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Test of continuing KER developments [0.24.2]


Padishar

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Should we give up hope then? :wink:

No, never give up hope... I've just not had any decently long bits of time to do any decent testing of the new staging simulation. What little bits of spare time I've had have mostly been spent on tweaking my Part Angle Display mod...

Or is the silence a sign of you getting a .24 already to update KER properly for the new version? :sealed:

Hehe, I wish... No, I've not got 0.24 yet, but don't worry, I'll do everything I can to fix any serious issues with KER as soon as possible after I get it...

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I have just updated the zip linked in the first post for 0.24 compatibility. The only thing that appears to have required an urgent fix is that the part costs have changed from integers to floating point values.

I hope to get the changes to the staging logic finished sometime over the weekend (assuming I don't get distracted into starting a new career mode save ;)

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Ah, sweet relief of viewable data. When I saw the KER display erorring out after updating the 0.24 I started to twitch.

BUG REPORT (minor):

In the VAB, the "COST" column does not take into account tweaking the amount of monoprop, liquid fuel, or oxidizer. KER's display always shows the "full up" cost, even if you reduce resources stored in parts.

In case they're not available as constants in the KSP API, here are the per-unit costs I found:

* Monopropellant: 1.2

* Liquid Fuel: 0.8

* Oxidizer: 0.18

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Ah, sweet relief of viewable data. When I saw the KER display erorring out after updating the 0.24 I started to twitch.

BUG REPORT (minor):

In the VAB, the "COST" column does not take into account tweaking the amount of monoprop, liquid fuel, or oxidizer. KER's display always shows the "full up" cost, even if you reduce resources stored in parts.

In case they're not available as constants in the KSP API, here are the per-unit costs I found:

* Monopropellant: 1.2

* Liquid Fuel: 0.8

* Oxidizer: 0.18

Cybutek has now released a new official version 0.6.2.5 of KER that fixes this issue. It uses the latest simulation code from my development version but doesn't include the slope and biome displays in the flight engineer or the new tweakable controls...

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Cybutek has now released a new official version 0.6.2.5 of KER that fixes this issue. It uses the latest simulation code from my development version but doesn't include the slope and biome displays in the flight engineer or the new tweakable controls...
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Are you sure about that? It links to one updated 20 hours ago, not 2. That and the red text says updated yesterday, not today.. I is confuzzled.

Oops, forgot to actually copy the new zip into my dropbox folder (and edit the date on the download line)... duh!

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I have just updated the zip in the first post. Now based on version 0.6.2.6 of KER that includes my biome and slope displays. There isn't a lot of point anyone installing this for the moment as I think it is pretty much identical to the official release. This will change "soon" when I fix the issues with the staging simulation...

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I'll post this here, rather than in the main KER thread since I've just started using the most recent (19/07/2014 21:06 GMT) version from this thread, and also because it seems like more of a technical thread.

First off, that patch did fix my problem of the KER icon not being available via Blizzy's toolbar in the SPH, so thanks for that!

Second, this is a problem that I had with the standard .24 Toolbar, as well as the patch from this thread. When I first launch a vessel, the KER menu displays fine, either with any of the tabs open if they've been left that way, or with all the tabs collasped, as they would be otherwise. Perfectly standard, looking the way I would expect them to from all my previous uses of KER.

However, once physics loads, if any of the KER tabs are expanded, they disappear, as do the buttons for the tabs themselves, leaving only a strange and useless grey bar. If all of the KER tabs are collapsed upon physics load, then it looks fine until you click on one of them, then you get the above problem. I'll post pictures below.

I am running quite a few mods, but nothing I haven't run with KER before and nothing that isn't updated or compatible with .24. Running OSX, if that helps. And any help with regards to this problem would be much appreciated. Thanks!

Edit: After more playing around with it, this only happens with the 'Surface' menu, the other three seem to work fine. And once the bug with the surface menu happens, it heavily spams my debug menu with:

[Exception]: ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint

[Exception]: IndexOutOfRangeException: Array index is out of range.

LTcjnFi.png

Pre-physics load

qosazLA.png

Post-physics load

z8sGxda.png

The result of clicking the seemingly functional buttons if the menus are all collapsed upon physics load.

Edited by Boomerang
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Edit: After more playing around with it, this only happens with the 'Surface' menu, the other three seem to work fine. And once the bug with the surface menu happens, it heavily spams my debug menu with:

[Exception]: ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint

[Exception]: IndexOutOfRangeException: Array index is out of range.

Hmmm, yes, it looks like the tweaks done to make the window correctly resize when fields appear and disappear has a problem. I'm going to be a bit busy today but I'll try to get it fixed...

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I've posted another small tweak to the button handling. I haven't been able to repeat the issue with the surface tab but if you still get it then please upload your output_log.txt and I'll take a deeper look...

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I've posted another small tweak to the button handling. I haven't been able to repeat the issue with the surface tab but if you still get it then please upload your output_log.txt and I'll take a deeper look...

Here you go: http://justpaste.it/gb28

Still had the same problem with the latest update. Thanks for the time taken to troubleshoot though. I'll keep playing around to see if I can figure out if it's a particular conflict on my end.

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Right, this is a bug in FormatSI when the number is larger than can be handled. I'll sort out a fix in an hour or two...

If I had to guess I would say that one of the mods you have installed is causing one of the KER surface calculations to come out wrong (either a very big number or possibly Infinity). I will actually add some logging so that the actual value and unit requested is dumped out which may point the finger at which display, and hence which other mod, is having the problem...

Edited by Padishar
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Fixed issue in FormatSI with very large (or infinite) numbers. Now should display "-OVF-" for such fields rather than repeated exceptions leading to a crash.

If anyone does see any value as -OVF- then please report it. It is most likely to be caused by another mod so please include the full output_log.txt and a screenshot of all the readings that show -OVF-.

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Just wanted add my +1 to the issue Boomerang is having, even though I'm actually using cybuteks version at the moment.

Otherwise, I have a question about the interface. All those flight-parameters you've added to be able to accurately simulate air-breathing engines, switching thrust to a more realistic model and so on. Would there be a way to usually hide them, or put them in the actual GUI and not the context menu, possibly even adding a dedicated dialog for them? After all, you're not trying to tune parts of a rocket/ship but the simulation of parameters. I ask because I add KER to my pods/probes, so their context menu becomes quite cluttered, and most of the time I don't actually need the options (while I'm glad that they're there when I do). As a simple solution, if that's even possible, it would be fine to just have a single context-menu-entry 'Show advanced', which then adds the other entries, but I do think that an actual GUI window would be better (or something that extends the existing windows).

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Just wanted add my +1 to the issue Boomerang is having, even though I'm actually using cybuteks version at the moment.

Otherwise, I have a question about the interface. All those flight-parameters you've added to be able to accurately simulate air-breathing engines, switching thrust to a more realistic model and so on. Would there be a way to usually hide them, or put them in the actual GUI and not the context menu, possibly even adding a dedicated dialog for them? After all, you're not trying to tune parts of a rocket/ship but the simulation of parameters. I ask because I add KER to my pods/probes, so their context menu becomes quite cluttered, and most of the time I don't actually need the options (while I'm glad that they're there when I do). As a simple solution, if that's even possible, it would be fine to just have a single context-menu-entry 'Show advanced', which then adds the other entries, but I do think that an actual GUI window would be better (or something that extends the existing windows).

If you see the same thing as Boomerang then please do try the latest version from this thread as it should stop the crashes and indicate which field of the surface tab is actually having a problem.

As for making the more advanced/debugging tweakable controls conditional in some way, yes this was considered but Cybutek is working on a new version with a complete UI overhaul that does have some controls in a different place (e.g. the atmospheric pressure slider is in the main build engineer window). I added the controls as tweakables because my main focus was on improving the simulation code and this was the easiest way to hook controls up to the various parameters of the simulation.

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