spaceport

[0.23] Kerbal Engineer Redux v0.6.2.3

Kerbal Engineer reveals important statistics about your ship and its orbit during building and flight.

Overview

0.6.2.3
Enables compatibility with mods using ModuleEnginesFX like the FTmN series.

0.6.2.2
Fixed potential bug that stops KER from updating.

0.6.2.1
Fixed some minor bugs.

0.6.2.0
Integration with Blizzy78′s Toolbar Plugin.
Compatibility with multi-mode engines (e.g. R.A.P.I.E.R).
A few fixes.

This plugin will allow you to view important statistics about your ship on the fly, whilst building it. Just attach the Engineer part anywhere onto your ship and up will come a nice window showing you lots of cool stuff. By popular demand the engineer has an add-on module that will also allow it to work within flight. The Flight Engineer will give you important and useful information about your vessel, surface, orbital and rendezvous flight manoeuvres.

Click here to go to the forum thread for more information…

Installation

If you are using an older version of Engineer, delete your Cybutek folder in KSP\GameData then: 1. Put the Engineer folder into your KSP\GameData folder. 2. Start the game. 3. Start building a ship. 4. Put one of the engineer parts (found under the science tab) onto the ship.



How to use

Update: The ER7500 part is now also fully supported and the recommended part to use! There are two Engineer Chips located under the Science category in the VAB. One has just the Build Engineer which displays stats about your craft whilst creating it. The other has the Build Engineer plus the Flight Engineer for use whilst flying your craft.



Comments

39 Comments for “[0.23] Kerbal Engineer Redux v0.6.2.3”

  1. Nifty… I always wondered why something like this isn’t standard with the game… Kind of important to have.

    Thanks, and good job.

    InfiniteDice December 12, 2012
  2. I have installed this addon but I can’t seem to get any of the menus for Kerbal Engineer even when I place the chip.

    Is this a bug or am I missing something?

    Gahlin December 18, 2012
  3. @Gahlin – You’re missing something, because it works perfectly for me…

    In fact, this mod is absolutely essential for me now. I can’t imagine ever piloting a spacecraft without the proper instruments – these are my instruments. I especially like the Flight Engineer part.

    Great job!

    ScruffyBamboo December 19, 2012
  4. Can´t KSP without….

    maro-technoir December 22, 2012
  5. This is the single most important add-on a player could get for KSP.

    It doesn’t play the game for you. It won’t make course corrections. But it will tell you if your rocket will fly and how much total power it will make.

    Building by the seat of your pants might be fun for the first couple hours, but pretty soon you realize that spending hours and hours trying to use intuition to build your rockets is just annoying. Real rocket scientists don’t built what feels right and hope it works. They use math. You should too. Do it for all the poor Kerbonauts who will be saved from painfully crashing into the ground because you made your rocket too heavy.

    SagaciousFoo December 23, 2012
  6. This was the first “crucial” mod I used in KSP… and while it gives amazing information, it’s a massive CPU hog. It turns my 45-60 fps flights into 5-6 fps slideshows.

    I’ve had to limit my use of the Engineer to the VAB, and only very quickly to see the rocket’s specs, and then I take the part off again because it slows down the VAB quite considerably as well, once my ship hits 350+ or so parts.

    To be honest, I’ve found better alternatives. I used VOID for a while, which has the same in-flight data (although not organised as well), but no VAB specs. No noticeable slowdown though. Recently, I switched to MechJeb – not for its autopilot abilities, which I don’t use, but for the flight data, which again don’t cause any discernable slowdown. I was pleasantly surprised to see a VAB component for MechJeb that’s almost as good as the Engineer one, and again – no slowdown.

    I just wish I had the option in MechJeb to turn on and off the values I actually need, like in Engineer… that’s a brillant feature!

    ScruffyBamboo January 7, 2013
  7. If there are any problems with the plugin (i.e. slowdowns) please report the problem within the Forum Thread, (preferably with a stock craft (or persistence) file to replicate the problem if possible). I cannot fix a problem which I do not know about.

    This plugin has been moulded over the months by everyone’s input on the forum and will continue to be. The majority of the features and fixes have been implemented because of your feedback. So instead of commenting that it does not work and giving the plugin some bad press, which cannot be taken back after the next update… Get in contact so I can fix it for everyone, win-win!

    cybutek January 7, 2013
  8. @ cybutek

    Point taken – I just don’t post a lot on the forums… I usually just go and see what’s new on Spaceport :)

    If you notice, I actually wrote a comment on Dec 19th saying that I loved the mod! And I do, but I just didn’t realize at the time that it caused such a slowdown – I just thought KSP was really taxing my system, since I ALWAYS used Flight Engineer. Now that I’ve switched mods, my flights are smooth, even with high part count (350+) rockets.

    My initial thoughts would be that you’re doing too many calculations per cycle, but I’m no expert…

    Anyway, I’ll go post my slowdown concerns on the forum when I get the chance…

    ScruffyBamboo January 7, 2013
  9. i THINK because of THIS mod, maybe?, that a 3 minute mission lasted more than 2 hours , i dont even want to know what the FPS was on that, well i kinda do

    narutoa123 January 21, 2013
  10. I don’t want to sound harsh but… Yet again… Please tell me where the problem is. Post a craft/persistence file and just generally help me find what could be causing these problems. You spent time to make a comment. Spend that time typing the comment into the forum with an attached persistence/craft file. If there is in fact a bug, an update will be released to squash it.

    A previous bug fix as an example: Someone said they had slowdown issues BUT also gave me a persistence file. BECAUSE of that persistence file, it was then possible to track it down to an infinite loop caused when docking using multiple ports in an array. If that nice person did not give me anything more than “it don’t work”. That bug would still be there as it had to be pinpointed to a couple lines of code out of a couple thousand.

    Please, please, please all I ask for is that you help me to solve any problems! It only takes a minute and will not only help me, but will help you and the thousand of other people who use the plugin.

    cybutek January 22, 2013
  11. i’ll try this mod again, if it doesnt work then its probably my computer

    narutoa123 January 31, 2013
  12. is this supposed to use a lot of your cpu

    narutoa123 January 31, 2013
  13. It shouldn’t use a lot of CPU because it’s been designed to limit the amount of calculations it does depending on the time it takes for it to do them.

    Most people are not experiencing any slowdown, even on pretty big vessels. So it is either your computer or something odd with your space craft that could be confusing the mod in some way. I will need something to work with to narrow down any searches though. If you could post your craft files with a list of mods they are using on the forum thread HERE, it would be very helpful in tracking down if it is a potential bug or not.

    cybutek February 2, 2013
  14. Brilliant utility, should be included in stock.
    Having some issues since .18.4 though, the information isn’t visible, just a small square (can send SS if you have an email address).

    Paul Kingtiger February 18, 2013
  15. Amazing, found the forum thread for this add on, saw that other people had reported the same bug and the author had already published a fix!

    Not only is the add on essential to proper rocketry planning but the support is first class :)

    Paul Kingtiger February 19, 2013
  16. At the moment I have absolutely no idea what all this data means so I will probably pass on it, but we will see if it makes sense after a few more weeks!

    Dont know whether its a bug but my data listing shows the stages incorrectly – I have four thrust stages but I only have three on my rocket and my main engines are in stage 9 not stage 8 as the engineer seems to think they are.

    But considering I dont really undertand all this stuff I am probably just reading all this incorrectly.

    Nigel Stutt March 27, 2013
  17. Hey just wanted to say I love this mod however I think I’ve found a bug that will crash the game and I’d like to discuss it with you. I’m a .Net dev myself and I think I could be of some assistance to you on this issue as I’m able to replicate it regularly. Let me know how I can reach out to you.

    Nick Leach April 15, 2013
  18. I know of some bugs, many of which are being dealt with in the next major update. But please contact me about the one you’re experiencing, as it is possible that it may be new. The forum’s are the best place to let me know of any issues (but they’re down at the moment). So the 2nd best would be to just send me a message using the Contact Us page at http://www.kspod.com :)

    cybutek April 15, 2013
  19. The textures for this don’t seem to work for me (on Linux) until I changed the name of the “Textures” folder to “textures”

    rifter April 17, 2013
  20. Thanks for the insight rifter :)

    cybutek April 24, 2013
  21. 5 Stars from me.

    Simple, awesome & KSP necessity! Wouldnt fly without one.

    Andrew Winter April 24, 2013
  22. I’m having a lagg issue with this if i click the Flight Engineer window lets say the “orbit” tab it causes my game to lagg every 2 seconds and the lagg freeze lasts 1 second allmost like clock work.. makes it unplayable so sad cause this is the best mod IMO.

    CorruptKode May 7, 2013
  23. Make sure you’re running 0.6.0.3 as that bug was fixed.

    cybutek May 9, 2013
  24. like it so far. haven’t quite figured out how to plan the delta v needed to achieve orbit with it yet.

    mir holland May 19, 2013
  25. I believe I have found another mod incompatibility. Using the engineer on any ship that uses “quantum struts mod” freezes the game every time. I’m guessing wildly that it has something to do with how that mod handles wieght distribution… but I dont know for sure other then they dont jive.

    EdgeCrusher May 24, 2013
  26. Can’t imagine playing KSP without this thing now! It’s become so much mandatory for my rockets!

    Alexander Kharin May 27, 2013
  27. Very useful mod! The main game should support this.

    However, I ran into some trouble docking while this was turned on on the active ship — I can’t say for sure that the mod had anything to do with it, but I was curious to know if this had been brought up as an issue.

    John Nowak May 27, 2013
  28. It isn’t picking up the SRBs as engines. It changes the TWR when I put them on, but it has a ‘——’ for the Delta-V.

    Jacob Mitchell June 3, 2013
  29. I’ve docked since with this turned on with no problems, so I don’t think Engineer had anything to do with my woes.

    John Nowak June 4, 2013
  30. Can’t seem to figure out how to install it. Any chance of specific instructions on where to place each of the folders in the zip file?

    Yuri Gagarin June 27, 2013
  31. I think you extract the folders inside
    Cybutek\engineer\parts\ to the games parts folder.
    The folder inside Cybutek\Engineer\Plugins\PluginData to Kerbal Space Program\PluginData
    and the file Engineer.dll in to Kerbal space Program/Plugins

    MARK FLOYD July 18, 2013
  32. To install just put the whole Engineer folder into your GameData folder and it’s done :P

    cybutek July 30, 2013
  33. THANK YOU so much I love this mod :) !!!!!!!!!!!!!!!!

    Steven M July 30, 2013
  34. The ER-7500′s model looks so damn cool.

    Desi August 7, 2013
  35. Thank you very much ! It is a very useful one to design rockets ! There should be more like this.

    spiralwise August 13, 2013
  36. Great work on the mod and I’m glad to see you so receptive to what the community wants. Is there a “User Guide” available for this mod? Something that dives into the specifics of what certain elements are for – for example, what is the “Interception Distance” actually showing me? I couldn’t seem to make sense of the data it was spitting out.

    Kirk Megna October 14, 2013
  37. This is probably one of the most useful addons to KSP ever!

    Chad R October 17, 2013
  38. What research is necessary to unlock the modules for use in 0.22?

    Ammon Lauritzen October 21, 2013
  39. No research is necessary with latest .22 release. To get the parts to be available, you must go to tech tree and click on root node. You should see the parts listed on the side. Click on each one related to this add-on and click yes to research it. You should be all set after that.

    Steve Horowitz October 23, 2013
  40. This might be asking alot, but would it be possible to have hover on guides to what all the data means? Maybe helpful info as well, such as whats needed to reach orbit, etc.

    Theres alot of information that is completely overwhelming for a beginner like me :(

    Laurian Ene November 14, 2013
  41. 0.23 require update !

    Massimiliano Uguccioni December 17, 2013
  42. Best mod!
    Always useful

    shymmq December 18, 2013
  43. I recommend this addon a lot. As it was previously said, it should come with the game.

    I found it especially useful when I was building my ion-powered jetpack to use on Minmus. I needed to know exactly the mass of the machine and if the power of the ion engines could lift the weight on the Minmus surface, something I couldn’t know but testing it in the same place and wasting a lot of time.

    Very easy to use. I like it a lot.

    Alexandre Prats January 7, 2014
  44. when i try to use downloaded parts such as the Mechjeb and the engineering kit, the part in the VAB says “part model requires an entry purchase in R&D”. i bought the game on steam. whats up? how do I fix this?

    nolan salvesen March 9, 2014
  45. go to r&d building and unlock them

    animism March 16, 2014
  46. I am having the same problem as Gahlin. I have installed this mod but I can’t seem to get any of the menus for Kerbal Engineer to pop up when I place the chip on one of my rockets. I have put the Engineer folder into the gamedata along with the Squad folder. I unlocked it from the R&D center but the menu won’t show up. Any idea why this might be happening?

    Nicolas Holden March 21, 2014
  47. Doesnt seem to work anymore with the ARM patch.

    Nigel Stutt April 2, 2014
  48. @Nigel Stutt: Works still very okay for me. But I’m not having MechJeb, so that might be the reason for your problem.

    Marcel Fitzner April 4, 2014
  49. Unfortunately this broke with the recent patch. I don’t use any other add-ons, but I love this. How did they not add a dashboard similar to this already? This add-on makes rendezvous easier, it makes launch easier, it makes building easier – all without adding any “advantage” like some mods do. Just a display of game stats, in a good spot.

    Please fix this. Love it.

    C April 5, 2014
  50. I just start playing KSP and a friend recommended me the engineer.
    All i can say is: Awesome program. Cheers for Cybutek!

    Richard Kerman April 16, 2014
  51. Is this better than mechjeb? Does it provide phase angles and surface info?

    asdfghjkl April 16, 2014

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