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Kerbal Engineer v1.0 (current in-development build).
This project forked from cybutek/kerbalengineer
Kerbal Engineer v1.0 (current in-development build).
KER 1.1.7.1, in a 1.8.1 game
Getting the following errors:
ADDON BINDER: Cannot resolve assembly: KerbalEngineer.Unity, Culture=neutral, PublicKeyToken=null
ADDON BINDER: Cannot resolve assembly: KerbalEngineer.Unity, Culture=neutral, PublicKeyToken=null
Quick n dirty solution is to rename the KerbalEngineer.Unity.dll to +KerbalEngineer.Unity.dll
Better solution is to add the following to the AssemblyInfo.cs:
[assembly: KSPAssemblyDependency("KerbalEngineer.Unity", 1, 0)]
I downloaded 1.1.6 source code and it's missing 4 files needed to successfully compile KER:
..\Flight\Readouts\Orbital\CurrentSoi.cs
..\Flight\Readouts\Vessel\SuicideBurnProcessor.cs
..\UIControls\DropDown.cs
..\UIControls\WindowObject.cs
Just pressed on RCS isp and then the game bugged out lost all the planets and was just staring into space.
Ill be checking if any of the mods conflict. ;)
Sincerely, respectfully. regards
This appears several times in the log:
NullReferenceException: Object reference not set to an instance of an object
at KerbalEngineer.Flight.Readouts.Body.GeostationaryHeight.Draw (ISectionModule section) [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0
at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0
at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0
(Filename: Line: -1)
full log and stuff (still in game):
https://www.dropbox.com/s/8u7kgh1sr852hqe/output_log.txt%20and%20stuff%202019-05-29-01.zip?dl=1
and btw
KER has issues to show the correct dV / TWR at all with engines that are patched by RO and got ModuleEngineConfigs
I usually notice these while I'm in the VAB, but I'll notice a flicker in the texture of the header in the floating huds for KER, meanwhile my player log is spamming the following:
Resource ID out of range in GetResource: 1360342 (max is 1048575)
(Filename: ./Runtime/GfxDevice/GfxResourceIDMap.h Line: 109)
At a very high speed, if left like this the game will eventually crash. (Player log usually is 500+ mb by the time I notice)
I've been leaving a tail -f on the Player.log so I can notice when this happens.
The only addons I'm currently running is the current KER 1.1.7.1, X Science Continued 5.26, and Zero MiniAVC 1.1.0.1
Currently the only separator in the miscellaneous category is an actual graphical line, but it would be nice to have a line break.
e.g.:
Currently, two readouts can be separated like so:
Time to apoapsis hh:mm:ss
————————————
Time to periapsis hh:mm:ss
Suggested:
Time to apoapsis hh:mm:ss
Time to periapsis hh:mm:ss
Running KSP at a high resolution with UI scale set to 150%, I find the KER text small and difficult to read. How hard would it be to make KER read the scaling from the game's configuration and use it as well?
Hello!
After visiting KSC or Tracking Station all panels become non-float. Positions are preserved (after pressing "float" panel returns to it's original position), but the state is not.
Looks like appeared after v1.1.4.7 or v1.1.4.8.
A short demo video:
https://youtu.be/jIJqbL6JnWI
with Kopernicus and OPM I get those:
KerbalEngineer -> // Array index is out of range.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
KerbalEngineer -> at MapSO.GetPixelColor (Int32 x, Int32 y) [0x00000] in <filename unknown>:0
at CBAttributeMapSO.GetPixelColor (Double x, Double y) [0x00000] in <filename unknown>:0
at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0
at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Readouts.Surface.ImpactProcessor.Update () [0x00000] in <filename unknown>:0
and some of those
KerbalEngineer -> // Object reference not set to an instance of an object
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
KerbalEngineer -> at KerbalEngineer.Editor.BuildOverlayResources.OnGUI () [0x00000] in <filename unknown>:0
The last session created a huge log, a lot of Kopernicus errors, I already opened a thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/173537-lot-of-nre-with-kopernicuscomponents/
You also find the full log there.
Log: https://www.dropbox.com/s/bag5iqd6b3r8cx4/2018-04-06_1%20KSP.log.7z?dl=1
I have no clue where to start to find the culprit.
I have a request for a feature.
I'm playing with resources that can only be mined on other planets and used for fuel. This results in my new vessels does not have that fuel in editor, thus being impossible to get a reading on.
Would it be possible to force the calculation to act as if that resource was available? I'm thinking for specific resources.
I'm thinking to accept that it will be imperfect, like not trying to calculated the mass changes and stuff, but just assume enough is available. this would also help with special engines the uses Air/atm as "fuel" that affects ISP.
Right now. I'm building those in blind, or doing calculations by hand....
I have modded the KerbalCrewMass value in Physics.cfg (as many have). In the latest release of KER (1.1.5.7) adding crew to a ship in the VAB sends all the KER values haywire. It worked more or less fine before.
The attached craft should have zero torque. Yet, KER shows 0.01 kNm. Maybe a floating point round off error?
To reproduce simply place an S4-512 Fuel Tank and attach 4 vector engines using 4 way symmetry on the bottom. Or load the craft file: https://pastebin.com/Y1mMvEbq
Note, that while 0.01 seems like an insignificant amount, this is just a minimal example. I have a larger craft where the errors add up to significant amounts.
Hey.
Kerbal Engineer's biome readout is reporting the "name" of the biome and not the "displayname", which means any biomes that have names "Biome1, Biome2, Biome3 etc" shows up on KER, whereas it should be using the displayname.
This help for localisation in mods, specifically planet mods. Without using displayName, localisation of biome names is impossible. Would it be possible to update KER to use biome displayNames?
Cheers.
This happens in early career, there is nothing to rendezvous with ...
I just launched a sounding rocket.
KerbalEngineer -> Exception // System.NullReferenceException: Object reference not set to an instance of an object
at KerbalEngineer.Flight.Readouts.Rendezvous.RendezvousProcessor.Update () [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.FlightEngineerCore.UpdateModules () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
KerbalEngineer -> at KerbalEngineer.Flight.Readouts.Rendezvous.RendezvousProcessor.Update () [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.FlightEngineerCore.UpdateModules () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
I'd like to try and contribute to KER. Specifically I'm hoping to add kerbonaut mass to any command chairs when calculating dV. Before I can get that far, I'm having trouble recreating the build environment to compile a new fork of this.
I've managed to sort out some issues by making the links for game and KSP-Environment to find the dlls. Still I'm ending up with files not found that exist in CYBUTEK's repository. I overlaid both sources to catch those, added them to the project, but that made things worse.
I'm wondering if you could put together a small blurb how someone can mimic your setup: version of VS, plugins, etc; to work from the same base. kOS did a good one at https://github.com/KSP-KOS/KOS/blob/develop/CONTRIBUTING.md that you could plagir^H^H^H^H^H^H^H leverage as a starting point.
Thanks.
The units for the "gravity" readout in the vessel preset are in m/s
when it should be m/s^2
.
Also, a minor gripe: perhaps rename to "gravitational acceleration", and on that note it'd be nice to have a "gravitational force" readout to compliment the acceleration.
Take a look here: https://forum.kerbalspaceprogram.com/index.php?/topic/17833-130-kerbal-engineer-redux-1130-2017-05-28/page/177/&tab=comments#comment-3642433
Anyone have an issue with the text going wonky? It was working fine under 1.7.3 and then all of a sudden the window in the editor cannot be resized/moved and it is about half the size it needs to be so it becomes unreadable. At the same time, the in-flight HUDs are about half the right width and are four times taller. Makes it super hard to read.
Homer
KerbalEngineer -> Exception AtmosphericProcessor->CheckAeroMods // System.NullReferenceException: Object reference not set to an instance of an object
at KerbalEngineer.Flight.Readouts.Surface.AtmosphericProcessor.CheckAeroMods () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
This occurs only one time lonely in a session.
Actually I'm trying to find the culprit for the random event of the maneuver delta-V bar not decreasing on a maneuver burn (but the KER readout changes accordingly).
Dunno if this has to do with it.
This happens sometimes, sometimes not, under similar circumstances.
Log:
https://www.dropbox.com/s/nv2lmoaa6arfc0x/2018-06-25_1%20KSP.log.7z?dl=1
Some of the data KER displays really doesn't need to be displayed to such a high degree of precision. It makes reading data on the fly more difficult and, in my opinion doesn't add much, if any benefit.
In the section editor, the 'install' and 'remove' buttons can be shrunk, the '?' doesn't really need to be in the 'installed' section, and in addition to the up and down position arrows, left and right numerical precision arrows could be added in the space gained by shrinking the 'remove' button, and removing the '?' button from the 'installed' section.
Alternatively, a global numerical precision adjustment could be added to the KER popup.
Here's a quick mockup I did showing what I mean:
Actually this issue comes form original KER branch. But It seems that original KER branch doesn't work any more, so I politely request this problem in here. If you have a little time, please look around this. This one is really serious problem for some language users.
Above issue suggest that i can solve it by changing encoding with hands. But KER overwrite xml file, so it isn't solution.
This issue is related to language encoding problem. Therefore you can't reproduce bug. If you send me file, i will gladly test it for you. please send file to calanchue at gmail.com
Thank for advance
Please update with support for KSP 1.5 so the game doesn't complain every start. The mod works fine though 👍
Hello,
i installed KSP as well as your latest KerbalEngineer Version yesterday.
It works fine while building vehicals, but I dont have any HUD's during flight.
(The KER-Logo is displayed on the right, but i cannot click it).
Are there any settings I need to make to enable the hud, or might that be a bug?
Regards
Hi,
I recommend to update the min KSP version of the .version file otherwise the latest release would seem to be compatible with KSP 1.6.1 but actually is not compatible due to the changes done in KSP 1.7 to some parts like the Decouplers.
Quite often I will set up some maneuver nodes, and add an alarm. Then I dock to a station for fueling etc. before the node. When I undock, the vessel has a new vessel ID, so it would be nice if I could import the nodes from the alarm, however currently it just displays that the stored vessel ID no longer exists.
It would be nice if there was an option to restore the nodes in such a case.
How to reproduce
The exact same thing happens with other mods, I've reported this to RealChutes: ChrisViral/RealChute#82
I'm still narrowing down which mods cause this, so far found two.
Just to have these informations handy before planning a fine-tune target periapsis burn.
The SOI I can already get from the stock body parameters readout in the tracking station or the map view.
But not the other both, so I request at least these two readouts.
I've just updated to the latest version (1.1.6.0) via ckan, and my KER window has disappeared from VAB (the main window showing all the buttons & delta-v).
Additionally, the "vessel" details got borked up, too.
I've reverted back to v1.1.5.7 and all is dandy.
Using ksp v1.6.1
The KER window closes if I enter the action group window inside the VAB/SPH. Not really a bug but would be nice if it stays open and gets a dry mass display as well.
Useful for some other mods like RealChutes (setup for the chutes is made inside the action groups screen).
Dry mass would be useful to know how many parachutes I have to attach for reusable stages. Atm I have 2 windows open always (mechjeb shows only dry mass) but I really prefer the engineer window.
Hi.
I detected a problem with the customization of HUD. When you try to change de HUD informations, adding new data like "Time to node burn" or "Time burn", or another information, the HUD doesn't display the information different of the preset….
Greetings from Spain
May I propose something along these lines:
KER.API.AddSection(string sectionName, List<string> variableNames, MyValueCallback);
public string MyValueCallback(Vessel vessel, string sectionName, string variableName) {
return "hello!";
}
That way users would be able to add values of other mods to the KER HUD, including all the bells and whistles that KER already provides. We'd use this for telemetry values like CO2 levels, as well as for science related values (sun-body-angle)
(PS: posted this in CYBUTEK#154 before. I love orphaned projects)
Is it just me? Not that it's a game killer, but every time I start up I have to reset my KER GUI size. It seems to be stuck at "0".
KER v1.1.7.1
KSP v1.8.1
Occurs to me I should mention I'm on iOS 10.15.1 and as I recall there is some issue some other modder had in writing saves to Unix based systems. I wish I could remember what exactly that was. That issue got resolved, but as I also recall it had something to do with the way the file tree works vs how he had specifically written for some fancy way of doing it for Windows (version unknown).
you have this calculation
if (FlightGlobals.ActiveVessel.terrainAltitude > 0.0
|| FlightGlobals.ActiveVessel.situation == Vessel.Situations.SPLASHED)
return FlightGlobals.ship_altitude - FlightGlobals.ActiveVessel.terrainAltitude;
else
return FlightGlobals.ship_altitude;
so where I can find a not splashed place with terrainAltitude < 0 ?
if the place is exist, why in a flight above the place, it shows ASL, and not AGL?
See https://i.imgur.com/OrZ4GVp.png
There was nothing specific written to the log as I opened the UI and went back to the target selection, but here is the log whatsoever:
https://www.dropbox.com/s/wm9t2gpiopfpmx4/2018-05-02_3%20KSP.log.7z?dl=1
The .version file supplied with KER contains a URL 1.3 version file. One suggestion is to provide the URL to this repo.
[LOG 21:54:44.148] MiniAVC -> S:\SSD Games\Modded KSP 1.4.3\GameData\KerbalEngineer\KerbalEngineer.version
NAME: Kerbal Engineer Redux
URL: http://ksp-avc.cybutek.net/version.php?id=6
DOWNLOAD: NULL
GITHUB: NULL
VERSION: 1.1.4.10
KSP_VERSION: 1.4.2
KSP_VERSION_MIN: 1.4
KSP_VERSION_MAX: 1.4.9
CompatibleKspVersion: False
CompatibleKspVersionMin: True
CompatibleKspVersionMax: True
CompatibleGitHubVersion: True
[LOG 21:54:44.148] MiniAVC -> http://ksp-avc.cybutek.net/version.php?id=6
NAME: Kerbal Engineer Redux
URL: http://ksp-avc.cybutek.net/version.php?id=6
DOWNLOAD: http://kerbal.curseforge.com/projects/kerbal-engineer-redux
GITHUB: NULL
VERSION: 1.1.3
KSP_VERSION: 1.3
KSP_VERSION_MIN: 1.2.9
KSP_VERSION_MAX: 1.3.1
CompatibleKspVersion: False
CompatibleKspVersionMin: True
CompatibleKspVersionMax: False
CompatibleGitHubVersion: True
UpdateAvailable: False
Hi,
It is possible export flight data ( ISP / Thrust / Altitude / heading / atm pressure ... ) from KER to a file ?
Thanks
DrDam
Stage 0 of the following craft should have delta v but KER shows none. See the screenshot and attached craft file:
craft file: https://pastebin.com/DMYcwT9u
KSP v1.5.1.2335
Making History v1.5.1
KER 1.1.5.4
Issue: When adding pods from the Making History expansion, KER does not account for them and thus doesn't adjust delta-v calculations or weight calculations and the like.
How to reproduce:
Fresh install of KSP from Steam, KER 1.1.5.4 from here. Load up game, load save, go to VAB. Add tank and engine, check dV calcs. Add normal command pod, see values adjust. Add round Making History pod, calcs do not adjust.
I get a lot of those:
KerbalEngineer -> DisplayStackTS->Window // Object reference not set to an instance of an object
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
KerbalEngineer -> at MapObject.GetName () [0x00000] in <filename unknown>:0
at MapObject.GetDisplayName () [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Readouts.Rendezvous.RendezvousProcessor.nameForTargetable (ITargetable tgt) [0x00000] in <filename unknown>:0
at KerbalEngineer.TrackingStation.DisplayStackTS.Window (Int32 windowId) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
It looks like this:
https://i.imgur.com/putBEhF.png
Log: https://www.dropbox.com/s/727cjcjfnbsf22v/2018-04-07_1%20KSP.log.7z?dl=1
This can cause a significant performance impact when the user has tons of mods. Calls to Part.GetModuleCosts means that KSP iterates over all the PartModules that the part has to find the ones that implement IPartCostModifier. To make matters worse, some mods can have quite substantial functionality inside the cost modifer code.
I would suggest not querying the part costs inside the simulations because that info is not relevant inside the flight scene anyway.
Here's the stack where KER queries the part cost:
at Part.GetModuleCosts(Single defaultCost, ModifierStagingSituation sit)
at KerbalEngineer.Extensions.PartExtensions.GetCostDry(.Part part)
at KerbalEngineer.VesselSimulator.PartSim.New(.Part p, Int32 id, Double atmosphere, KerbalEngineer.LogMsg log)
at KerbalEngineer.VesselSimulator.Simulation.PrepareSimulation(KerbalEngineer.LogMsg _log, System.Collections.Generic.List`1 parts, Double theGravity, Double theAtmosphere, Double theMach, Boolean dumpTree, Boolean vectoredThrust, Boolean fullThrust)
at KerbalEngineer.VesselSimulator.SimManager.StartSimulation()
at KerbalEngineer.VesselSimulator.SimManager.TryStartSimulation()
at KerbalEngineer.Editor.BuildAdvanced.Update()
I just launched a rocket, first stage with MMH/NTO and no Thrust/TWR/dV is shown.
But the 2nd stage is already shown, with Hydrazine as fuel.
This lets me guess that not all fuel types added by RealFuels are taken into account.
I got a few of these but I'm not sure if this is because of this issue or something else:
NullReferenceException: Object reference not set to an instance of an object
at KerbalEngineer.Flight.Readouts.Body.BodyName.Draw (ISectionModule section) [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0
at KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0
at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0
at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Log and craft:
https://www.dropbox.com/s/x0bjuqjvlgd1hns/2018-05-23_1%20KSP.log.7z?dl=1
1.1.5.3, 2018-7-27, KSP 1.4.5 #2243
It would really be great if we could get this mod added in to the CKAN repository since the original seems to no longer be maintained. See here for details: https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN#verifying-metadata-files. I would be willing to set this up when I'm a little less busy next week
Here and here you use the stock property PhysicsGlobals.KpaToAtmospheres
This property has the problem that it uses the CelestialBody.atmospherePressureSeaLevel
of the home planet as definition of 1 atm
Usually this is fine, however if you try changing Kerbin's pressureASL then you end up having wrong ISP / deltaV calculations.
I suggest replacing all instances of PhysicsGlobals.KpaToAtmospheres
with either 1 / 101.324996948242
or 0.00986923296440672
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