Hyratel Posted November 23, 2013 Share Posted November 23, 2013 need option - do not hide Engineer 1.0 when in action group editor. reason: modular fuelsalso poke the sea level twr in VAB Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 24, 2013 Share Posted November 24, 2013 KerbMav, I owe you an apology. The Pe / Ap information is available in PreciseNode! Although you don't get it for all the orbits, but it's still a big help. Quote Link to comment Share on other sites More sharing options...
p331083 Posted November 24, 2013 Share Posted November 24, 2013 heres pics of the problem;Shows its engineer is available for use and also available for research;Researching it;Not being able to use in VAB;What gives? Quote Link to comment Share on other sites More sharing options...
mdosogne Posted November 24, 2013 Share Posted November 24, 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. ...Ah, so that's what was causing that bug.I do not have stretchy tanks installed, but have experienced the same or similar bug: KER (both 0.6.x and 1.0 beta) freeze and refuse to update (even if I load or create a new ship) until I restart KSP. Other than KER (both 1.0b and 0.6.x) I have Protractor, ScanSat and Procedural Fairings installed; I've experienced this issue while building ships of (apart from KER) entirely stock parts. If I can systematically reproduce the issue I'll post steps.That said, this is still an essential mod; keep up the great work! Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted November 24, 2013 Share Posted November 24, 2013 What gives?I would like one more picture: The research tree after you've clicked the engineer part and said "yes" to research it. Is it still listed as "0c" or is it now listed as "owned"? If it's owned, does it stay that way when you come back? Quote Link to comment Share on other sites More sharing options...
Supernovy Posted November 24, 2013 Share Posted November 24, 2013 (edited) I vaguely recall this being caused by redundant parts, perhaps check for other versions of the engineer7500 part in various folders?EDIT: I think the bug in KER v1.0 where it gets stuck on one set of values and won't update is caused by deleting the root part (e.g. by grabbing the entire ship and deleting it)EDIT: it didn't happen when I deleted just the root part, but did happen when I grabbed a large section of the ship (with fuel tanks and engines) including the root part and deleted that. Edited November 24, 2013 by Supernovy Quote Link to comment Share on other sites More sharing options...
p331083 Posted November 24, 2013 Share Posted November 24, 2013 I would like one more picture: The research tree after you've clicked the engineer part and said "yes" to research it. Is it still listed as "0c" or is it now listed as "owned"? If it's owned, does it stay that way when you come back?it just keeps creating more and more; Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted November 25, 2013 Share Posted November 25, 2013 (edited) Bugreport with Kerbal Engineer Redux 0.6.1.4Seems like Engineer didn't recognize fuel in welded part:Same problem with SumDum Service Module confirmed... Edited November 25, 2013 by ZobrAA Quote Link to comment Share on other sites More sharing options...
Core Xii Posted November 26, 2013 Share Posted November 26, 2013 This is getting really annoying. In the VAB, Engineer sometimes just... stops working. The numbers don't update. This occurs when a part is added sometimes. And then I have no clue to the dV of my craft. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted November 26, 2013 Share Posted November 26, 2013 Try keeping the root part far up, possibly the first from the top, at least no more engines and tanks above it? Quote Link to comment Share on other sites More sharing options...
drtedastro Posted November 26, 2013 Share Posted November 26, 2013 difficult to do sometimes..... especially when using a lifter that deploys multiple payloads... any other idea(s)???thanks... Quote Link to comment Share on other sites More sharing options...
starcitsura Posted November 26, 2013 Share Posted November 26, 2013 (edited) At some point, my install KER became corrupted. Adding the part in the VAB causes the title bar for the name of the ship I'm building to vanish, and the KER gui does not show up. Upon moving to the launch pad with the KER module attached the game locks up solid. I went and took a look at the plugin configs, is my build_engineer.cfg supposed to look like this?Edit: After deleting both the .cfg files, KER began working again. Also, as mentioned before in this thread, KER (And VOID) really don't like multiple docking ports. There seems to be some sort of loop that ends up eating all the memory until KSP locks up. Edited November 27, 2013 by starcitsura Updated Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted November 26, 2013 Share Posted November 26, 2013 I've never had a problem with KER that exiting the program and reloading didn't fix, except once I had a weird thing happen where I had to re-write the little config file to put it on every part.This includes values not updating and the gui going away in the VAB. Quote Link to comment Share on other sites More sharing options...
TheBeardyMan Posted November 26, 2013 Share Posted November 26, 2013 An option to include only automatic fuel flow in dV calculations would be useful. At present the dV includes fuel that can only be made available to the engines via a manual fuel transfer operation, so it doesn't change when I add an external fuel duct to make that fuel available via automatic flow, which makes it unclear whether I've added the fuel duct correctly or if I needed it at all. Quote Link to comment Share on other sites More sharing options...
thunderstar Posted November 27, 2013 Share Posted November 27, 2013 im having problems with delta-v display, in the VAB is much higher than on the launchpad, so i never have an idea of how much dV i have Quote Link to comment Share on other sites More sharing options...
KerbMav Posted November 27, 2013 Share Posted November 27, 2013 Do you check "atmospheric" in the VAB? Quote Link to comment Share on other sites More sharing options...
larsmaehlum Posted November 28, 2013 Share Posted November 28, 2013 I made a quick introduction to the Engineer mod for those who wonder if they should download it or not Quote Link to comment Share on other sites More sharing options...
jrandom Posted November 29, 2013 Share Posted November 29, 2013 Hey cybutek, any hope of getting support for engines with corrected thrust (i.e. thrust scales with Isp so fuel flow is constant, and sea level TWR != vac twr)?You can check if an engine has a ModuleEngineConfigs or ModuleHybridEngine on it.I just ran into this issue with my first ever launch attempt using RO/RSS. So... erm... until KE supports the fancy realistic engine setup, is there any other mod that might give me my correct TWR while it atmo? Otherwise it's going to be... tricky to design these here rockets. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 29, 2013 Share Posted November 29, 2013 MJ2 does. Sarbian included my pull many dev versions ago. Quote Link to comment Share on other sites More sharing options...
jrandom Posted November 29, 2013 Share Posted November 29, 2013 MJ2 does. Sarbian included my pull many dev versions ago.I tried MechJeb 2.1 and it reported about the same wrong numbers as Kerbal Engineer -- both reported TWR was 2.something, actual TWR at launch was 0.5. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted November 29, 2013 Share Posted November 29, 2013 I posted a question regarding multiples of the same plugin being active on the same craft. Quote Link to comment Share on other sites More sharing options...
Frederf Posted November 29, 2013 Share Posted November 29, 2013 I tried MechJeb 2.1 and it reported about the same wrong numbers as Kerbal Engineer -- both reported TWR was 2.something, actual TWR at launch was 0.5.I've heard that MJ's "all stas" button reports TWR_atmo correctly with the MFS constant-fuel-rate change. Quote Link to comment Share on other sites More sharing options...
jrandom Posted November 29, 2013 Share Posted November 29, 2013 I've heard that MJ's "all stas" button reports TWR_atmo correctly with the MFS constant-fuel-rate change.Yep! Turns out I had to grab the latest dev build, but it's there. Quote Link to comment Share on other sites More sharing options...
Zidane Posted December 1, 2013 Share Posted December 1, 2013 There's an issue with a part from Nova punch called "Odin Command Capsule". The part is a command pod which has a built in decoupler. I think that messes up the calculations and KER stops updating numbers. Great mod, though, a must. Quote Link to comment Share on other sites More sharing options...
rocketsBuilder Posted December 1, 2013 Share Posted December 1, 2013 what happend with Atmospheric Efficiency% ? did you delete it? it was in some older version of your mod, and now i cant find it... Quote Link to comment Share on other sites More sharing options...
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