Caerfinon Posted December 31, 2020 Share Posted December 31, 2020 19 minutes ago, jrbudda said: Can one of you give me easy instructions to make a craft that shows the problem? This craft from KerbalX does the trick https://kerbalx.com/swjr-swis/swjrjet-UltraPlus-Mk1 It's using Juno jet engines. In normal level flight at 200m/s horizontal speed the time readout in the previous version was around 2h 30m (give or take) same plane in new version and time is 0.0s Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 31, 2020 Share Posted December 31, 2020 (edited) Or download "airplane plus" and build any plane with a piston engine. With one standard 1.25 tank and one engine, depending on design, you would usuallt have minutes/hours of flight. Now you have days and days.... or zero. The math is off. One interesting thing: does not seem to affect lf+ox engines. Just pure LF engines. Though you probably should test it more. Edited December 31, 2020 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
jrbudda Posted December 31, 2020 Share Posted December 31, 2020 I pushed 1.1.8.2 to github and curseforge, see if that fixes it, thanks. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 1, 2021 Share Posted January 1, 2021 10 hours ago, jrbudda said: I pushed 1.1.8.2 to github and curseforge, see if that fixes it, thanks. I tested with a stock plane using jet engines and an Airplane Plus plane using a prop engine. In both cases the readout is back to how it was prior to the update. (and best of all I don't have to do math in my head any more). Thanks for the quick fix! Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted January 1, 2021 Share Posted January 1, 2021 Allright! Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 2, 2021 Share Posted January 2, 2021 I had some trouble with KSP 1.11.0 and reverted to 1.10.1. Would like to avoid further issues, KER 1.1.8.2 is definitely good for KSP 1.10.1? The latest versions of a couple of mods I'm using are marked in CKAN to be downward compatible with 1.10.1 but definitely aren't, that's why I'm asking. Thanks in advance Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted January 4, 2021 Share Posted January 4, 2021 (edited) I made a more simple craft to show the bug I depicted on the previous page:Reminder: KSP 1.11.0 and KER 1.1.8.2 used. First of all you create an artificial attach point with a cubic strut. Then you use this basis to make your ship You can see that the game identifies a valid configuration able to deliver a thrust but KER does not and considers the engine as dead mass. A test on the runway shows this kind of assembly is perfectly usable. Edited January 4, 2021 by OnlyLightMatters grammars Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 4, 2021 Share Posted January 4, 2021 Replicated your test in KSP 1.10.1 with KER 1.1.7.2, everything looks fine. Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted January 4, 2021 Share Posted January 4, 2021 1 minute ago, VoidSquid said: Replicated your test in KSP 1.10.1 with KER 1.1.7.2, everything looks fine. Which part did you use instead of the 2.5m storage bay ? Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 4, 2021 Share Posted January 4, 2021 SEQ-9 Container. 2 x Cubic Octo Strut. 2 x R12 Doughnut tank. MK1 pod, Terrier engine -> 1121 m/s Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted January 4, 2021 Share Posted January 4, 2021 Strange. KSP 1.10.1 and 1.1.7.2 as well but no readings from KER. Maybe we did not build the craft the same way. In my case 1/ Take the storage unit 2/ place 2 cubic struts with symmetry 3/ reroot to one cubic strut 4/ finish the craft I think you did not reroot anything. Rerooting is mandatory when considering what you start to build is a subassembly of something bigger like: Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 4, 2021 Share Posted January 4, 2021 Rerooting or not, it still works: Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted January 4, 2021 Share Posted January 4, 2021 (edited) @OnlyLightMatters I can reproduce this. Here are the steps that repro for me (p.s. why are we building rockets in the SPH?). I have yet to determine which of these steps are truly necessary. Grab the SEQ9 as the first part Put a cubic strut on the front, put another on the back. There is no symmetry here because it's the wrong direction, so I placed two individually. Re-root to the front cubic strut Attach the fuel tank and capsule to the front Attach the terrier to the back. Spoiler edit: Just wanted to also mention that I've seen this behavior many, many times. I've been using KER for years and I have always been able to confuse it into not showing entire stages. For example, it's not hard to repro when you're building the Lunar Orbiter mission from BDB. The probe is built first, sort of "upside down" and needs to be flipped over when put into the fairing. If you build this and then re-root to the Agena's core, you can get these symptoms, too. Edited January 4, 2021 by OrbitalManeuvers tag Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted January 4, 2021 Share Posted January 4, 2021 There's another case where stages are missing, this one is even simpler, but also less clear. The screenshot below shows that an SRM from Probes Plus registers correctly with KSP but not KER at all. However, this one is more iffy because some of the other Probes Plus SRMs do not show any value for KSP either. Since PP is an older mod I'm only mentioning this because of the one case where stock gets it but KER doesn't. Also in all likelihood this isn't related to the previous discussions, but since I don't know how KER works, I'm just throwin out data points. Spoiler Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted January 5, 2021 Share Posted January 5, 2021 (edited) 19 hours ago, VoidSquid said: Rerooting or not, it still works: Now try the same thing without the rear donut tank The issue happens when the engine is NOT linked to a tank with a native attach point. 12 hours ago, OrbitalManeuvers said: Just wanted to also mention that I've seen this behavior many, many times. I've been using KER for years and I have always been able to confuse it into not showing entire stages. I have the memory (false memory perhaps) of older versions of KSP where such buildings caused the engines not to be provided with fuel. It's possible KER was consistent with the game at this time. Edited January 5, 2021 by OnlyLightMatters grammars, always Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted January 5, 2021 Share Posted January 5, 2021 As someone else could reproduce the behaviour, I logged an issue on Github: https://github.com/jrbudda/KerbalEngineer/issues/71 Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted January 5, 2021 Share Posted January 5, 2021 1 hour ago, OnlyLightMatters said: Now try the same thing without the rear donut tank Correct, KER doesn't display any dv. Quote Link to comment Share on other sites More sharing options...
klud Posted January 6, 2021 Share Posted January 6, 2021 So, i'm setting up some satellites around Kerbin, when i notice that Kerbal Engineer is only displaying my orbital period in days and hours (no minutes or seconds), at least for the hight i'm working working within. What's up with that? Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted January 7, 2021 Share Posted January 7, 2021 Looks like that just got fixed. Check the GitHub link in the OP for latest info. 1.1.8.3, 2021-1-5, KSP 1.11.0 #3045 Restore time precision for vessel orbital period, target orbital period, and node post-burn period readouts. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 7, 2021 Share Posted February 7, 2021 Does KER have a readout that shows "time to intercept" on a rendezvous target? I looked around did not see anything. I know stock game has it, but just wondering if it is hidden anywhere in KER. Thanks. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 7, 2021 Share Posted February 7, 2021 Just now, therealcrow999 said: Does KER have a readout that shows "time to intercept" on a rendezvous target? I looked around did not see anything. I know stock game has it, but just wondering if it is hidden anywhere in KER. Thanks. Perhaps it's the one called "Time til Approach" (sic) in the Rendezvous category? Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 7, 2021 Share Posted February 7, 2021 49 minutes ago, OrbitalManeuvers said: Perhaps it's the one called "Time til Approach" (sic) in the Rendezvous category? Thanks I found it. I had to create one. I did not there was a drop down menu when to select category, it was defaulted orbit. That’s why I didn’t see it. Quote Link to comment Share on other sites More sharing options...
Ayzen Posted February 14, 2021 Share Posted February 14, 2021 (edited) I'm trying to use KER (v. 1.1.83) and it drops my FPS below 20-30, making the game very-very sluggish. It happens when I launch a rocket with a Kerbal Engineering System or when I start a mission where KER is already enabled. It's the only mod I installed, also when I remove it FPS is always 60 (I suppose it can be much higher, but I locked it to 60). My PC specs are i9 9900KF, RTX 2080Ti and 16 Gb RAM. Has anyone experienced such problems? Any solutions? I understand that I can play without KER, but it would be nice to have it installed. Edited February 14, 2021 by Ayzen Quote Link to comment Share on other sites More sharing options...
Brigadier Posted February 14, 2021 Share Posted February 14, 2021 6 hours ago, Ayzen said: I'm trying to use KER (v. 1.1.83) and it drops my FPS below 20-30, making the game very-very sluggish. It happens when I launch a rocket with a Kerbal Engineering System or when I start a mission where KER is already enabled. It's the only mod I installed, also when I remove it FPS is always 60 (I suppose it can be much higher, but I locked it to 60). My PC specs are i9 9900KF, RTX 2080Ti and 16 Gb RAM. Has anyone experienced such problems? Any solutions? I understand that I can play without KER, but it would be nice to have it installed. I doubt KER is doing this without something else going on. Please post links to a pic of your GameData folder and your log file that you've upload to a file sharing site, such as Google Drive. See the link in my sig block for guidance on where to find the log. Quote Link to comment Share on other sites More sharing options...
Ayzen Posted February 15, 2021 Share Posted February 15, 2021 On 2/14/2021 at 7:45 PM, Brigadier said: I doubt KER is doing this without something else going on. Please post links to a pic of your GameData folder and your log file that you've upload to a file sharing site, such as Google Drive. See the link in my sig block for guidance on where to find the log. Thanks a lot for your reply! I checked the logs and it appeared KER was spamming exceptions at the speed of light (30Mb per 5 seconds), which caused the problem with FPS. It looks like it couldn't read some config files, so I just redownloaded KER and now everything works very smoothly. Thanks! Quote Link to comment Share on other sites More sharing options...
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