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Test of continuing KER developments [0.24.2]


Padishar

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This thread is for testing and discussion of my on-going development of KER 0.6.x.x.

This development version is currently based on KER 0.6.2.9 and should only be installed over that version.

Download development version. (Updated 12/08/2014 20:57 GMT)

Note: This is compiled against the 0.24.2 dlls so should only be used with that version (though it should work with any version >= 0.24).

Change Log:


12/08/2014 20:57 GMT Fixed possible exception in SetupAttachNodes.

03/08/2014 14:55 GMT Incorporated 0.6.2.9 updates from the official version.
Modified simulation staging logic to fix issues with empty stages.
Removed pointless calculation of "active" stage when no engines are active.

25/07/2014 21:22 GMT Incorporated 0.6.2.8 updates from the official version.
Removed new tweakable PartModules and added tweaks to settings window instead.
Added settings button to build engineer.
Fixed an exception thrown by the Log Sim code.
Fixed compact button to keep right side of window static.
Fixed some null ref exceptions in the Blizzy toolbar code.

24/07/2014 11:03 GMT Added error handling to config file loading.

21/07/2014 21:31 GMT Added check for NEAR to disable atmospheric readouts.

20/07/2014 19:41 GMT Fixed FormatSI to not run off end of array.

20/07/2014 09:54 GMT Another little tweak to the toolbar handling.

19/07/2014 21:06 GMT Incorporated 0.6.2.7 updates from the official version.
Fixed toolbar issues in SPH.

19/07/2014 13:52 GMT Incorporated 0.6.2.6 updates from the official version.

18/07/2014 17:03 GMT Incorporated 0.6.2.5 updates from the official version.

17/07/2014 22:50 GMT Fixed for 0.24 changing part costs to float.

01/07/2014 22:35 GMT Fixed struts allowing fuel flow during flight simulation.

28/06/2014 10:29 GMT Only calculate ground slope when readout is being shown.
Added explicit new WaitCallback.

23/06/2014 22:02 GMT Implemented slope angle and heading display in SUR tab.

16/06/2014 22:05 GMT Added biome and impact biome readouts to SUR tab.

15/06/2014 00:33 GMT Fixed ports docked during flight not feeding fuel correctly
Fixed simulation of parts using NathanKell's CrossFeedEnabler
Fixed VES tab to not blank most values when "active" extra stage is displayed
Added "Log Sim" button to build and flight engineer

08/06/2014 21:17 GMT Fixed issue with fuel tanks with fuel crossfeed disabled
Small optimisation to GetSourceSet to eliminate pointless recursive calls

31/05/2014 22:03 GMT Added Dump tree button to build engineer

18/05/2014 22:02 GMT Implemented correction for engine thrust vectors enabled via tweakable toggle

17/05/2014 16:33 GMT Implemented velocity thrust correction for jets

15/05/2014 22:43 GMT Fixed log spam with non-RF engines when RF is installed

14/05/2014 20:34 GMT Added checking for third type of RealFuels engine module
Fixed AllowedToStage to not stage if nothing is decoupled and any engines are still burning

11/05/2014 21:28 GMT Added button to flight engineer tweakable that causes the next run of the simulation to dump the part tree to output_log.txt
Tweaked RealFuels thrust correction to detect and log some potential causes of blank outputs

09/05/2014 22:31 GMT Added extra stage to in-flight simulation that uses the currently active engines

This is currently a compiled version of the "staging" branch of my fork on GitHub. I haven't updated the version number as this is not an official release of the plugin and there may still be bugs but I would welcome other people to test it, especially if they currently have problems related to the areas I'm working on.

The zip file only contains the two dlls so, to "upgrade" to this version, you should:

Quit KSP.

Back up your current GameData\Engineer folder.

Extract the two dlls and replace the ones in your GameData\Engineer folder.

Run KSP.

If you are installing it for the first time then simply install the standard 0.6.2.9 version from the main KER thread and then replace the DLLs with these.

Please report your findings in this thread to avoid cluttering up the main KER thread with development discussion.

Many thanks,

Pad.

Edited by Padishar
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I know its probably no thread for this, but have you thought of somehow adding undocking eventsto staging lists?

And simulate docking - just in some gui window click "add x tonn of mass between stage y and z".

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I know its probably no thread for this, but have you thought of somehow adding undocking eventsto staging lists?

And simulate docking - just in some gui window click "add x tonn of mass between stage y and z".

Please post other suggestions for KER in the main thread that I linked to in the first post.

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It works great. Thanks!

Just wanted to get that part out of the way :) Downloaded and installed your updated files. The first thing I did was load up some of the craft that made KER mad at me in the past, and it didn't seem to have any issues with them now. I tend to do some... creative ...staging. Next I built a couple of ships that had some of the most convoluted and inconvenient staging that I could come up with with the sole intention of making KER give up. It was like fuel line spaghetti with decouplers in place of meatballs. Jeb was nervous about testing it out, but he did it (He is Jeb, after all). KER didn't even blink.

I'll continue trying to break it for you, but so far, It works great. Thanks!

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Judging from the pic in the "What did you do today" thread, KER now handles multiple docking ports? This is the most annoying problem I've had so far. Is it worth downloading for this?

Yes, that station is put together from 4 vertex craft and 6 edge craft all docked together. KER used to get stuck in an infinite loop which would stop all update of the VES tab until you restarted KSP (or with the older single-threaded versions of KER, like 0.6.1.5 it would totally lock up KSP). The new simulation code works in a significantly different way and correctly accounts for parts it has already visited when scanning for fuel sources so this station works now...

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Padishar,

I was still able to get the new code to stop working using a mix of Horizon Aeronautics and AIES Aerospace engines and tanks. Mainly the 1.25m aies tanks and 200m/s engines as boosters for my upper stages, and using the 2.5 aies tanks with the horizon ~750ms engine (middle engine) for boosters, along side the main horizon engine. Otherwise it works much much better than the current release.

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One of the Horizon Aero engine parts has two separate engine modules in the config (one for the central RD-120 and one for the outer 4x RD-8's) for the second stage part

I'm assuming this is the part which broke it?

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Downloaded, and installed.

I've never had any issues with the current release (aside from it not always updating when I add parts in the VAB, I'd just take the part off and put it back and it would usually update)

but I'll let you know if anything goes wrong.

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Padishar,

I was still able to get the new code to stop working using a mix of Horizon Aeronautics and AIES Aerospace engines and tanks. Mainly the 1.25m aies tanks and 200m/s engines as boosters for my upper stages, and using the 2.5 aies tanks with the horizon ~750ms engine (middle engine) for boosters, along side the main horizon engine. Otherwise it works much much better than the current release.

Do you mean that the window stopped updating or did it give obviously wrong values? I tested a few combinations of the Horizon parts and didn't notice any obvious problems but I haven't tried the AIES ones. Can you post a craft file that breaks it please?

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Do you mean that the window stopped updating or did it give obviously wrong values? I tested a few combinations of the Horizon parts and didn't notice any obvious problems but I haven't tried the AIES ones. Can you post a craft file that breaks it please?

It stopped updating. I could change things around with nothing changing. I'll see if I can get a very basic example for you.

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It stopped updating. I could change things around with nothing changing. I'll see if I can get a very basic example for you.

Here: https://www.dropbox.com/s/pamhv9r90eddl9l/Broken%20Craft.craft

From what I can see staging is correct, but the whole window is blank like I had no engines. It uses AIES + Horizon parts, and the stock Sr docking port.

Edit: Seems to be related to using RD-120 engines as side-boosters on 2.5M aies tanks. After I do that the section they are attached to stops updating.

Edited by Tourman
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Thanks, I'll try to take a look at it this evening. When I tested the Horizon parts I only tried a few very simple stacked arrangements but I have another build configuration that includes lots of useful logging so it should tell me pretty quickly what is going wrong...

Edit: I managed to install the AIES pack and take a quick look over lunch but I get this in output.log when I load your craft.

Cannot load Module ModuleSPU because the associated module on the part doesn't match the saved module
Part probeStackLarge_4294410052 cannot load module #4. It only has 4 modules defined
Part probeStackLarge_4294410052 cannot load module #5. It only has 4 modules defined
Part probeStackLarge_4294410052 cannot load module #6. It only has 4 modules defined
Part dockingPortLarge_4294409956 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409670 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409670 cannot load module #2. It only has 1 modules defined
Part RCSBlock_4294409628 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409628 cannot load module #2. It only has 1 modules defined
Part RCSBlock_4294409586 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409586 cannot load module #2. It only has 1 modules defined
Part RCSBlock_4294409544 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409544 cannot load module #2. It only has 1 modules defined
Part solarPanelsuncat1_4294408838 cannot load module #1. It only has 1 modules defined
Part solarPanelsuncat1_4294408754 cannot load module #1. It only has 1 modules defined
Part solarPanelsuncat1_4294408670 cannot load module #1. It only has 1 modules defined
Part solarPanelsuncat1_4294408586 cannot load module #1. It only has 1 modules defined
Part HA3SLStage1Decoupler_4294408378 cannot load module #1. It only has 1 modules defined
Part HA3SLCenterDecoupler_4294407984 cannot load module #1. It only has 1 modules defined
Part HA3SLStage2FuelTank_4294407840 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294407808 cannot load module #5. It only has 5 modules defined
Part HA3SLStage1Decoupler_4294406784 cannot load module #1. It only has 1 modules defined
Part HA3SLRP2FuelTank2-1_4294406684 cannot load module #0. It only has 0 modules defined
Part ASDecoupler_4294406300 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294406244 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294406212 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294406104 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294406072 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294406040 cannot load module #5. It only has 5 modules defined
Part ASDecoupler_4294405946 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294405890 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294405858 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294405750 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294405718 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294405686 cannot load module #5. It only has 5 modules defined
Part ASDecoupler_4294405592 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294405536 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294405504 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294405396 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294405364 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294405332 cannot load module #5. It only has 5 modules defined
Part ASDecoupler_4294405238 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294405182 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294405150 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294405042 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294405010 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294404978 cannot load module #5. It only has 5 modules defined
Part HA3SLRD171_4294404884 cannot load module #4. It only has 4 modules defined
Part LRDecoupler_4294407538 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294407482 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294407450 cannot load module #5. It only has 5 modules defined
Part LRDecoupler_4294407356 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294407300 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294407268 cannot load module #5. It only has 5 modules defined
Part LRDecoupler_4294407174 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294407118 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294407086 cannot load module #5. It only has 5 modules defined
Part LRDecoupler_4294406992 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294406936 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294406904 cannot load module #5. It only has 5 modules defined

Lots of the part masses are then coming back as "NaN" so the deltaV and TWR calculations don't work but the code doesn't hang or otherwise crash and it starts working again if I start a new craft and don't use the parts.

I only have v1.1. of the Horizon Zenit pack so I'll update that to 1.2 and try again a bit later...

Edit 2: Actually, looking at the craft file it appears that you have other mods installed that piggyback onto existing parts. RemoteTech and TweakableEverything(?). This may be unimportant but I'll fiddle later and see why the masses are coming out as NaN...

Edited by Padishar
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Thanks, I'll try to take a look at it this evening. When I tested the Horizon parts I only tried a few very simple stacked arrangements but I have another build configuration that includes lots of useful logging so it should tell me pretty quickly what is going wrong...

Edit: I managed to install the AIES pack and take a quick look over lunch but I get this in output.log when I load your craft.

Cannot load Module ModuleSPU because the associated module on the part doesn't match the saved module
Part probeStackLarge_4294410052 cannot load module #4. It only has 4 modules defined
Part probeStackLarge_4294410052 cannot load module #5. It only has 4 modules defined
Part probeStackLarge_4294410052 cannot load module #6. It only has 4 modules defined
Part dockingPortLarge_4294409956 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409670 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409670 cannot load module #2. It only has 1 modules defined
Part RCSBlock_4294409628 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409628 cannot load module #2. It only has 1 modules defined
Part RCSBlock_4294409586 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409586 cannot load module #2. It only has 1 modules defined
Part RCSBlock_4294409544 cannot load module #1. It only has 1 modules defined
Part RCSBlock_4294409544 cannot load module #2. It only has 1 modules defined
Part solarPanelsuncat1_4294408838 cannot load module #1. It only has 1 modules defined
Part solarPanelsuncat1_4294408754 cannot load module #1. It only has 1 modules defined
Part solarPanelsuncat1_4294408670 cannot load module #1. It only has 1 modules defined
Part solarPanelsuncat1_4294408586 cannot load module #1. It only has 1 modules defined
Part HA3SLStage1Decoupler_4294408378 cannot load module #1. It only has 1 modules defined
Part HA3SLCenterDecoupler_4294407984 cannot load module #1. It only has 1 modules defined
Part HA3SLStage2FuelTank_4294407840 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294407808 cannot load module #5. It only has 5 modules defined
Part HA3SLStage1Decoupler_4294406784 cannot load module #1. It only has 1 modules defined
Part HA3SLRP2FuelTank2-1_4294406684 cannot load module #0. It only has 0 modules defined
Part ASDecoupler_4294406300 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294406244 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294406212 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294406104 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294406072 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294406040 cannot load module #5. It only has 5 modules defined
Part ASDecoupler_4294405946 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294405890 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294405858 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294405750 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294405718 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294405686 cannot load module #5. It only has 5 modules defined
Part ASDecoupler_4294405592 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294405536 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294405504 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294405396 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294405364 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294405332 cannot load module #5. It only has 5 modules defined
Part ASDecoupler_4294405238 cannot load module #1. It only has 1 modules defined
Part fuelTankmr1_4294405182 cannot load module #0. It only has 0 modules defined
Part launchClamp1_4294405150 cannot load module #2. It only has 2 modules defined
Part fuelTanksuperior3_4294405042 cannot load module #0. It only has 0 modules defined
Part fuelTanksul_4294405010 cannot load module #0. It only has 0 modules defined
Part HA3SLRD120_4294404978 cannot load module #5. It only has 5 modules defined
Part HA3SLRD171_4294404884 cannot load module #4. It only has 4 modules defined
Part LRDecoupler_4294407538 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294407482 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294407450 cannot load module #5. It only has 5 modules defined
Part LRDecoupler_4294407356 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294407300 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294407268 cannot load module #5. It only has 5 modules defined
Part LRDecoupler_4294407174 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294407118 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294407086 cannot load module #5. It only has 5 modules defined
Part LRDecoupler_4294406992 cannot load module #1. It only has 1 modules defined
Part tank1300cl_4294406936 cannot load module #0. It only has 0 modules defined
Part liquidEngineconstelacion_4294406904 cannot load module #5. It only has 5 modules defined

Lots of the part masses are then coming back as "NaN" so the deltaV and TWR calculations don't work but the code doesn't hang or otherwise crash and it starts working again if I start a new craft and don't use the parts.

I only have v1.1. of the Horizon Zenit pack so I'll update that to 1.2 and try again a bit later...

Edit 2: Actually, looking at the craft file it appears that you have other mods installed that piggyback onto existing parts. RemoteTech and TweakableEverything(?). This may be unimportant but I'll fiddle later and see why the masses are coming out as NaN...

Sorry I mustoff forgotten to remove a few extra modules. I have RemoteTech2 and the fuel pump mod as well. I'll try and strip the craft when I get home, but like I said before it simply appeared to be that the RD-120 engines in a sidebooster configuration cause it to stop updating, but only on the stage they are attached to. So if I have an upper stage with a decoupler, that gets updated correctly, but anything below it is ignored.

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The delta-v calculator beat out even mechjeb's! That takes skill man. Anyways, surprisingly, no noticeably bugs yet.

I think it is less about "skill" than actually doing what needed to be done, meaning actually updating the simulation code instead of trying to patch / hide errors in it until it is left in the state it is now. This has been long overdue and now that it is being done you're wondering "why didn't they do it in the first place." This is time, effort, actually putting thought into what needs to be done and learning exactly what is going on to optimize, avoid bugs, and improve the underlying system. "Skill" is what cobbled the thing together, "Ability and Drive" is what improved it beyond what it was before.

idk, I'm rather glad this is finally being done and probably will test out later today; perhaps. The original code crashing over simple 10 piece ships sort of broke the mood I was in and well, yeah. Eitherway, I do wish this well :)

Hopefully this does solve the issue of having to restart KSP every time the code crashes, but I did note that you're not using "catch and forget" techniques which will significantly improve the ability to describe exactly what the error is (if it is a catchable error, at least).

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KER got all sorts of hung up right now.

I launched a small, simple, linearly staged ship (6 solid boosters, and 2x 2m stages)

I realized that I needed more solar panels, so I went back to add some. Along with the panels, I added a few small radiators (interstellar mod), and it all just got stuck.

The KER window went blank, and I couldn't move the camera, or choose parts.

I could interact with other plugins in the toolbar, such as FAR, and Blizzy's achievements and such, but I couldn't launch, or save the vessel.

here's the log of right after I added the last radiator (when it hung up)

I looked at the log above, and it all looks fairly normal, but if you want to see it, I can post it up.

I generally have a good idea what the log means, but I have NO idea what any of this is. I think it looks like KER got stuck in a loop somehow. and NaN is never good :confused:

I had to force quit KSP.

[LOG 14:40:09.178] RadialRadiatorzzz2(Clone)(Clone) added to ship - part count: 90
[LOG 14:40:09.178] stage count is: 8
[LOG 14:40:09.204] BuildEngineer: OnSave
[LOG 14:40:16.534] Lock
[LOG 14:40:17.737] Unlock
[LOG 14:40:18.002] Lock
[LOG 14:40:18.631] Unlock
[LOG 14:40:20.486] Lock
[LOG 14:40:20.775] Unlock
[LOG 14:40:20.978] Lock
[LOG 14:40:22.990] Unlock
[LOG 14:40:23.190] Lock
[LOG 14:40:23.480] Unlock
[LOG 14:40:24.689] Lock
[LOG 14:41:28.377] Init Dump...
[LOG 14:41:28.431] [0,0,0,0]

[0,0,0,0]

[0,0,0,0]

[0,0,0,0]

[LOG 14:41:28.431] Deriv Dump...
[LOG 14:41:28.431] 0,0
[LOG 14:41:28.431] 0,1
[LOG 14:41:28.431] 0,2
[LOG 14:41:28.431] 1,0
[LOG 14:41:28.431] 1,1
[LOG 14:41:28.431] 1,2
[LOG 14:41:28.442] 2,0
[LOG 14:41:28.442] 2,1
[LOG 14:41:28.442] 2,2
[LOG 14:41:28.442] 3,0
[LOG 14:41:28.442] 3,1
[LOG 14:41:28.442] 3,2
[LOG 14:41:28.443] [0,0,100,0]

[0,0,0,-9.81]

[0,0,0,0]

[0,0,1,0]

[LOG 14:41:28.443] [0]

[0]

[0]

[0]

[LOG 14:41:28.444] Runge-Kutta 4 init...
[LOG 14:41:28.475] Solved...
[LOG 14:41:28.475] Got 0
[LOG 14:41:28.583] Got 1
[LOG 14:41:28.690] Got 2
[LOG 14:41:28.828] Got 3
[LOG 14:41:35.329] Init Dump...
[LOG 14:41:35.329] [0,0,0,0]

[0,0,0,0]

[0,0,0,0]

[0,0,0,0]

[LOG 14:41:35.329] Deriv Dump...
[LOG 14:41:35.329] 0,0
[LOG 14:41:35.329] 0,1
[LOG 14:41:35.329] 0,2
[LOG 14:41:35.329] 1,0
[LOG 14:41:35.329] 1,1
[LOG 14:41:35.329] 1,2
[LOG 14:41:35.329] 2,0
[LOG 14:41:35.329] 2,1
[LOG 14:41:35.329] 2,2
[LOG 14:41:35.329] 3,0
[LOG 14:41:35.329] 3,1
[LOG 14:41:35.329] 3,2
[LOG 14:41:35.329] [0,0,-1,0.09810001]

[NaN,NaN,NaN,0]

[NaN,NaN,NaN,0]

[0,1,0,0]

Edited by User Unrelated
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Sorry I mustoff forgotten to remove a few extra modules. I have RemoteTech2 and the fuel pump mod as well. I'll try and strip the craft when I get home, but like I said before it simply appeared to be that the RD-120 engines in a sidebooster configuration cause it to stop updating, but only on the stage they are attached to. So if I have an upper stage with a decoupler, that gets updated correctly, but anything below it is ignored.

I'll try to build another example from scratch that uses the same basic parts as yours and see if I get the problem...

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KER got all sorts of hung up right now.

I launched a small, simple, linearly staged ship (6 solid boosters, and 2x 2m stages)

I realized that I needed more solar panels, so I went back to add some. Along with the panels, I added a few small radiators (interstellar mod), and it all just got stuck.

The KER window went blank, and I couldn't move the camera, or choose parts.

I could interact with other plugins in the toolbar, such as FAR, and Blizzy's achievements and such, but I couldn't launch, or save the vessel.

here's the log of right after I added the last radiator (when it hung up)

I looked at the log above, and it all looks fairly normal, but if you want to see it, I can post it up.

I generally have a good idea what the log means, but I have NO idea what any of this is. I think it looks like KER got stuck in a loop somehow. and NaN is never good :confused:

I had to force quit KSP.

Most of those messages aren't coming from KER as far as I can tell. I know that KER wrote the "BuildEngineer: OnSave" message and it probably wrote the Lock and Unlock ones too but none of the messages after that look at all familiar to me and I can't find the text in the KER source. It looks like KER may have locked the editor UI just before something else got badly upset. KER only locks and unlocks the UI in the window drawing function by checking if the pointer is in the window, so if the core game stops calling KER to redraw then it can't unlock the UI.

Runge-Kutta refers to an iterative method for approximating solutions to differential equations and there isn't any of the sort of thing in KER. I suspect this came from the core game or from another plugin that does do more complex maths...

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I'll try to build another example from scratch that uses the same basic parts as yours and see if I get the problem...

This appears to be a problem with the engines in the Horizon mod. My KER window shows correct results until I bring up the tweakable window for an engine. After this it behaves as you say, the stage with that engine in and all stages below it in the rocket stop displaying mass, deltaV and TWR values. This appears to be because the tweakable window shows NaN/0.0 for the electric charge. If you drag the slider it changes to 0.0/0.0 and the KER window starts working again. I can probably work around this in KER by not counting any resource in the mass calculations that has a value of NaN but it should also be fixed in the Horizon mod...

Edit: I have reported this issue in the Horizon mod's thread.

Edit 2: There is also an issue in KER with the multiple engine modules in that part. It is currently only using one of the modules for calculating the thrust and isp of the engine so the isp, thrust, TWR and deltaV values come out wrong. I will work on this over the next few days but to fix it "properly" will require that the simulation keeps track of the individual modules independently in case they actually use different fuels (this could cause them to burn out at different times, changing the effective isp of the engine part way through a stage). I don't know if there are any mods out there with engines like this but I really don't like making half-fixes...

Edited by Padishar
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Loving the work Padishar, just did a test of it and it looks very promising. I did notice that it doesn't like fuel lines yet or was not staging correctly, not sure if I was getting an old version or not etc. Just got the one on GitHub... Oh and by the way, feel free to change the whole simulation if you find that easier.

All that is required:

A way for every readout to request the simulation to run.

A way for every readout to get a list of stages containing data like the current one.

A simulation has to be told to run and will only run if it has been requested.

A simulation will only run after a certain amount of time based on ship complexity so it doesn't drop fps with big ships.

Might be worth taking a look at https://github.com/CYBUTEK/KerbalEngineer which is KER 1.0. Because as soon as you've done your bit, I'll be trying to shimmy it into that as soon as possible. As that is my ultimate goal, 0.6 is horrible under the hood and seriously hard to maintain with each KSP update. :P

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Loving the work Padishar, just did a test of it and it looks very promising. I did notice that it doesn't like fuel lines yet or was not staging correctly, not sure if I was getting an old version or not etc. Just got the one on GitHub... Oh and by the way, feel free to change the whole simulation if you find that easier.

[snip]

Might be worth taking a look at https://github.com/CYBUTEK/KerbalEngineer which is KER 1.0. Because as soon as you've done your bit, I'll be trying to shimmy it into that as soon as possible. As that is my ultimate goal, 0.6 is horrible under the hood and seriously hard to maintain with each KSP update. :P

The compiled version in this thread is basically my github branch with an extra few tweaks to add (Pad) to the window titles. The way the simulation works is considerably different though it is still called in the same way.

What makes you think that fuel lines or staging aren't working properly? I've tested quite a few asparagus and onion staged craft and the numbers looked pretty good to me... Can you send me an example craft (preferably stock) that you think the numbers are wrong for?

I have already looked at your new version and I don't think there should be any problem integrating it.

Edited by Padishar
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