MajorSystemError Posted January 4, 2014 Share Posted January 4, 2014 it seems to be related to KW specifically.Nope, I've never used KW myself and I have just encountered the bug myself. For me, I've not had problems with Engi on .23 until today, when I installed TAC life support, now Engi no worky. :*( Quote Link to comment Share on other sites More sharing options...
jwallpower Posted January 5, 2014 Share Posted January 5, 2014 http://imgur.com/dZncPV7What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted January 6, 2014 Share Posted January 6, 2014 (edited) http://imgur.com/dZncPV7What am I doing wrong?You're not explaining your problem. Other than that, I don't know because you didn't explain your problem.I see a ship and a fairly typical KER window showing what appear to be fairly typical stats. What exactly is wrong?EDIT: Oh I think I see it. I am going to assume that stage 1 there is the 4 engines you can see and the decoupler you can see. Assuming you test this on the launch pad and that ship's rockets fire, then I'd say you need to exit KSP and reload. That's always fixed weird KER readings for me. Edited January 6, 2014 by 5thHorseman Quote Link to comment Share on other sites More sharing options...
jwallpower Posted January 6, 2014 Share Posted January 6, 2014 My apologies, tried to edit the rest in but it didn't go through. Anyway, it's not giving me the values for the impulses/thrust/delta-V/TWR for stages 1 and 2 which both have engines. Unrelated question, what is the "time" category supposed to be addressing? Quote Link to comment Share on other sites More sharing options...
JDobs Posted January 6, 2014 Share Posted January 6, 2014 Time is how long the engine will burn for... Quote Link to comment Share on other sites More sharing options...
criminy Posted January 6, 2014 Share Posted January 6, 2014 Hello, I first wanted to say that I appreciate all the work that's been done on this mod.I also wanted to report a recurring bug I've encountered. Whenever I revert a mission to the VAB, the KER Build Engineer window shows values that seem to match my mission progress at the point I reverted. I can remove the KER components from the rocket and then reinstall them, but the KER window still refuses to update. Restarting KSP seems to get KER to start updating again, but the long load time of KSP makes this easier said than done.I'd appreciate if this bug could be addressed. I thank you for your time. Quote Link to comment Share on other sites More sharing options...
klyith Posted January 6, 2014 Share Posted January 6, 2014 For anyone else who wants a slightly more interesting / distinctive button for the toolbar, I made these:(cybutek feel free to use them if you like) Quote Link to comment Share on other sites More sharing options...
Hinkakan Posted January 8, 2014 Share Posted January 8, 2014 (edited) Hello. All of a sudden Kerbal Engineer Redux just stopped working. After a touchdown, I recovered the vessel, and when I started on a new one, and attached the engineer part, the window never shows. The only thing that happens is that the name of the vessel dissapears.I am running 0.23 KSP and Engineer v. 0.6.2.2. Only other mod I have is Mechjab.I tried reinstalling the mod, no difference.Anyone else encountered this? Edited January 9, 2014 by Hinkakan Quote Link to comment Share on other sites More sharing options...
MiltiTrace Posted January 8, 2014 Share Posted January 8, 2014 Hello! I want to say that this is a very good mod, beautiful animated model, good job! but I have a problem:Engineer data changes as i move parts\ so i dont know how much dv i have(i use ksp 0.23, KW, FAR, Kerbal Isp Difficulty Scaler (far to stock universal). on stock Scaler settings there no such strange readings\ Quote Link to comment Share on other sites More sharing options...
KerbMav Posted January 9, 2014 Share Posted January 9, 2014 .The pic is a bit small and the staging is not visible in every pic.But keep in mind that depending on when each engine starts or tank is decoupled or how much weight you still carry or if fuel ducts get seperated during moving the part ... the dV is calculated differently naturally. Quote Link to comment Share on other sites More sharing options...
MiltiTrace Posted January 9, 2014 Share Posted January 9, 2014 (edited) ok, large size:http://postimg.org/image/q20h3w10z/http://postimg.org/image/bzx3zu9z5/http://postimg.org/image/o4m42zs7f/as you can see staging not change. radial decouplers below gray one that separates 3rd and 2nd stage.my gamedata:000_ToolbarAviationLightsB9_AerospaceBoulderCoCrewManifestDeadlyReentryEditorExtensionsExsurgentEngineeringFerramAerospaceResearchFirespitterKASKeramzitKerbalIspDifficultyScalerKerbalJointReinforcementKineTechAnimationkommit_nucleonicsKWRocketryLifeSupportLLLLTechMagicSmokeIndustriesmasTerTorchMechJeb2ModsByTalModularFuelTanksModuleManager_1_5_6.dllNavyFishnodes.cfgNothkeSerComNovaPunch2PreciseNodeProceduralDynamicspwbRealChuteRealFuelsRemoteTech2ResGenSelectRootSquadStock_RealChute_MM.cfgStretchyTankstoolbar-settings.datTreeLoadertears^2( Edited January 9, 2014 by MiltiTrace Quote Link to comment Share on other sites More sharing options...
Castun Posted January 10, 2014 Share Posted January 10, 2014 Hello! I want to say that this is a very good mod, beautiful animated model, good job! but I have a problem:Engineer data changes as i move parts\ so i dont know how much dv i have(i use ksp 0.23, KW, FAR, Kerbal Isp Difficulty Scaler (far to stock universal). on stock Scaler settings there no such strange readings\You have another problem, don't use tinypic. That's 2 of your hotlinked images that are now showing as pictures of women... Quote Link to comment Share on other sites More sharing options...
Hinkakan Posted January 10, 2014 Share Posted January 10, 2014 Hello. All of a sudden Kerbal Engineer Redux just stopped working. After a touchdown, I recovered the vessel, and when I started on a new one, and attached the engineer part, the window never shows. The only thing that happens is that the name of the vessel dissapears.I am running 0.23 KSP and Engineer v. 0.6.2.2. Only other mod I have is Mechjab.I tried reinstalling the mod, no difference.Anyone else encountered this?Update: Here are two screenshots of the problem.This is before. This is after I attach the engineer part. As you can see, the name disappears of the craft, but nothing else happens.Hopefully someone can shed some light on this :/ Quote Link to comment Share on other sites More sharing options...
gh0stwheel Posted January 10, 2014 Share Posted January 10, 2014 KER suddenly stopped displaying build engineer stats. They don't show in the hanger or during missions. Other flight stats do work. I'm running KSP v0.23.0.395 and KER 6.2.2. It was working fine last night, today it doesn't. I haven't changed anything. This image shows what I see:https://www.dropbox.com/s/dvy130asdufc5bw/Screenshot%202014-01-10%2014.41.37.pngOther mods I'm running:MechJeb2Kerbal Alarm ClockCityLights & CloudsDocking Port AlignmentKethane Quote Link to comment Share on other sites More sharing options...
ormi Posted January 10, 2014 Share Posted January 10, 2014 On this picture it seems to me that the pod is separated on launch. So KER has no stages with dV to show. Try to stage correctly your ship to see if the problem stay. Quote Link to comment Share on other sites More sharing options...
gh0stwheel Posted January 10, 2014 Share Posted January 10, 2014 It was the staging. I feel silly. Lol, thanks. Quote Link to comment Share on other sites More sharing options...
Hyomoto Posted January 10, 2014 Share Posted January 10, 2014 There is a issue with mods using the module ModuleEnginesFX that are not using MultiModeEngine. They are, presently, ignored for the purposes of calculation. Mods like FTmN Atomic Rocket Pack, for example. Quote Link to comment Share on other sites More sharing options...
cybutek Posted January 11, 2014 Author Share Posted January 11, 2014 Version 0.6.2.3 is now available!Updated to work with mods using ModuleEnginesFX that are not using MultiModeEngine. (Thanks for the heads up Hyomoto). I've also disabled the remote version checking because it's not been used in a while, and is a bit of a hang over from an older system.I see that people are still having problems with KER freezing... I've tried to reproduce it but without much luck, and thus cannot fix it. Building a rocket, flying it around and then reverting to the VAB just doesn't cause any problems for me. Sorry Quote Link to comment Share on other sites More sharing options...
Katz Posted January 11, 2014 Share Posted January 11, 2014 Hello!IIRC I always had the KER freezing issue, since the time I first started using KER (around KSP v0.18). Today I finally upgraded my PC and now everything seems to work perfectly with KER 0.6.2.2. Not 100% sure though, but my existing large ship that kept closing the flight mode KER no longer does this and I messed with my heaviest lifter in VAB adding asparagus staging, changing staging order, etc - KER keeps updating data.I had both hardware upgrade: C2D E6300 -> i5-4670 ; GTX9600 -> GTX660and software: Windows XP x32 -> Windows 7 x64So maybe KER is affected by some of OS component versions like .NET..? Quote Link to comment Share on other sites More sharing options...
MiltiTrace Posted January 11, 2014 Share Posted January 11, 2014 same as before, but now i understand the pattern.each change of componets position reduces dv record, up to 0)but on the launch pad - all ok: Quote Link to comment Share on other sites More sharing options...
cybutek Posted January 11, 2014 Author Share Posted January 11, 2014 The only thing changing in them images is the specific impulse. Do you have anything which messes about with specific impulse? It looks as though something else is changing the Isp on each attachment and isn't working from the base Isp. Each time you attach, it is using the previously calculated Isp, and so is getting lower and lower. Quote Link to comment Share on other sites More sharing options...
MiltiTrace Posted January 11, 2014 Share Posted January 11, 2014 (edited) yes, i have Kerbal Isp Difficulty Scaler v1.3.2 and i use FAR to stock KSP setting.this is it!)its a minor bug really, maybe not a bug at all, but a feature)and only first stage shows wrong data. Edited January 11, 2014 by MiltiTrace Quote Link to comment Share on other sites More sharing options...
Absolute Human Posted January 12, 2014 Share Posted January 12, 2014 (edited) The mod is great without any doubt, BUT here is one bug...I'm keep getting it for a long time, probably in several versions of the plugin.It is not really simple to explain what causing it, but the mod keep losing some stages!Here it will be more obvious:http://i.imgur.com/ZYGNW5V.jpghttp://i.imgur.com/CPzbYPX.jpgLook, stage number 2 is gone! When I know it is there, and works properly.If I click show all stages, the second stage is listed as not providing any dV.I usually discover it with big multistaged crafts as this Eve land and return vehicle.The strange thing is also that when I am building it, everything works fine, but after some point several stages dissapear...WAIT! in this case, I suddenly discovered what causing it! It's a battery bank! How it is even possible?http://i.imgur.com/Yq8BCFm.jpgAnd no, not those RCS from RLA, it is this bank!Never mind those pictures, it is very easy to reproduce: Edited January 12, 2014 by Absolute Human Quote Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted January 13, 2014 Share Posted January 13, 2014 (edited) Looks more like there's just nothing to display.I noticed in your configuration for the 13 stage 'Eve 1.03', all your launch engines are off screen, presumably at the bottom. Looking at it, stage 2 is the last of your radial decouplers, and the stage one is a combo decoupler and engine ignition at the same time. That combination usually makes the staging sequence think funny things.As for stages not providing Delta, I take only a second looking at the DV values. The left side is the Delta per stage, while the right side is cumulative craft delta.For the rocket you've designed, what's being predicted is that your vehicle will burn through the fuel tanks of S 13 through S 10 so fast that you won't get any delta out of it despite the TWR of 2. The reason being that you are cross-feeding the outside tanks six times to fuel seven engines and six other tanks. Have you flown a test flight to verify the craft's behavior is in-line with the engineering report? Since that's in vacuum mode, I suspect it's a rounding error due to an overly low burn or mis-managed stages on the decouples. Just swapping one set will throw everything to the dogs. Edited January 13, 2014 by AdmiralTigerclaw Quote Link to comment Share on other sites More sharing options...
Hyomoto Posted January 13, 2014 Share Posted January 13, 2014 Version 0.6.2.3 is now available!Updated to work with mods using ModuleEnginesFX that are not using MultiModeEngine. (Thanks for the heads up Hyomoto). I've also disabled the remote version checking because it's not been used in a while, and is a bit of a hang over from an older system.No, no, thank you for the update! Quote Link to comment Share on other sites More sharing options...
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