AbeS Posted October 21, 2013 Share Posted October 21, 2013 @gendalf: If you right click on the chip you can toggle it! would be nice to be able to do it with action groups though Quote Link to comment Share on other sites More sharing options...
arq Posted October 21, 2013 Share Posted October 21, 2013 After the killing update, it really demoralised me. But rest assured that v1.0 is back in the works and I'm slowly bringing it back up to speed. The build engineer is practically done bar a few tweaks here and there, but the flight engineer is in its very early phases.Thanks for all your hard work, cybutek - this is the one mod I can't stand to play without. Quote Link to comment Share on other sites More sharing options...
AndreyATGB Posted October 21, 2013 Share Posted October 21, 2013 Not sure if it's been suggested before, but one thing MJ shows is intake air needed and actual intake air. That was extremely useful for planes because it basically removed the need for the altitude test flight and/or using the highly inaccurate "Resources" tab to guess when they are going to flame-out. Quote Link to comment Share on other sites More sharing options...
JimTheDog Posted October 21, 2013 Share Posted October 21, 2013 I had a repeating crash/freeze, where I had a large station + two ships + two orbiting fuel cans docking, and then the game would freeze. I tracked it down to the fact that multiple ships in the ridiculous docking chain had flight engineer units switched on -- toggling them off, docking them, and then saving/loading resulted in a new freeze. However, going into the .cfg files, I found and changed '_TOGGLE_FLIGHT_ENGINEER = True' to false, suspecting that it was because the flight engineer was trying to open too many windows or something. I don't know if that's WHY setting it to false fixed anything, but no more crash behaviour. Quote Link to comment Share on other sites More sharing options...
ReZpawner Posted October 21, 2013 Share Posted October 21, 2013 Did anyone figure out the problem with greyed out parts yet? It seems like quite a few people have this problem. Starting a new game does nothing to solve it, nor does editing the techs so far. Quote Link to comment Share on other sites More sharing options...
ReZpawner Posted October 21, 2013 Share Posted October 21, 2013 Solved it! If you have problems installing Kerbal Engineer, more specifically, you get greyed out items that says that you need to research them before use (which of course you have), it's because you have the old files in the Kerbal Space Program folder. From 0.21, it was in <game directory>/parts/<parts directory>. If you edit the config files here, adding the lines mentioned by other posters ( TechRequired = start entryCost = 0 ), and save the config files, you will once again be able to place them.You're welcome Quote Link to comment Share on other sites More sharing options...
a.g. Posted October 21, 2013 Share Posted October 21, 2013 This plugin appears to be compiled for NET 4.5 or something like that, but Unity only supports 3.5, so it constantly spams the Player.log with messages about there being no System.String::IsNullOrWhiteSpace. I had to remove that call and recompile it with the proper target. Quote Link to comment Share on other sites More sharing options...
Decoherent Posted October 22, 2013 Share Posted October 22, 2013 I've been having problems recently where the "terrain" altitude has been *below* the sea level altitude. I noticed it first on one of the moons (can't remember which) and just pranged my lander into Kerbin a couple times at orbital velocity due to the same problem (KER showing ~1100m at sea level). Of course, I forgot to get screenshots. Has anyone else encountered this? Is this a KER-specific problem, or is the game reporting incorrect data to KER? Quote Link to comment Share on other sites More sharing options...
Diazo Posted October 22, 2013 Share Posted October 22, 2013 Ummm, on Kerbin, sea level is sea level of course, but when over the sea, "terrain level" is definitely the sea floor so it will be below sea level.I assume that if this happened on a moon, there was a crater or something below the "sea level" of the moon, as without seas, sea level is just some arbitrary altitude.D. Quote Link to comment Share on other sites More sharing options...
Creat Posted October 22, 2013 Share Posted October 22, 2013 I have a (hopefully) very small request: could you display the current Biome somewhere? Maybe add it to the Surface display. Default state can even be off, or it may only be on by default in career mode or something. This would be very helpful! Quote Link to comment Share on other sites More sharing options...
Splode Posted October 22, 2013 Share Posted October 22, 2013 Solved it! If you have problems installing Kerbal Engineer, more specifically, you get greyed out items that says that you need to research them before use (which of course you have), it's because you have the old files in the Kerbal Space Program folder. From 0.21, it was in <game directory>/parts/<parts directory>. If you edit the config files here, adding the lines mentioned by other posters ( TechRequired = start entryCost = 0 ), and save the config files, you will once again be able to place them.You're welcome I don't have them in my parts directory though, and I still have this problem. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted October 22, 2013 Share Posted October 22, 2013 I have a (hopefully) very small request: could you display the current Biome somewhere? Maybe add it to the Surface display. Default state can even be off, or it may only be on by default in career mode or something. This would be very helpful!If you do, than please not in the Surface tab - it still collides with FAR and closes all tabs while in an atmosphere. Quote Link to comment Share on other sites More sharing options...
Ruedii Posted October 23, 2013 Share Posted October 23, 2013 This is great.It serves one of the two things I use MechJeb for when I'm not using auto-pilot. (Stats and calculations.)I'm just curious, is there a way to lay out the in-flight window into two columns instead of one, and to reduce the font size? The window sometimes gets too large for my screen on rockets that contain a lot of stages. Quote Link to comment Share on other sites More sharing options...
smunisto Posted October 23, 2013 Share Posted October 23, 2013 I am hoping for a soon-ish update Only thing I am missing in my new game, and it's making me create unefficient rockets!!! Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted October 23, 2013 Share Posted October 23, 2013 I am hoping for a soon-ish update Only thing I am missing in my new game, and it's making me create unefficient rockets!!!Why are you waiting? I'm running it right now. It's even in the tech tree though I also installed the mod that puts it in every capsule. Quote Link to comment Share on other sites More sharing options...
AndreyATGB Posted October 23, 2013 Share Posted October 23, 2013 Why are you waiting? I'm running it right now. It's even in the tech tree though I also installed the mod that puts it in every capsule.I've heard of this but could you post the link please? Quote Link to comment Share on other sites More sharing options...
Lexif Posted October 23, 2013 Share Posted October 23, 2013 I've heard of this but could you post the link please?Might be this one: http://kerbalspaceprogram.com/21-x-engineer-redux-stock-pods/ Quote Link to comment Share on other sites More sharing options...
KerbMav Posted October 23, 2013 Share Posted October 23, 2013 May you would like a little bit more - can add MecJeb, RemoteControl etc. too.Just edit the .cfg file.@PART[*]:HAS[@MODULE[ModuleCommand]]{ //enables Flight Engineer on all pods and probes// MODULE { name = FlightEngineer } //enables Build Engineer on all pods and probes// MODULE { name = BuildEngineer } //enables Protractor on all pods and probes// MODULE { name = ProtractorModule }} Quote Link to comment Share on other sites More sharing options...
Motorsheep Posted October 23, 2013 Share Posted October 23, 2013 Umm...where in the tech tree will I find the Kerbal Engineer? I have unlocked most everything up until the level that has nuclear engines in it. I am, however, missing the "flight control" branch. Is that where it will come up? Quote Link to comment Share on other sites More sharing options...
smunisto Posted October 23, 2013 Share Posted October 23, 2013 Same question. Quote Link to comment Share on other sites More sharing options...
cybutek Posted October 23, 2013 Author Share Posted October 23, 2013 Version 0.6.1.2 is now available!Not a very big update as I've been pretty busy lately.But an issue where Engineer would crash under Linux has been fixed. As well as a new impact calculation has been implemented thanks to mic_e.For the people not being able to find the parts in the career tree. They should be in the very first node and available right from the beginning of a new career. If you've added the mod after starting the career, you may need to go into R&D, select the first node and click on the parts to unlock them. Quote Link to comment Share on other sites More sharing options...
vanlock Posted October 24, 2013 Share Posted October 24, 2013 I got a crash just before, here's the last lines from the game log :[LOG 02:03:14.886] BuildEngineer: Not primary because EditorLogic.fetch == null[LOG 02:03:14.888] [Experiments]: Setting FX Modules to 0...[LOG 02:03:14.888] [Experiments]: FX Modules set: 0[LOG 02:03:14.895] BuildEngineer: Not primary because EditorLogic.fetch == null[LOG 02:03:14.911] BuildEngineer: Not primary because EditorLogic.fetch == null[....][LOG 02:03:24.676] BuildEngineer: Not primary because EditorLogic.fetch == nullNote that in reality there's thousands of those "BuildEngineer: Not primary because EditorLogic.fetch == null" lines all over the log, starting after liftoff of my craft.The crash occured while I was orbiting Kerbin, and Jebediah was Kerbal Space Program - 0.22.0.351 (WindowsPlayer)OS: Windows 8 (6.2.9200) 64bitCPU: Intel® Core i5-4670K CPU @ 3.40GHz (4)RAM: 8137GPU: AMD Radeon HD 7900 Series (3054MB)SM: 30 (Direct3D 9.0c [aticfx32.dll 8.17.10.1236])Log started: Thu, Oct 24, 2013 01:21:03I have a few mods, including latest B9 aerospace which has a plugin called ExsurgentEngineer. Maybe it's wrestling ingame with your plugin ?I'll remove the whole B9 mod next time I launch the game, your mod is currently more important to me. Quote Link to comment Share on other sites More sharing options...
cybutek Posted October 24, 2013 Author Share Posted October 24, 2013 I've just released v0.6.1.3 which hopefully will hopefully stop your crash and them error messages. Quote Link to comment Share on other sites More sharing options...
vanlock Posted October 24, 2013 Share Posted October 24, 2013 Wow thanks a lot for your lighting-fast response ! Quote Link to comment Share on other sites More sharing options...
MuadDib Posted October 24, 2013 Share Posted October 24, 2013 I am unable to use any of these parts as when I "purchase" them in the tech tree and then go into my VAB they still say they need to be purchased, I then go back into the tech tree and can purchase them again with the same result. Anyone got a fix? Quote Link to comment Share on other sites More sharing options...
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