munix Posted January 4 Share Posted January 4 Is there any reason to stick with SpaceWarp 1.6? The newest version of Micro Engineer definitely works fine with SpaceWarp 1.7. Quote Link to comment Share on other sites More sharing options...
Falki Posted January 4 Author Share Posted January 4 For Micro Engineer v1.6.1 dependencies are Space Warp 1.7.0 and UITK for KSP2 v2.4.1 Quote "version": "1.6.1", "version_check": "https://raw.githubusercontent.com/Micrologist/MicroEngineer/main/Staging/BepInEx/plugins/micro_engineer/swinfo.json", "dependencies": [ { "id": "com.github.x606.spacewarp", "version": { "min": "1.7.0", "max": "*" } }, { "id": "UitkForKsp2", "version": { "min": "2.4.1", "max": "*" } } ], "ksp2_version": { "min": "0.2.0", "max": "*" } Quote Link to comment Share on other sites More sharing options...
Poppa Wheelie Posted January 6 Share Posted January 6 On 1/4/2024 at 3:33 PM, munix said: Is there any reason to stick with SpaceWarp 1.6? The newest version of Micro Engineer definitely works fine with SpaceWarp 1.7. I updated CKAN today (I had to force the update, it didn't do so on startup as it should have according to the settings), to 1.34.4, "Niven". The reason I didn't see these updated versions may have had something to do with needing this update, because with this updated CKAN I can now see MicroEngineer 1.6.1, as well as SpaceWarp 1.7.0 and UITK 2.4.1. I updated everything to these latest, and looks like I'm good to go now. Quote Link to comment Share on other sites More sharing options...
munix Posted January 7 Share Posted January 7 2 hours ago, Poppa Wheelie said: I updated CKAN today (I had to force the update, it didn't do so on startup as it should have according to the settings), to 1.34.4, "Niven". The reason I didn't see these updated versions may have had something to do with needing this update, because with this updated CKAN I can now see MicroEngineer 1.6.1, as well as SpaceWarp 1.7.0 and UITK 2.4.1. I updated everything to these latest, and looks like I'm good to go now. Ah yeah, that's definitely the case, CKAN had an update that's needed to get the latest versions of mods, I forgot about that. Quote Link to comment Share on other sites More sharing options...
adaniel87 Posted January 8 Share Posted January 8 I'm running into an issue where all of Micro Engineer's in-flight stats become blanked out mid-mission (they just show a dash). It's been happening after docking a lander back to the main ship that's in orbit around the body. The only way I've been able to fix it is to totally quit the entire game. Save/reload alone doesn't fix it, neither does going to the tracking station and back. The stats are blank for other ships, too, including new launches. The in-VAB stats still work, it's only the in-flight ones. Anyone else run into these kinds of issues? Quote Link to comment Share on other sites More sharing options...
Falki Posted January 8 Author Share Posted January 8 3 hours ago, adaniel87 said: I'm running into an issue where all of Micro Engineer's in-flight stats become blanked out mid-mission (they just show a dash). It's been happening after docking a lander back to the main ship Yes, it seems to sometimes happen after docking. I need to investigate the root cause. Quote Link to comment Share on other sites More sharing options...
Falki Posted January 8 Author Share Posted January 8 v1.7.0 Fixes and Lat/Lon in decimal format Fixed a bug that sometimes caused Micro Engineer to stop refreshing values after docking vessels or targeting another vessel Added 2 new entries: Surface category: Latitude (dec): shows latitude, but in decimal format Longitude (dec): shows longitude, but in decimal format Note: new entries do not show in the active window by default. If you want them, add them via the Edit window (gear icon) Quote Link to comment Share on other sites More sharing options...
adaniel87 Posted January 9 Share Posted January 9 4 hours ago, Falki said: v1.7.0 Fixes and Lat/Lon in decimal format Fixed a bug that sometimes caused Micro Engineer to stop refreshing values after docking vessels or targeting another vessel Added 2 new entries: Surface category: Latitude (dec): shows latitude, but in decimal format Longitude (dec): shows longitude, but in decimal format Note: new entries do not show in the active window by default. If you want them, add them via the Edit window (gear icon) wow, that was quick! I loaded into a save and did a quick docking, and it does look like it you got it, works fine now. Thanks! Quote Link to comment Share on other sites More sharing options...
kerballs Posted January 16 Share Posted January 16 Extremely useful. I'm running around 30 mods and I would say this and WASD For VAB are the most critical quality-of-life mods for my playstyle. Thank you! Quote Link to comment Share on other sites More sharing options...
Deadly_Laser Posted January 17 Share Posted January 17 (edited) Hi, I think I've found a bug. So, in the VAB you can expand the staging menu and choose for which body the TWR and delta of your engines should be displayed, right? If you set the reference body to anything other than Kerbin, it messes with the TWR/delta info of MicE, basically the mod applies the TWR multiplier to whatever number is shown in the staging menu, even if it's already modified. For example, if you set the reference body to Dres in both menus, MicE will report the TWR as TWR_Kerbin*(Kerbin_gravity/Dres_gravity)^2 instead of the correct TWR_Kerbin*(Kerbin_gravity/Dres_gravity)^1. It's not exactly game-breaking since the solution is simply to only change the reference body in the MicE window, but it took me a few minutes to figure out what was going on. I'll try to pull up a screenshot tomorrow. Edited January 17 by Deadly_Laser Quote Link to comment Share on other sites More sharing options...
Falki Posted January 17 Author Share Posted January 17 7 hours ago, Deadly_Laser said: Hi, I think I've found a bug. If you set the reference body to anything other than Kerbin, it messes with the TWR/delta info of MicE Uh, you're right. Seems they changed DeltaVStageInfo values in 0.2.0 I'll take a look at what needs to be fixed. Quote Link to comment Share on other sites More sharing options...
Schneider21 Posted January 18 Share Posted January 18 Just wanted to drop in and say that this mod makes designing rockets SO much more enjoyable. Thanks, and keep up the great work! Quote Link to comment Share on other sites More sharing options...
adaniel87 Posted January 19 Share Posted January 19 A quick quality of life suggestion: I make my rockets top-down, like I think most of us do, so when I'm making a lander and set the reference Celestial Body in Micro Engineer in the VAB to the Mun, for instance, I'd love it if, after adding a new stage under the lander, if Micro Engineer would keep the Mun setting on the last stage, instead of shifting it down and having the Mun apply to the new stage, as it does now I hope that made sense? Quote Link to comment Share on other sites More sharing options...
Falki Posted January 20 Author Share Posted January 20 v1.7.1 OAB fixes Fix OAB TWR and DeltaV calculations if celestial body is changed in the stock dv tool - reported by @Deadly_Laser Explanation of the solution: if another body is selected in the game's dv tool, then Micro Engineer's body dropdown will be locked to that selected body. If body in the game's dv tool is switched back to Kerbin, then Micro Engineer's body dropdown will be unlocked too. OAB stages now keep their selected body - requested by @adaniel87 Note: this update can take a while, up to a few seconds - no need to report this. Replaced region names with the localized version (e.g. BiggestCrater -> Rayed Crater) - reported by @missiah Quote Link to comment Share on other sites More sharing options...
Deadly_Laser Posted January 20 Share Posted January 20 (edited) 2 minutes ago, Falki said: v1.7.1 OAB fixes Fix OAB TWR and DeltaV calculations if celestial body is changed in the stock dv tool - reported by @Deadly_Laser Explanation of the solution: if another body is selected in the game's dv tool, then Micro Engineer's body dropdown will be locked to that selected body. If body in the game's dv tool is switched back to Kerbin, then Micro Engineer's body dropdown will be unlocked too. OAB stages now keep their selected body - requested by @adaniel87 Note: this update can take a while, up to a few seconds - no need to report this. Replaced region names with the localized version (e.g. BiggestCrater -> Rayed Crater) - reported by @missiah Nice! Oh, and it looks like the time zone bug in CKAN is finally gone Edited January 20 by Deadly_Laser Quote Link to comment Share on other sites More sharing options...
Falki Posted January 20 Author Share Posted January 20 2 minutes ago, Deadly_Laser said: Nice! Oh, and it looks like the time zone bug in CKAN is finally gone Yes, it was fixed in the latest version. Quote Link to comment Share on other sites More sharing options...
GabeTeuton Posted January 30 Share Posted January 30 First, thanks for the mod!! It's awesome. On 3/27/2023 at 3:13 PM, Falki said: For Torque to display CoT & CoM indicators must be turned on Then, this is my own personal opinion, i struggled with this even though it's pretty clear in the post... actually, never read it... After coming to the forum to try and find if i'm doing something wrong or it's a known bug... i realize my mistake... Anyway i would suggest always having the torque reading enabled if at all possible unless it requires those indicators to do the calculation, otherwise i would suggest re-writing the quoted sentence in SHOUTY CAPS for the other players that have a problem reading (I do realize not reading is entirely my own fault, however i can imagine i'm not the only one who didn't read) Quote Link to comment Share on other sites More sharing options...
Deadly_Laser Posted January 30 Share Posted January 30 51 minutes ago, GabeTeuton said: i would suggest re-writing the quoted sentence in SHOUTY CAPS for the other players that have a problem reading Maybe there should be a text message in the torque line of the UI prompting you to enable the indicators if they're off Quote Link to comment Share on other sites More sharing options...
Falki Posted January 30 Author Share Posted January 30 58 minutes ago, GabeTeuton said: Anyway i would suggest always having the torque reading enabled if at all possible unless it requires those indicators to do the calculation, otherwise i would suggest re-writing the quoted sentence in SHOUTY CAPS for the other players that have a problem reading It's required. Micro Engineer is doing torque calculations from the thrust and center of mass values that the game is providing. Unfortunatelly, the game is providing those values only if those indicators are turned on. Another approach would be to calculate those values manually, but that complicates things, so it's for another time (when someone more clever tackles this ). Or for another mod, like "RCS build aid" is doing in KSP1. 4 minutes ago, Deadly_Laser said: Maybe there should be a text message in the torque line of the UI prompting you to enable the indicators if they're off Yeah, I should do that. Thanks. Quote Link to comment Share on other sites More sharing options...
zande Posted January 31 Share Posted January 31 Hi, I noticed that your mod is shown in the tracking center without being useful as you can't select any vessel. Is possible to make it show only in flight and VAB? The mod window is quite big and is always covering something more useful. Quote Link to comment Share on other sites More sharing options...
Falki Posted January 31 Author Share Posted January 31 1 hour ago, zande said: Hi, I noticed that your mod is shown in the tracking center without being useful as you can't select any vessel. Is possible to make it show only in flight and VAB? The mod window is quite big and is always covering something more useful. There are some cases that it's useful. For example I find the Target window that shows Phase and Transfer angles invaluable; I always use it since you can warp to higher warp factors there. Problem is that currently we don't have a way of opening apps in the tracking center. For now, I suggest closing the window if it's in the way. Quote Link to comment Share on other sites More sharing options...
rogerawong Posted February 5 Share Posted February 5 (edited) @Falki bug report: Atm. Density units seems incorrect at high altitudes. At Kerbin sea level, the units are g/L, and then transitions to mg/L. That part is fine. But then it seems to revert back to g/L again for densities below 1 mg/L. It should go to microgram/L, shouldn't it? Or stay at mg/L and rely on the decimal point for desired accuracy? Edited February 5 by rogerawong Quote Link to comment Share on other sites More sharing options...
Falki Posted February 5 Author Share Posted February 5 1 hour ago, rogerawong said: @Falki bug report: Atm. Density units seems incorrect at high altitudes. At Kerbin sea level, the units are g/L, and then transitions to mg/L. That part is fine. But then it seems to revert back to g/L again for densities below 1 mg/L. It should go to microgram/L, shouldn't it? Or stay at mg/L and rely on the decimal point for desired accuracy? Eagle eyed (or Falcon eyed in my language) https://github.com/Falki-git/MicroEngineer/commit/57f4379b166dc23233762ac8abec7bf08fd20192 Thx! Quote Link to comment Share on other sites More sharing options...
rogerawong Posted February 6 Share Posted February 6 (edited) Thanks, Falki! And if you're taking feature requests, I'd like to propose adding vessel Weight (N). We have Mass (kg) , but I find myself having to pause the game periodically to derive weight by dividing Thrust by TWR. My use case is that I want to compare total drag to weight so that I know when I am reaching or passing terminal velocity in atmosphere during vertical ascent. EDIT: Falki, it turns out calculating weight using the displayed Thrust and TWR results in just a fraction of the weight compared to multiplying the mass by the gravity of Kerbin. What might be causing this discrepancy? This is question for anyone, not just Falki. Edited February 6 by rogerawong Quote Link to comment Share on other sites More sharing options...
Biggen Posted February 6 Share Posted February 6 Will this mod show minimum distance to target (for docking)? I have to leave my map view screen open when doing orbital rendezvous in order to see that I'm actually decreasing my distance to the target I want to dock with. Quote Link to comment Share on other sites More sharing options...
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