKeyToken=null ADDON BINDER: Cannot resolve assembly: KerbalEngineer.Unity, Culture=neutral, PublicKeyToken=null Quick n dirty solution is to rename the KerbalEngineer.Unity.dll to +KerbalEngineer.Unity.dll Better solution is to add the following to the AssemblyInfo.cs: [assembly: KSPAssemblyDependency("KerbalEngineer.Unity", 1, 0)] Edited November 15, 2019 by linuxgurugamer FYI, I'm still seeing this error in KER 1.1.7.2 with KSP 1.10.1. I'm paranoid about mod errors... I just reinstalled fresh KSP and I'm still having rare unexplained issues after installing mods. Logged issue: https://github.com/CYBUTEK/KerbalEngineer/issues/156 Edited November 30, 2020 by Krazy1 Github link Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted December 3, 2020 Share Posted December 3, 2020 (edited) I tried installing KER despite loading error mentioned above and it crashed in the VAB. It got stuck in an infinite loop. Excerpt from Player.log, which was 29 MB: Spoiler (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KerbalEngineer -> Exception // System.NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.UIControls.PopOutElement.Update () [0x0003f] in <df610534f02e44eabb2fe7c95c06a0aa>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KerbalEngineer -> at KerbalEngineer.UIControls.PopOutElement.Update () [0x0003f] in <df610534f02e44eabb2fe7c95c06a0aa>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KerbalEngineer -> Exception // System.NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.UIControls.PopOutElement.Update () [0x0003f] in <df610534f02e44eabb2fe7c95c06a0aa>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KerbalEngineer -> at KerbalEngineer.UIControls.PopOutElement.Update () [0x0003f] in <df610534f02e44eabb2fe7c95c06a0aa>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Clearing undo states from #1 forward (2 entries) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) QuickStart(QPersistent)[2.20]: autoSaveShip: save (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) liquidEngine2 added to ship - part count: 66 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) QuickStart(QPersistent)[2.20]: autoSaveShip: save (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) QuickStart(QPersistent)[2.20]: autoSaveShip: save (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Resource ID out of range in GetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in SetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in SetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048576 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in SetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in SetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048578 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in GetResource: 1048580 (max is 1048575) (Filename: c:\buildslave\unity\build\runtime\gfxdevice\GfxResourceIDMap.h Line: 109) Resource ID out of range in SetResource: 1048580 (max is 1048575) KSP log Edited December 3, 2020 by Krazy1 hide code Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted December 18, 2020 Share Posted December 18, 2020 (edited) @jrbudda, KSP 1.11 appears to have broken KER's dv calculations in the VAB. GH user TupperWareContainer added an Issue on the jrbudda GH site with more details. Haven't vetted all use cases, but it seems to give an initial dv calc on a pre-built Stock craft, but not on a new craft. Neither Stock nor new craft will update dv calc when adding more tanks. Just FYI, looks like MJ2 will update its own dv calcs. Edited December 18, 2020 by KSPrynk Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 18, 2020 Share Posted December 18, 2020 I know 1.11 made a change in the dV calcs, so the variable uses a double now vs float). Hopefully would be an easy fix for KER vOv Quote Link to comment Share on other sites More sharing options...
Coffeeman Posted December 19, 2020 Share Posted December 19, 2020 Temporary workaround I have been using: in `Physics.cfg` change `kerbalCrewMass` to `0.0`, `perSeatReduction` to `0.0` and `perCommandSeatReduction` to `0.049`. Then if using ModuleManager delete the MM cache files. If I understand the comments right this will mean all parts act as if they were fully occupied. It also causes KER to skip the code path that is erroring out for me, and it seems to work fine after this patch. Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted December 21, 2020 Share Posted December 21, 2020 On 12/18/2020 at 11:09 PM, Coffeeman said: Temporary workaround I have been using: in `Physics.cfg` change `kerbalCrewMass` to `0.0`, `perSeatReduction` to `0.0` and `perCommandSeatReduction` to `0.049`. Then if using ModuleManager delete the MM cache files. If I understand the comments right this will mean all parts act as if they were fully occupied. It also causes KER to skip the code path that is erroring out for me, and it seems to work fine after this patch. That's interesting. I'd be curious how the final solution works out, because I just noticed MJ also is not accounting for crew mass in dv calculation.... Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted December 22, 2020 Share Posted December 22, 2020 (edited) I'm seeing a new bug in KE in 1.11 which wasn't there in 1.10. Link to image https://www.dropbox.com/s/gw4fkk9lnr0e0v7/ke.jpg?dl=0 and here is in flight: https://www.dropbox.com/s/y08coyr12q2gejk/ke2.jpg?dl=0 and here is it working on the next identical flight: https://www.dropbox.com/s/oufn9xs0ubha72o/ke3.jpg?dl=0 KE seems to randomly shrink the panel I have which shows dV and other ship parameters like temp and name of ship. It will work for a random amount of time, and then shrink to 5x5 pixel panel. Then come back and work again 10 minutes later. Does this in both the VAB for the dV panel, and in flight for the ship data panel. Other panels all seem to be ok. Anyone else seeing this behavior? I can upload log, but I suspect this is related to changes in game dV in 1.11... but wanted to be sure I'm not seeing something no one else is. Edit... looks like a memory problem in log... but all other mods working fine. Game is zippy quick. 10 GB or RAM free out of 48 GB in computer. LOG : https://www.dropbox.com/s/rxcj0jgtwk99g47/ke log.txt?dl=0 Edited December 22, 2020 by Atlas Gaming Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted December 22, 2020 Share Posted December 22, 2020 (edited) On 12/18/2020 at 7:19 AM, KSPrynk said: @jrbudda, KSP 1.11 appears to Last log on was August. New old dev is @cybutek ... last log on was Sept. Don't hold your breath. I got it backwards - jrbudda took over from cybutek. Didn't read OP. 1000 demerits please. Edited December 22, 2020 by Krazy1 I'm dumb Quote Link to comment Share on other sites More sharing options...
Morog Posted December 22, 2020 Share Posted December 22, 2020 3 hours ago, Krazy1 said: Last log on was August. New dev is @cybutek ... last log on was Sept. Don't hold your breath. on Github @jrbudda responded 3 days ago on 19. Dec to the issue. https://github.com/jrbudda/KerbalEngineer/issues/66#issuecomment-748414809 Quote Link to comment Share on other sites More sharing options...
Morog Posted December 23, 2020 Share Posted December 23, 2020 I found another way to "fix" the 1.11 delta V calculations. You just have to remove all kerbals from the craft, then it will be calculated as before. At least this worked for me. Quote Link to comment Share on other sites More sharing options...
Anth Posted December 23, 2020 Share Posted December 23, 2020 I did some minor testing with KER for the deltav using a very basic craft with the mk1 pod a small tank and a terrier. I entered all the values into my scientific calculator using the deltav equation If you can get it to display the deltav in the SPH/VAB it is inaccurate, but seems accurate once the craft is launched (with my simpple craft) Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted December 28, 2020 Share Posted December 28, 2020 Is there a way to increase the size of the altitude, periapsis, etc. for high resolution displays? Quote Link to comment Share on other sites More sharing options...
Darkherring Posted December 28, 2020 Share Posted December 28, 2020 10 hours ago, Drupegod02 said: Is there a way to increase the size of the altitude, periapsis, etc. for high resolution displays? You can increase the whole size of the GUI. Go into KER edit window, and in the miscellaneous add "GUI size". You can change it then. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 30, 2020 Share Posted December 30, 2020 Is this the right thread where I say thank you for the 1.11 update? Playing KSP without KER for a couple weeks was just not as enjoyable. THANK YOU! Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted December 31, 2020 Share Posted December 31, 2020 LOL... just as I uninstalled KER, the update comes out! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 31, 2020 Share Posted December 31, 2020 (edited) FYI - Since upgrading to 1.1.8.1 the time calculation on DeltaV Total now always reads (0.0s). It was a nice to have for estimating remaining flight time for airplane flights. Now I have to do math in my head (which is really my main complaint ) Edited December 31, 2020 by Caerfinon Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 31, 2020 Share Posted December 31, 2020 2 minutes ago, Caerfinon said: FYI - Since upgrading to 1.1.8.1 the time calculation on DeltaV Total now always reads (0.0s). It was a nice to have for estimating remaining flight time for airplane flights. Now I have to do math in my head (which is really my main complaint ) Can confirm having the same problem. Seems to happen only to airplanes as LF+Ox engines remainign fuel time seems unaltered, but LF engines such as jets and mod piston engines are all screwy..... some appear in KER as 0 remaining seconds, and others appear as days and days of fuel remaining, even in small planes. Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted December 31, 2020 Share Posted December 31, 2020 (edited) Hi community. I would like to share a few concerns before opening an issue, if this is relevant. I have waited for the 1.11.0 update before writing this post. I have a vessel on Duna with 3 different types of engines. It is on the ground and my altitude is 659m. - 8 Cubs in 2 groups (4 each) Thrust is 31.8 kN. Total 254.4 kN - 2 Cheetahs. Thrust is 120.4 kN. Total 280.8 kN - 14 Dawns. Thrust is 1.9kN. Total 26.6kN The engines are associated to actions groups. The TWR value is displayed in HUD2. The total mass of my ship is 74,471kg. Surface gravity is 2.93 m^-2. Location is (Lat 0°, Long 90°). Weight is 218200,03N. When the craft comes out from the SPH and moved to Duna the max TWR value is already 1.29 even if no engine is activated. When I activate the first group of the Cubs, the max TWR changes to 0.58. 254.4*1000/2/218200.03 = 0.58 I am ok with this. When I activate the second group of the Cubs in addition to the first group, the max TWR changes to 1.17. 254.4*1000/218200.03 = 1.165 I am ok with this. When I activate Cheetah group of the Cubs in addition to the first group, the max TWR does not change. I should read a value greater than 2. When I deactivate all the Cubs but not the Cheetahs, the max TWR falls to 0. I should read the 1.29 displayed the first time. When I deactivate Cheetahs (no engine activated at all), the max TWR goes back to 1.29. (At least it is consistent). Xenon engines seem to be correcty handled, the max TWR value is 0.12. I I rebuilt a fresh install with only KER and Restock, I have the same behaviour. Restock does not reskin the Cheetah engine. Do you have similar issues? Edited December 31, 2020 by OnlyLightMatters Quote Link to comment Share on other sites More sharing options...
jrbudda Posted December 31, 2020 Share Posted December 31, 2020 2 hours ago, Daniel Prates said: Can confirm having the same problem. Seems to happen only to airplanes as LF+Ox engines remainign fuel time seems unaltered, but LF engines such as jets and mod piston engines are all screwy..... some appear in KER as 0 remaining seconds, and others appear as days and days of fuel remaining, even in small planes. 2 hours ago, Caerfinon said: FYI - Since upgrading to 1.1.8.1 the time calculation on DeltaV Total now always reads (0.0s). It was a nice to have for estimating remaining flight time for airplane flights. Now I have to do math in my head (which is really my main complaint ) Oh great. I merged a pull request from someone who made changes to propellant calculations. He seemed to know what he was talking about, but maybe that is the source of the problem. Can one of you give me easy instructions to make a craft that shows the problem? and what the calculations should be in 1.1.8.1 vs how they were in 1.1.7.2? Quote Link to comment Share on other sites More sharing options...
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