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Kerbal Engineer Redux Deprivation


notfruit

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I'm used to having all of my beautiful numbers calculated in game by a mod called Kerbal Engineer Redux, but it won't really read the new parts, so I decided to go old-school and crunch the numbers myself. The satisfaction from having a rocket perform exactly as intended is even more when you actually calculated your delta-v and TWR and stuff.

Has anyone else started calculating stuff themselves?

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i just made up for it by doing it the Stock way. Sticking a bunch of parts together and seeing how far i can get it to fly! Overkill is the way to go haha.

This is how I prefer to play, if I used KER I doubt I would ever launch a single thing as I would want it prefect. Strangely enough I have had more successful missions than failures through trial and error than I thought I would.

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I made a quick spreadsheet for determining TWR and delta-v. I basically copy part information from a list to a stage and select the number of parts, and the spreadsheet handles the rest. As long as each stage uses separate engines and separate fuel tanks, everything works automatically. More complex staging still requires some manual work.

Using the spreadsheet slows down rocket construction, but trial and error is even worse. Still, I'm waiting for MechJeb to get updated to continue my old saves, as planning the maneuvers manually gets too grindy, when there are a lot of things going on.

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I'm using the KER fixed code, and the only issue I've noticed is the inability to use the Rendezvous Panel in-flight.

How do you expect bugs such as this to be fixed if you don't bother reporting them? What exactly do you think is wrong with the rendezvous panel? That you can't target asteroids?

Incidentally, I have updated the test version in the last half hour with a fix for the strut fuel flow issue.

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