funkcanna Posted September 21, 2017 Share Posted September 21, 2017 Hi, KER does not appear in my ships unless I add the part. How can I change this to be on every ship without having to put the part? Quote Link to comment Share on other sites More sharing options...
ThreePounds Posted September 21, 2017 Share Posted September 21, 2017 (edited) 40 minutes ago, funkcanna said: Hi, KER does not appear in my ships unless I add the part. How can I change this to be on every ship without having to put the part? go to the VAB and search for the settings. IIRC, you'll find two panels that control the part and facility upgrade requirement. Edited September 21, 2017 by Three_Pounds Quote Link to comment Share on other sites More sharing options...
strudo76 Posted September 22, 2017 Share Posted September 22, 2017 9 hours ago, funkcanna said: Hi, KER does not appear in my ships unless I add the part. How can I change this to be on every ship without having to put the part? 8 hours ago, Three_Pounds said: go to the VAB and search for the settings. IIRC, you'll find two panels that control the part and facility upgrade requirement. Yep, open the settings option in the VAB, and change the option from "Career" to "Partless" I think there is also a mod Engineer For All or something that adds it to every command module, but I find the setting more convenient and saves me having an extra mod that can go wrong on next KSP version. Quote Link to comment Share on other sites More sharing options...
funkcanna Posted September 22, 2017 Share Posted September 22, 2017 3 hours ago, strudo76 said: Yep, open the settings option in the VAB, and change the option from "Career" to "Partless" I think there is also a mod Engineer For All or something that adds it to every command module, but I find the setting more convenient and saves me having an extra mod that can go wrong on next KSP version. Thanks! Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted October 6, 2017 Share Posted October 6, 2017 Hi everyone, I'm new here and recently began to apply mods to KSP. I finally saw how much Kerbal Engineer was useful to help me design my rockets for complex missions. Sadly, today's update messed it up and KER doesn't work anymore. The game won't be the same without it, hope you'll be able to update it soon enough (before next patch so we can enjoy it a little...). Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 6, 2017 Share Posted October 6, 2017 (edited) 9 hours ago, Quoniam Kerman said: Hi everyone, I'm new here and recently began to apply mods to KSP. I finally saw how much Kerbal Engineer was useful to help me design my rockets for complex missions. Sadly, today's update messed it up and KER doesn't work anymore. The game won't be the same without it, hope you'll be able to update it soon enough (before next patch so we can enjoy it a little...). Welcome to the forums. You don't mention what versions of KSP and KER you're using. If you're on KSP 1.3.1, revert to KSP 1.3.0 for the moment if you want to continue to use KER; updating can probably wait a few weeks. There is some great advice on the forums somewhere about maintaining an older version of KSP in parallel with the latest and greatest (it simply involves copying the KSP directory before updating; this is allowed and encouraged). This allows to continue your game and until you and the mods you like are ready. In fact, people also use this technique to play differently modded games at the same time. Here's some important forum etiquette for you. What you should not do is pester mod developers for updates. I know you meant well. However, they are volunteers who mod in their free time for the benefit the KSP community and all have lives and real jobs not connected to KSP (well, mostly ). The vast majority of mod developers will update their mods in due course and the more time they take from that to answer posts such as yours, the less time they have for modding. Some have even stopped developing when it got too much. So, please just be patient and check the OP for updates and information every few days (or daily, if you want). The other possibility is that something else is wrong. Read this thread and follow its recommendations; you'll get better and faster help when you do. Edited October 6, 2017 by Brigadier Quote Link to comment Share on other sites More sharing options...
Rocket In My Pocket Posted October 7, 2017 Share Posted October 7, 2017 I'm using 1.3.1, was also using the recent beta. KER has worked fine for me in both cases. Can someone else please confirm that KER is working as intended in 1.3.1? Quote Link to comment Share on other sites More sharing options...
prgmTrouble Posted October 7, 2017 Share Posted October 7, 2017 1 hour ago, Rocket In My Pocket said: I'm using 1.3.1, was also using the recent beta. KER has worked fine for me in both cases. Can someone else please confirm that KER is working as intended in 1.3.1? I can confirm. Ignore the version checker popup for now. Quote Link to comment Share on other sites More sharing options...
TinfoilChef Posted October 7, 2017 Share Posted October 7, 2017 Suggestion Many times I've had situations where knowing the RCS Delta V would have been very useful. Is there any chance this can be added Vessel Information in KER? Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted October 7, 2017 Share Posted October 7, 2017 I didn't copy my 1.3 KSP in time (the computer made the update when I was sleeping), I tried to revert via Steam but it broke everything and I had to take away mods and repair the files with integrity check. I put back some compatible mods and stay that way for the moment. When the other Mods I use will be updated (if they are before the next update) I'll make sure to copy the game directory to save the compatibility. As for these really useful aides that are KER, KIS and KAS, they really should be part of the vanilla game, shame the developers don"t take that into consideration (unless I've missed something, I have yet to catch up with reading the Weekly news) Some of you talk about an upcoming 1.4 version, what will it be about? if anyone could summerise it. (I know, off topic) That's why I decided to join the forum in the first place, just to be closer to the news. The good thing is Warp drives still work in 1.3.1 and cost much less than they would in the CTT. So I had fun discovering Warp maneuvers around Jool. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 7, 2017 Share Posted October 7, 2017 6 hours ago, TinfoilChef said: Suggestion Many times I've had situations where knowing the RCS Delta V would have been very useful. Is there any chance this can be added Vessel Information in KER? Install RCS Build Aid for that. They complement quite nicely. Quote Link to comment Share on other sites More sharing options...
TinfoilChef Posted October 8, 2017 Share Posted October 8, 2017 On 10/7/2017 at 9:11 AM, JadeOfMaar said: Install RCS Build Aid for that. They complement quite nicely. True, however RCS Build aid does not make updated information available in flight the way KER does and that's what I'm asking about. Quote Link to comment Share on other sites More sharing options...
flart Posted October 8, 2017 Share Posted October 8, 2017 Feature request: show Miscellaneous.SystemTime at system format or add 24h-format. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted October 8, 2017 Share Posted October 8, 2017 31 minutes ago, flart said: Feature request: show Miscellaneous.SystemTime at system format or add 24h-format. And add the full date, please. Sometimes I need to be notified that IT'S MONDAY ALREADY. Quote Link to comment Share on other sites More sharing options...
TK421d Posted October 21, 2017 Share Posted October 21, 2017 Is it normal when using planet packs or scaled systems for KER to be completely innacurate in vab/sph, and less than reliable during flight? have not used any of those mods in the past, but been playing around lately, and I have not seen any patches for such installs anywhere. when building the isp and dv can be off by anywhere from 1/10th to 3x. i have to take a vessel to the launchpad to get any meaningful numbers, but those are also just guestimates because of atmospheres Quote Link to comment Share on other sites More sharing options...
flart Posted October 23, 2017 Share Posted October 23, 2017 On 08.10.2017 at 10:45 PM, peteletroll said: And add the full date, please. Sometimes I need to be notified that IT'S MONDAY ALREADY. https://github.com/CYBUTEK/KerbalEngineer/pull/138 Spoiler Also I recompiled it myself, 2 readout were added, 24h and Date/Time. Works for me. Beware! I know nothing. Don't open it. Spoiler Replace KerbalEngineer.dll https://ufile.io/e33aq Version number wasn't changed , so "old versions masquerading as latest, and the lack of a smooth update" is not a thing. And it's not non-derivative work, is it? If it's inappropriate, send me a message — I will delete the link. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted October 30, 2017 Share Posted October 30, 2017 I'm having weird issues with the TWR display in flight(showing correct in vab) , what logs do ya'll need to diagnose? Quote Link to comment Share on other sites More sharing options...
Badlywrapdkebab Posted November 10, 2017 Share Posted November 10, 2017 Is KER compatible with KSP Interstellar Extended? I've only unlocked two of the KSPIE engine parts in my current career but it doesn't seem to show dv values for them in the VAB. Quote Link to comment Share on other sites More sharing options...
Kerbal Pig Posted November 23, 2017 Share Posted November 23, 2017 (edited) @cybutek does this work with 1.3.1? If not: Can't wait for update Edited November 23, 2017 by Kerbal Pig Quote Link to comment Share on other sites More sharing options...
peteletroll Posted November 25, 2017 Share Posted November 25, 2017 Hey, I've found a bug... I've built a small contraption to replicate the bug: https://www.dropbox.com/s/ks4ng66ccyu22t0/KER-Bug.craft?dl=0 I know it's a weird structure, but I used it in a heavy-duty Jool mining ship... The delta v shown by KER is 0, but the fuel flow overlay is OK, and the engine works. Quote Link to comment Share on other sites More sharing options...
william2002730 Posted November 25, 2017 Share Posted November 25, 2017 (edited) On 11/24/2017 at 3:58 AM, Kerbal Pig said: @cybutek does this work with 1.3.1? If not: Can't wait for update Does work in 1.3.1! Edited November 25, 2017 by william2002730 Quote Link to comment Share on other sites More sharing options...
Kerbal Pig Posted November 25, 2017 Share Posted November 25, 2017 8 hours ago, william2002730 said: Does work in 1.3.1! Thank you! Quote Link to comment Share on other sites More sharing options...
Saltshaker Posted November 29, 2017 Share Posted November 29, 2017 (edited) sry looked in op it answered my question Edited November 29, 2017 by Saltshaker Quote Link to comment Share on other sites More sharing options...
blakemw Posted December 9, 2017 Share Posted December 9, 2017 (edited) I was trying to debug an issue with suicide burn readout being suicidal to use (i.e. hitting the surface of Mun at hundreds of m/s), and noticed it's actually due to a glitch with Altitude (Terrain) Assume starting a session (i.e. reloading a game) at above 10000m at Mun. When the ship has never passed below 10000m* at Mun, the "Altitude (Terrain)" is almost exactly equal to the "Altitude (Sea Level)" After the ship has passed below 10000m at Mun, the "Altitude (Terrain)" becomes the true altitude above the surface. If the ship goes above 10000m again, the "Altitude (Terrain)" will be lower than the "Altitude (Sea Level)" by a constant amount equal to the difference when passing through 10000m This is why the suicide burn distance wasn't working, as long as you're above 10000m it assumes the ship has 10000m to stop in, when it could be only 4000m (or if you've already passed through 10000m on a previous orbit it could be messed up in all sorts of other ways, like thinking you have 6000m to stop in when you actually have 9000m). I also poked through the source code because at first I thought there was something wrong with the suicide burn distance calculation, but that was when I noticed that the "Altitude (Terrain)" was just plain wrong, and the suicide burn calculation is using that just plain wrong altitude. I do note that "Better Burn Time" does not seem to suffer from this glitch, or at least there is no sharp discontinuity in its "impact time" readout when passing through 10000m and seems accurate. Edited December 9, 2017 by blakemw Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted December 14, 2017 Share Posted December 14, 2017 What's wrong with this picture? KER thinks I have 3871 m/s, but Tsiolkovsky would tell me I have only 1409 m/s, assuming one unit liquid fuel = 5 kg. I built this craft with components launched to low Kerbin orbit with a cargo SSTO, roughly 40 tonnes at a time. The first launch was that drive module that includes the twelve Mk1 fuel fuselages, three LV-N rockets, and everything else up to the first docking port. This original craft had over 7 km/s by itself, but the number didn't drop as I piled on modules. By comparison, if I launch the drive module into LKO with a rocket - the stock Kerbal-X launcher can almost do it - then the dV shrinks as I pile on modules. There were other quirks. When launched from the space plane, the original root part of the drive module was a tri-coupler, and I attached a 1.25 m decoupler to one of the LV-Ns. That part returned to Kerbin on the space plane. When launched from a rocket, the root was that first docking port. While I can do my own math and get these guys home if I shed some modules at Duna, I'd like to know if there's a way to have KER re-calculate dV based on the current known properties of the craft. Maybe tell it where the root part is somehow? Quote Link to comment Share on other sites More sharing options...
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