Fido488 Posted November 19, 2013 Share Posted November 19, 2013 I'm having an issue where the mod crashes KSP when trying to attach it to my rather large ship.OS: Mac OS MavericksI am using the following mods on my ship:InterstellarRemote Tech 2B9_AreospaceFerramAerospaceResearchKethaneKerball Attachment SystemThe ship itself is using parts from:InterstellarRemote Tech 2B9_AreospaceKethaneEvery time I attach the engineering module to the craft KSP freezes and I cant do anything else. I have to force quit the game. I have checked and there is no information in the log file.Is having very large ships known to create this problem or is this something that is created by particular mods.Here is my craft file: https://dl.dropboxusercontent.com/u/19679728/KSP/Val%20Orbiter.craft Link to comment Share on other sites More sharing options...
Frederf Posted November 19, 2013 Share Posted November 19, 2013 I've had long hangs and unexpected freezes/values not updating with KER614 as above, usually with semi complex craft. If KER could handle such breakdowns a little more gracefully it could avoid bringing down the whole Exe.One aspect of engineering I'm often battling with is getting KER to understand what fuels and engines are active in various stages of flight. An Apollo style mission where the payload has actual fuel and engines aboard confuses it to no end. Some ability to ignore certain engines and fuel would help enforce correct thinking on KER's end. As such I have to save things via subassembly and make exact duplicate test masses so I can recreate the craft parts in mock up for KER to simulate the proper results. Link to comment Share on other sites More sharing options...
Kerbal007 Posted November 19, 2013 Share Posted November 19, 2013 Thanks for the help yesterday, managed to land on the mun for the first time albiet non mathamatically now i just need to conserve more delta-v to get back. What stat should i check to make sure im not to rocket heavy and that what i have is running efficiently ? Link to comment Share on other sites More sharing options...
Superfluous J Posted November 19, 2013 Share Posted November 19, 2013 Thanks for the help yesterday, managed to land on the mun for the first time albiet non mathamatically now i just need to conserve more delta-v to get back. What stat should i check to make sure im not to rocket heavy and that what i have is running efficiently ?The biggest thing to check is delta-V. In the air, it's quite literally how much velocity change you can do and in the VAB, you can swap out an engine or fuel tank or whatnot and see the difference.It's great - and sometimes surprising - to swap different engines and see the change. Also watching the total dV change when you take something off your upper stage can be astonishing. Link to comment Share on other sites More sharing options...
Dante80 Posted November 19, 2013 Share Posted November 19, 2013 A question. When I'm using FAR together with this, I see less information in the surface window. In the past there was a number about terminal velocity and speed efficiency, I think its gone now. Is that normal? Link to comment Share on other sites More sharing options...
AndreyATGB Posted November 19, 2013 Share Posted November 19, 2013 A question. When I'm using FAR together with this, I see less information in the surface window. In the past there was a number about terminal velocity and speed efficiency, I think its gone now. Is that normal?Not dev, but I suppose it is. I don't think there's an easy way for Engineer to calculate terminal velocity with FAR. Generally it's not a factor anymore. Link to comment Share on other sites More sharing options...
KerbMav Posted November 19, 2013 Share Posted November 19, 2013 Does FAR not have its own display of atmospheric efficiency or something?I just tend to keep my vertical speed at 100-200 for the first part of the atmosphere. Link to comment Share on other sites More sharing options...
Dante80 Posted November 19, 2013 Share Posted November 19, 2013 Aha, that must be it. FAR changes the stock variables in the atmosphere, so KER does not show them. Link to comment Share on other sites More sharing options...
KerbMav Posted November 19, 2013 Share Posted November 19, 2013 Oh, yeah, exactly.In earlier versions the KER window would collapse while in atmosphere when trying to display the values. Link to comment Share on other sites More sharing options...
7rex Posted November 22, 2013 Share Posted November 22, 2013 The only thing I feel that's missing from this mod is in the Rendezvous tab:Distance at closest interceptTime to closest interceptRelative velocity at closest interceptApologies if these have been suggested before. Link to comment Share on other sites More sharing options...
Frederf Posted November 22, 2013 Share Posted November 22, 2013 I've noticed longitude of Pe not bounded by -180/+180. I got a 439 degree longitude of periapsis recently. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 22, 2013 Share Posted November 22, 2013 I've a new display request.SOmeone brought up in another thread that the Ap/Pe readout's for maneuver nodes are hard to read when you're making small changes, because they overlap with the current Ap/Pe text.Would it be possible to have a new section of Engineer that could list the Pe / Ap altitude and time as is normally seen when hovering over the nodes? This would really help in precise planning on transfer orbits.I've knocked up a quick and dirty screen shot of what I'm thinking. Link to comment Share on other sites More sharing options...
hobscrk777 Posted November 22, 2013 Share Posted November 22, 2013 Great mod! Loving it for the delta V readout, but there's clearly a lot more information displayed, too. Is there an FAQ or a wiki that describes each of the pieces of information? Link to comment Share on other sites More sharing options...
AndreyATGB Posted November 22, 2013 Share Posted November 22, 2013 That would be incredible. It's so annoying to move nodes then move mouse to see Pe and the click on Pe to make it stick is bad when both your node and your current trajectory have an encounter, I usually end up with overlapping text. Link to comment Share on other sites More sharing options...
KerbMav Posted November 22, 2013 Share Posted November 22, 2013 PreciseNode? Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 22, 2013 Share Posted November 22, 2013 PreciseNode?I have precise node running in the above screen shot (it's cropped out), it's great for moving the node, but it doesn't tell you the Pe / Ap information, you still have to move the node, check the numbers, move the node and so on. Link to comment Share on other sites More sharing options...
Supernovy Posted November 22, 2013 Share Posted November 22, 2013 Just tried out the KER v1.0 build, very swish. I like the extra button on the VAB, and the part statistic tooltips. I also like the may you can choose between the full window and just the text by left and right clicking. I haven't messed with flight engineer much yet, though.Paul Kingtiger: Remember, you can click the Ap/Pe of a manoeuvre node orbit to pin the display of its height, just like you can with regular orbits. Link to comment Share on other sites More sharing options...
mdosogne Posted November 23, 2013 Share Posted November 23, 2013 It seems that engineer runs its simulation as if the root node were the last node to be decoupled, even if the root node on the bottom end of a stack decoupler. As I often re-use a launch stage and attach something else to the top, I find the delta-v and TWR calculations just list zero for the final stages (i.e. those after the root node is detached). Are there plans to address this in 1.0? I realize I could use the selectRoot plugin, but it would be nice if it weren't required.Another issue with delta-v calculation that I experience is that if I use a docking node instead of a decoupler (for example to attach a lander that will return) then calculations are not performed for the separate stages (how much delta-v does that lander have anyway?). If only I could tweak docking nodes to start with cross-feed disabled and/or add docking-node decoupling to the staging list… (maybe .23?) Link to comment Share on other sites More sharing options...
p331083 Posted November 23, 2013 Share Posted November 23, 2013 So I installed latest version and I am unable to use it within campaign mode. When I go to build a craft using lvl0 tech it shows it in the science tab but its greyed out saying I need to research it first. Go over to research building and click research on it but when I go back into the VAB it is still greyed out saying I need to research it. Go back over to research building and I see another set of engineer computers along with another unresearched set. Anyone have this problem? Link to comment Share on other sites More sharing options...
ExEvolution Posted November 23, 2013 Share Posted November 23, 2013 Click on the actual items in the tree to unlock them individually in a tech node you previously unlocked Link to comment Share on other sites More sharing options...
Firov Posted November 23, 2013 Share Posted November 23, 2013 I've noticed a fairly major bug/incompatibility with Stretchy Tanks. It's present in both versions 0.6.1.4 and 1.0 of Kerbal Engineer.When using stretchy tanks if you resize a tank that's feeding into an engine the delta-V display will permanently freeze. There's no way to reset this except to restart KSP entirely. The faulty delta-V display in the VAB even corrupts the vessel readings from the flight engineer.Once you restart KSP though you can load the vessel with the stretchy tank and, as long as you don't resize it again, it works just fine, showing the accurate display of delta-V.Also, on a side note, excellent work with version 1.0. I love the improvements over 0.6.1.4, and it's not even finished yet. Link to comment Share on other sites More sharing options...
Frederf Posted November 23, 2013 Share Posted November 23, 2013 Ah, so that's what was causing that bug. Link to comment Share on other sites More sharing options...
p331083 Posted November 23, 2013 Share Posted November 23, 2013 Click on the actual items in the tree to unlock them individually in a tech node you previously unlockedThats what I said im doing. As soon as I research the individual items and go back into the VAB they are still greyed out. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted November 23, 2013 Share Posted November 23, 2013 Thats what I said im doing. As soon as I research the individual items and go back into the VAB they are still greyed out.Sanity Check:Did you put a command pod up first?Sanity Checks: Saving your electronic circuits since Kirkov's Voltage Law. Link to comment Share on other sites More sharing options...
p331083 Posted November 23, 2013 Share Posted November 23, 2013 Sanity Check:Did you put a command pod up first?Sanity Checks: Saving your electronic circuits since Kirkov's Voltage Law.Of course. Link to comment Share on other sites More sharing options...
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