Bitmouse Posted February 25, 2016 Share Posted February 25, 2016 Hey Guys, Sorry if this has already been answered. The Burn time isn't changing per body selected or thrusters added. Am I misinterpreting how to read it? Quote Link to comment Share on other sites More sharing options...
razark Posted February 26, 2016 Share Posted February 26, 2016 The burn time is based on how quickly your engines go through the fuel supply. That shouldn't change based on where you're firing them. What exactly do you mean by "thrusters"? Quote Link to comment Share on other sites More sharing options...
Mtshaw113 Posted February 27, 2016 Share Posted February 27, 2016 Hi all, Im not necessarily new to KER, but I have never used the RDZV tab, and I do not understand much of it (obviously distance AP PE I understand), but the angles I do not get, can anyone explain? Quote Link to comment Share on other sites More sharing options...
Somtaaw Posted February 27, 2016 Share Posted February 27, 2016 Is there a way to 'reset' KER to default settings? I messed with a bunch of the windows and deleted half of the settings, and my presets, and so on. Would just be easier to reset it back to fresh install, than it would be to try and rebuild the HUDs and info windows again. But it apparently remembers my settings when I launch the game without KER, and then save and close to drop the contents back into GameData... Quote Link to comment Share on other sites More sharing options...
Padishar Posted February 27, 2016 Share Posted February 27, 2016 How are you removing KER? If you are using CKAN then it probably isn't deleting the various settings files. After removing the mod, check in the GameData folder for a KerbalEngineer folder and remove it (it probably still contains a Settings folder containing the various XML files that hold the settings). Then, when you reinstall you should just get the defaults... Alternatively, just delete all the files from GameData/KerbalEngineer/Settings except for HelpStrings.xml and that should do the same... Quote Link to comment Share on other sites More sharing options...
Somtaaw Posted February 27, 2016 Share Posted February 27, 2016 12 minutes ago, Padishar said: How are you removing KER? If you are using CKAN then it probably isn't deleting the various settings files. After removing the mod, check in the GameData folder for a KerbalEngineer folder and remove it (it probably still contains a Settings folder containing the various XML files that hold the settings). Then, when you reinstall you should just get the defaults... Alternatively, just delete all the files from GameData/KerbalEngineer/Settings except for HelpStrings.xml and that should do the same... To delete it, I delete the whole Engineer folder in GameData, and drop in a newly unzipped one, seems to like saving my settings. Quote Link to comment Share on other sites More sharing options...
Somtaaw Posted February 27, 2016 Share Posted February 27, 2016 Disregard, apparently this time deleting the whole Engineer file out of GameData and fresh replacement worked. Maybe at some point I'd copied my Engineer data into my storage folder, so it wasn't as fresh as I thought. When I'd unzipped a new Engineer folder and dropped it in, gave me stock settings again. Quote Link to comment Share on other sites More sharing options...
MrWolf83 Posted March 1, 2016 Share Posted March 1, 2016 What are the installation instructions for this? I.e. Where in the KSP folder system do we put this? Quote Link to comment Share on other sites More sharing options...
Padishar Posted March 1, 2016 Share Posted March 1, 2016 Have you tried the "Online ReadMe and Change Log" link in the first post? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 1, 2016 Share Posted March 1, 2016 (edited) 8 hours ago, MrWolf83 said: What are the installation instructions for this? I.e. Where in the KSP folder system do we put this? If you're not using CKAN, then what @Padishar said comes down to this after you download the zip file: Quote Installation Copy the 'KerbalEngineer' folder into the 'GameData' folder located within your Kerbal Space Program installation directory. The 'Parts' folder including the 'ER7500' and 'EngineerChip' is optional and are only required if running in module mode. You really need to learn how to do this since any mod can be installed by checking the OP and following the instructions you find there. Edited March 1, 2016 by Brigadier Quote Link to comment Share on other sites More sharing options...
MrWolf83 Posted March 1, 2016 Share Posted March 1, 2016 Never mind, I have only used a mod once and that was a month after starting up with KSP and it was NASA and SpaceX. Forgot you put them in GameData folder. Thanks for help. Quote Link to comment Share on other sites More sharing options...
Dispilio Posted March 10, 2016 Share Posted March 10, 2016 Hi everyone. Sorry if this has been asked before but I'm new to this: I was wondering if there is any way to reduce the number of decimal places for some of the indicators in the KER HUDs. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 11, 2016 Share Posted March 11, 2016 No, not in the KER interface itself. I doubt there is any way to do this short of recoding, but there may be something in a config file. Wiser people than I will have a fuller answer. Quote Link to comment Share on other sites More sharing options...
Dispilio Posted March 11, 2016 Share Posted March 11, 2016 Thanks, Brigadier. I'm only asking because I suspect that those decimal calculations are taking up some processing that my pc simply can't spare, because it's crap. I don't know if this is true or not, so that's another question, if anybody knows... Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted March 11, 2016 Share Posted March 11, 2016 The number of decimals displayed does not affect the calculations at all, those are all floats or doubles depending on the values used and there's not much to be done about it. Hiding the vessel pane seems to have the most performance benefit, as I understand it the vessel simulation only runs when it's open. Quote Link to comment Share on other sites More sharing options...
RzTen1 Posted March 13, 2016 Share Posted March 13, 2016 Hi. I've noticed that when I used engines from the Interstellar mod the thrust values don't appear to be calculated correctly. The right click menu will display the correct values (ie: 2051kN with an ISP of 1605 at sea-level) but the Engineer display shows 213kN with an ISP of 710 at Kerbin 0km. It's also showing a TWR of 0.32 but the rocket will lift off the pad just fine. I've included a log dump from the verbose simulation button below: Spoiler [LOG 04:37:55.261] PrepareSimulation started Create PartSim for probeCoreHex Parent part = null physicalSignificance = FULL PhysicsSignificance = -1 Using part.mass of 0.1 ElectricCharge = 200 Created probeCoreHex. Decoupled in stage -1 Create PartSim for rocketNoseCone Parent part = probeCoreHex physicalSignificance = FULL PhysicsSignificance = -1 Using part.mass of 0.2 Created rocketNoseCone. Decoupled in stage -1 Create PartSim for fuelTank3-2 Parent part = probeCoreHex physicalSignificance = FULL PhysicsSignificance = -1 Using part.mass of 4 LiquidFuel = 2880 Oxidizer = 3520 Created fuelTank3-2. Decoupled in stage -1 Create PartSim for InterstellarFuelTank-X200-48 Parent part = fuelTank3-2 physicalSignificance = FULL PhysicsSignificance = -1 Using part.mass of 3 LqdMethane = 26880 Created InterstellarFuelTank-X200-48. Decoupled in stage -1 Create PartSim for Heatsink250n Parent part = InterstellarFuelTank-X200-48 physicalSignificance = FULL PhysicsSignificance = -1 Using part.mass of 0.75 WasteHeat = 0 Created Heatsink250n. Decoupled in stage -1 Create PartSim for KspiLightbulb Parent part = Heatsink250n physicalSignificance = FULL PhysicsSignificance = -1 Using part.mass of 16 ThermalPower = 0 WasteHeat = 0 UraniumNitride = 25 ElectricCharge = 0 LqdWater = 82.7085 Created KspiLightbulb. Decoupled in stage -1 CreateEngineSims for KspiLightbulb Module: ModuleEnginesFX Module: InterstellarFissionPBDP Module: ThermalNozzleController Module: TweakScale Module: ModuleJettison Module: ModuleJettison Module: ModuleJettison Module: ModuleGimbal Module: ModuleAnimateHeat Module: ModuleAlternator Module: ModuleTestSubject Module: ModuleSurfaceFX Module: FXModuleLookAtConstraint Module: CollisionFX Module: ModuleAlternatorReliability Module: ModuleBatteryReliability Module: ModuleCoolantReliabilityCore Module: ModuleEngineReliability Module: ModuleGimbalReliability Module: ModuleReliabilityInfo Module: InspectionModule Module: ModuleTankReliability Module: tjs_EngineLight Module: TextureUnloaderPartModule Module: ModuleAeroReentry Module: ModuleEnginesFX hasVessel is false flowMod = 1 isp = 439.672 thrust = 131.902 actual = 0 no vessel, using thrust for flowRate flowRate = 0.0305915 flowMass = 0.001 Add consumption(LqdWater, KspiLightbulb:6) = 30.5915 Is this an issue with Kerbal Engineer or should I post this on the KSPI-E thread? Thanks. Quote Link to comment Share on other sites More sharing options...
Padishar Posted March 13, 2016 Share Posted March 13, 2016 6 hours ago, RzTen1 said: Is this an issue with Kerbal Engineer or should I post this on the KSPI-E thread? Thanks. I'll need substantially more info than that to work out what's wrong. That log extract is only a small part of what the verbose simulation should output. Please upload the craft file concerned, the full output_log.txt (or player.log) file, a screenshot with the KER all stages button selected and, preferably, a full list of the mods you have installed. It sounds like something about the engines doesn't get set up correctly in the editor. Does KER give different values if you go to launch? Does MJ give correct values (either in the VAB or in flight)? Quote Link to comment Share on other sites More sharing options...
RzTen1 Posted March 13, 2016 Share Posted March 13, 2016 (edited) KER shows the same values on the pad, but once the engine is started the values on the default vessel tab quickly climb to where I think they should actually be:TWR climbs to 4.4+ and Delta V increases by several thousand. MechJeb appears to show the correct Delta V for the engine, but the TWR is incorrect until that engine is fired. Screenshot: Spoiler I can't seem to attach files directly to this post, so I've dumped the output log and vessel configs here:http://www.powercpu.net/ksp-testing/output_log.txthttp://www.powercpu.net/ksp-testing/Untitled Space Craft.craft My current CKAN dump looks like this: Spoiler { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2016.03.13.06.17.06", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "ModuleManager", "version": "2.6.20" }, { "name": "CommunityResourcePack", "version": "0.4.9.0" }, { "name": "Toolbar", "version": "1.7.10" }, { "name": "RCSBuildAid", "version": "0.7.7" }, { "name": "KSPInterstellarExtended", "version": "1.6.9" }, { "name": "BetterBurnTime", "version": "1.3.2" }, { "name": "KerbalEngineerRedux", "version": "1.0.19.4" }, { "name": "PreciseNode", "version": "1.2.1" }, { "name": "ProceduralFairings", "version": "v3.15" }, { "name": "TransferWindowPlanner", "version": "v1.4.0.0" }, { "name": "TweakScale", "version": "v2.2.6" }, { "name": "KSP-AVC", "version": "1.1.5.0" }, { "name": "InterstellarFuelSwitch-Core", "version": "1.18" }, { "name": "InterstellarFuelSwitch", "version": "1.18" } ] } Edited March 13, 2016 by RzTen1 added another screenshot Quote Link to comment Share on other sites More sharing options...
Nicole Posted March 14, 2016 Share Posted March 14, 2016 Great mod! From the start I thought I didn't want to bother with this type of technical mod, but I am playing Career on Hard mode, and although I'm only just now planning Mun missions I've realized that I already try to plan the heck out of my vehicles because failed missions hit hard, and trying to over-engineer every craft is tiresome. This mod is more essential than I realized before getting it. Since I am using the Career setting that means I require one of the KER parts to be on my craft to use KER, I have a question; Are the two parts functionally identical? I was also trying to make a very lightweight Mun lander probe that uses just RCS for descent, however KER doesn't give Delta-V readings for RCS. Is there a resource to help with that? Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted March 14, 2016 Share Posted March 14, 2016 46 minutes ago, Nicole said: Since I am using the Career setting that means I require one of the KER parts to be on my craft to use KER, I have a question; Are the two parts functionally identical? Both parts are functionally identical. 46 minutes ago, Nicole said: I was also trying to make a very lightweight Mun lander probe that uses just RCS for descent, however KER doesn't give Delta-V readings for RCS. Is there a resource to help with that? AFAIK KER does not calculate RCS delta V. I believe MechJeb can, but I haven't found this functionality overly useful (it's almost always a bad idea to use RCS for enough propulsion that you want to know its delta V). Quote Link to comment Share on other sites More sharing options...
Nicole Posted March 14, 2016 Share Posted March 14, 2016 (edited) 1 hour ago, Red Iron Crown said: Both parts are functionally identical. AFAIK KER does not calculate RCS delta V. I believe MechJeb can, but I haven't found this functionality overly useful (it's almost always a bad idea to use RCS for enough propulsion that you want to know its delta V). Thanks for the reply. I actually just noticed I already have a mod that calculates RCS Delta-V, it's called RCS Build Aid. I like it for the visual indicators to help prevent RCS torquing, but I opened it up and it has Delta-V and thrust and burn time too. Even got some parachute readings, I should look at it more. I got nothing but my own guess behind this, but I thought that the much lower weight of RCS engines could counter their lower efficiency when it comes to super light craft in low/no gravity. The info I'm getting from RCS Build Aid says I'll be fine to land my 1.3t probe on the Mun with a measly 60 units of monoprop and two standard thruster blocks. For science I will have to try this, but perhaps in the long term I'd like see some RCS information available through KER too. I think the neat and customization displays it allows would make it the superior choice. Edited March 14, 2016 by Nicole Quote Link to comment Share on other sites More sharing options...
RzTen1 Posted March 15, 2016 Share Posted March 15, 2016 (edited) Update on my issue with KSPI-E: It looks like they're still using the old thrust calculations and not setting maxFuelFlow correctly. I've added code to calculate it based off of the engine values and KER now matches exactly what I was expecting. I've dumped info in the KSPI-E thread for those interested: http://forum.kerbalspaceprogram.com/index.php?/topic/100190-105-ksp-interstellar-extended-169-25-02-2016-improved-realism-d-t-vista-propulsion/&do=findComment&comment=2457802 Edited March 15, 2016 by RzTen1 added link to other thread Quote Link to comment Share on other sites More sharing options...
Padishar Posted March 15, 2016 Share Posted March 15, 2016 3 hours ago, RzTen1 said: Update on my issue with KSPI-E: It looks like they're still using the old thrust calculations and not setting maxFuelFlow correctly. I've added code to calculate it based off of the engine values and KER now matches exactly what I was expecting. I've dumped info in the KSPI-E thread for those interested: http://forum.kerbalspaceprogram.com/index.php?/topic/100190-105-ksp-interstellar-extended-169-25-02-2016-improved-realism-d-t-vista-propulsion/&do=findComment&comment=2457802 Doh, I meant to post this hours ago but got distracted by work... Nice job tracking this down (and especially nice that it can be fixed in the engines rather than KER)... Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 15, 2016 Share Posted March 15, 2016 (edited) Learning to break my ties with MechJeb so these may be noob questions... What is Phase Angle and Intercept Angle in the rendezvous window? I feel like if I understood them it would help me. Also, when plotting a course to intercept, there is no way to see the distance of the closest approach? Edited March 15, 2016 by eberkain Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 15, 2016 Share Posted March 15, 2016 See this page and this KSP Wiki page. The first one has some nice pictures. From there: The planetary phase angle is the angle your destination planet or moon needs to be in front or behind your origin along its orbit. You want to know this, so that you can actually meet up with the destination planet at the end of the transfer. The ejection angle is the angle, at which you want to start your transfer burn in your origin planet's or moon's orbit. You want to get this angle right in order to escape the sphere of influence of your origin parallel to its own orbital prograde or retrograde heading. Now that you mention it, I don't know if Intercept and Ejection Angle are the same thing. I somehow doubt it. It might be that the interception angle is the angle from target prograde to vessel prograde at intercept, but I'm just guessing. Re: Closest Approach. Once you've created an encounter, if you focus view on the target, you can see the trajectory and the associated periapsis. Quote Link to comment Share on other sites More sharing options...
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