PDCWolf Posted December 17, 2013 Share Posted December 17, 2013 May I suggest that before putting the new version -if it isn't already- for download you check how deltaV is calculated? The plugin works great with semi-complex craft, but cross-feed, dropping structural parts and that kind of unorthodox practices break the dV calculator. Quote Link to comment Share on other sites More sharing options...
astropapi1 Posted December 18, 2013 Share Posted December 18, 2013 Managed to find a fix for that.https://www.dropbox.com/s/jiamgplryg6zbyc/Engineer-3.zipDo I juts replace the official one with this, or do I replace arsenic's one? Quote Link to comment Share on other sites More sharing options...
middlerun Posted December 18, 2013 Share Posted December 18, 2013 Managed to find a fix for that.https://www.dropbox.com/s/jiamgplryg6zbyc/Engineer-3.zipThank you! It doesn't seem to be compatible with the new RAPIER engine though. Quote Link to comment Share on other sites More sharing options...
Silpion Posted December 18, 2013 Share Posted December 18, 2013 Using the "3" update above, and found it doesn't properly deal with tweaked SRB's. It gets the thrust and impulse correct (as in the delta-V doesn't vary as the thrust is tweaked), but it doesn't reflect the longer burn times in its analysis. Quote Link to comment Share on other sites More sharing options...
Silpion Posted December 18, 2013 Share Posted December 18, 2013 Another bug: It is including non-existent fuel crossfeeds in its calculations. If I have a central tank with no engine, and another tank slapped on the side with an engine, it will calculate delta-V and burn time as if it is using that central fuel. Quote Link to comment Share on other sites More sharing options...
ComradeGoat Posted December 18, 2013 Share Posted December 18, 2013 May I suggest that before putting the new version -if it isn't already- for download you check how deltaV is calculated? The plugin works great with semi-complex craft, but cross-feed, dropping structural parts and that kind of unorthodox practices break the dV calculator.I get this a lot on big ships and space stations; it crashes the Dv thread and means I have to quit the game and reload, and remember to turn off ER before looking at those vessels again. If I can be cheeky and suggest a feature upgrade, perhaps having some sort of timeout after which the thing gives up gracefully would be good? It wouldn't get you your delta V, but it also wouldn't do the "reduce to 2fps until you quit" thing. Quote Link to comment Share on other sites More sharing options...
RagnarDa Posted December 18, 2013 Share Posted December 18, 2013 Thanks for this mod! It has been very handy. A tiny suggestion: the distance values (apoapsis, periapsis etc) is given in kilometers with three decimals which doesnt really make sense if you are used to the SI-system. Why not remove the decimal point and call it meters instead? Anyway, thanks for your effort, I really like how this mod works and looks. Quote Link to comment Share on other sites More sharing options...
arsenic87 Posted December 18, 2013 Share Posted December 18, 2013 (edited) Fixed the time calculation for tweakable SRBs.removedAs for this:May I suggest that before putting the new version -if it isn't already- for download you check how deltaV is calculated? The plugin works great with semi-complex craft, but cross-feed, dropping structural parts and that kind of unorthodox practices break the dV calculator.It sounds like a more underlying feature problem, if someone can post me a detailed errorlog (KSP_data/output_log.txt) I might be able to quickfix.I don't feel comfortable getting too deep in the code though, as the mod isn't mine. I could if the author says it's ok. Edited December 19, 2013 by arsenic87 removed link Quote Link to comment Share on other sites More sharing options...
cybutek Posted December 18, 2013 Author Share Posted December 18, 2013 Version 0.6.1.5 is now available!Updated for 0.23 compatibility.Fixed a major crash problem caused when set to impact the sun.Adjusts for tweakable thrust settings.Tidied up some of the value formatting (including RagnarDa's suggesion by using a modified distance format processor that was already in KER 1.0). Quote Link to comment Share on other sites More sharing options...
ComradeGoat Posted December 18, 2013 Share Posted December 18, 2013 Hurrah! Three cheers for cybutek! Quote Link to comment Share on other sites More sharing options...
mythbusters844 Posted December 18, 2013 Share Posted December 18, 2013 Is it only me or does the new RAPIER engine not give dV stats in the window? Quote Link to comment Share on other sites More sharing options...
Mystique Posted December 18, 2013 Share Posted December 18, 2013 (edited) When used with new RealChute mod (specifically: customizable chute parts) vessel weight in SPH (not tested in VAB) is going up infinitely. Is there a fix for that?Update: never mind, it's actually a chute bug. Edited December 18, 2013 by Mystique Quote Link to comment Share on other sites More sharing options...
Belial Posted December 18, 2013 Share Posted December 18, 2013 (edited) Nvm.Thanks for the great work Edited December 18, 2013 by Belial Quote Link to comment Share on other sites More sharing options...
Glockshna Posted December 18, 2013 Share Posted December 18, 2013 (edited) Not sure how to describe this issue but when I start a new ship it works fine for a while but all of the sudden a large majority of stages if not all of them will just show 0 ^v and one or two will show their normal ^v. The rocket will function perfectly fine at launch and the VES tab will show the correct ^v in flight but it breaks in the VAB for some reason. Screenshots:In VABSame ship on the launch pad.EDIT:So I noticed that the burn time and thrust is listed correctly and it changes if I modify the thrust limit settings.Any ideas?My mods:Kerbal EngineerKerbal Alarm ClockPrecise Nodekerbal Joint ReinforcementEditor ToolsAtmospheric Sound EnhancementRCS Build AidDocking Port AlignmentHullCamKethaneRoboticsKASRemoteTechKW RocketryTAC Fuel BalancerCrew Manifest Edited December 18, 2013 by Glockshna Quote Link to comment Share on other sites More sharing options...
KerbMav Posted December 18, 2013 Share Posted December 18, 2013 It seemed to have issues with fairings - try removing them or moving them to the top of staging to see if it changes anything. Quote Link to comment Share on other sites More sharing options...
Glockshna Posted December 19, 2013 Share Posted December 19, 2013 Confirmed, it's fairings that cause it. Quote Link to comment Share on other sites More sharing options...
jfjohnny5 Posted December 19, 2013 Share Posted December 19, 2013 Actually I'm not entirely sure it's the fairings. At least not JUST the fairings. I'm seeing the same issue, but whenever I right click any of the KW engines (as I notice you're also using). Deleting and re-adding the engine causes the stats to come back. It also only seems to happen in the VAB. I can right click and adjust thrust limiting during flight and Engineer recalculates correctly. Quote Link to comment Share on other sites More sharing options...
Glockshna Posted December 19, 2013 Share Posted December 19, 2013 I haven't had this issue with rockets that don't have fairings yet. I also haven't been able to get the calculations to show by replacing the engine either =/ Quote Link to comment Share on other sites More sharing options...
Extemporary Posted December 19, 2013 Share Posted December 19, 2013 (edited) I'm still getting the vessel naming glitch with v0.6.1.5 and the build engineer isn't showing. Do we also have to download the unofficial patches posted for 0.6.1.4?Edit: Disregard, I tried removing Engineer and it's still happening. It must be from something else. Edited December 19, 2013 by Extemporary Quote Link to comment Share on other sites More sharing options...
JDobs Posted December 19, 2013 Share Posted December 19, 2013 I'm having an issue where the calculation of dV in the VAB either doesn't compute or freezes. I don't have fairings, I do have KW Rocketry, but even without that it freezes. I tried to delete the part or build a new ship entirely but it won't recalculate anything. Any ideas? Quote Link to comment Share on other sites More sharing options...
diomedea Posted December 19, 2013 Share Posted December 19, 2013 @ cybutek: I hope you could consider the possibility to include support for the toolbar plugin by blizzy78 with this awesome tool. One of the main annoyances I find is to not be able to close its window completely, one button would do and all the better if it was integrated with the above plugin. Quote Link to comment Share on other sites More sharing options...
Jenteb07 Posted December 19, 2013 Share Posted December 19, 2013 Thank you very much for this update, now I'm able to continue my savegame on .23 Quote Link to comment Share on other sites More sharing options...
Beduino Posted December 19, 2013 Share Posted December 19, 2013 Ow my.. it's too hard to play ksp without this mod. Thanks a million for the 0.23 support. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 19, 2013 Share Posted December 19, 2013 @ cybutek: I hope you could consider the possibility to include support for the toolbar plugin by blizzy78 with this awesome tool. One of the main annoyances I find is to not be able to close its window completely, one button would do and all the better if it was integrated with the above plugin.Use of the toolbar would certainly be nice..... Quote Link to comment Share on other sites More sharing options...
rottielover Posted December 19, 2013 Share Posted December 19, 2013 When used with new RealChute mod (specifically: customizable chute parts) vessel weight in SPH (not tested in VAB) is going up infinitely. Is there a fix for that?Update: never mind, it's actually a chute bug.Is there a fix? I noticed this with engineer and mechjeb calculations both (weight keeps increasing like a counter/ numbers keep scrolling by). Quote Link to comment Share on other sites More sharing options...
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