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Kerbal Engineer Redux

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  • 27 Likes
  • Kerbal Space Program
  • 41,363 Monthly Downloads
  • Supports: 1.0.4
  • 342,953 Total Downloads
  • Updated 06/25/2015
  • Created 07/23/2014
  • 679 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 3 (GPLv3)
  • Newest File: KerbalEngineer-1.0.17.0.zip
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About Kerbal Engineer Redux

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

Learn about the HUD system with KSP-TV streamer "ShimmyTheJJ":
KSP Quick Tutorial - Kerbal Engineer HUD Config

Please note that by default KER runs using a career unlock system.  This means that when in career mode it will require either an Engineer skilled Kerbal, an Engineer Chip/ER7500 part placed on the vessel or a level 3 tracking station to work in flight.  Unless one of these three conditions is present, the KER icon will be disabled and greyed out in flight.  This mode is completely optional though, and by clicking on "Settings" on the Kerbal Engineer Redux window in the editor, you may change its mode from "Career" to "Partless".

View Online ReadMe File
Official Forum Thread
KSP-AVC Ready for Update Notifications

This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.

 

If you are running KSP v0.90 you may download v1.0.15.2 or check here for earlier versions.

 

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Added: 'Mach Number' readout under the 'Surface' category and included it on the default surface HUD.
Added: Stock sections in the Flight Engineer can now become HUDs.
Added 'Thermal' readouts category including:
Internal Flux
Convection Flux
Radiation Flux
Critical Part Name
Critical Part Temperature
Critical Part Skin Temperature
Critical Part Thermal Percentage of Max Temperature
Hottest Part Name
Hottest Part Temperature
Hottest Part Skin Temperature
Coldest Part Name
Coldest Part Temperature
Coldest Part Skin Temperature

Changed: Mach on the Build Engineer now accurate to 2 decimal places.
Changed: Max mach in the Build Engineer defaults to 1.00 even when no jet engines are present.
Changed: Increased eccentricity readout to 5 decimal places.
Changed: Implemented Sarbian's object pooling.
Changed: The default selected body is now assigned via 'Planitarium.Home'.
Changed: HUDs to clamp fully inside the screen instead of allowing them to run off the edge by a certain amount.
Fixed: Physically insignificant part mass is now associated with the parent part.
Fixed: Longitude and Latitude readouts now use a KER formatter instead of Squad's incorrect implementation.
Fixed: Possible null reference in the Rendezvous Processor.
Fixed: Fairing mass issues introduced with regards to simulation changes.
Fixed: Use of per-propellant fuel flow mode override.
Fixed: Burn times calculated for jet engines.
Fixed: Thrust issues introduced with Sarbian's simulation alterations.
Fixed: Issue where HUDs positioned close to the top/bottom of the screen could be pushed out of position.

Comments

First Previous Page 1 of 2 Next Last
  • #30

    why people are not update the mod on curse

    i love kerbal space program

  • #29

    is there anoyone who know how to install mechjeb ? i paste it on game data as usual but it didn't work

  • #28
    crash: Kerbal Engineer Redux

    Another one:

    [LOG 21:45:15.479] 6/29/2015 9:45:15 PM,KerbalAlarmClock,Scene Change from 'FLIGHT' to 'EDITOR'
    [LOG 21:45:16.335] KerbalEngineer -> SimManager.StartSimulation() //
    [LOG 21:45:16.336] KerbalEngineer -> at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform ()
    at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0
    at KerbalEngineer.VesselSimulator.PartSim.New (.Part thePart, Int32 id, Double atmosphere, KerbalEngineer.LogMsg log) [0x00000] in <filename unknown>:0
    at KerbalEngineer.VesselSimulator.Simulation.PrepareSimulation (System.Collections.Generic.List`1 parts, Double theGravity, Double theAtmosphere, Double theMach, Boolean dumpTree, Boolean vectoredThrust, Boolean fullThrust) [0x00000] in <filename unknown>:0
    at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00000] in <filename unknown>:0
    [LOG 21:45:16.338] KerbalEngineer -> Object reference not set to an instance of an object
    [LOG 21:45:16.339] KerbalEngineer -> at KerbalEngineer.Flight.Readouts.Vessel.SuicideBurnProcessor.Update () [0x00000] in <filename unknown>:0
    at KerbalEngineer.Flight.FlightEngineerCore.UpdateModules () [0x00000] in <filename unknown>:0
    [LOG 21:45:16.555] [PlanetariumCamera]: Focus: Kerbin
    [LOG 21:45:16.570] [FlightEngineer]: Destroying Floating Window for HUD 1
    [LOG 21:45:16.570] [FlightEngineer]: Destroying Floating Window for HUD 2
    [LOG 21:45:16.582] 6/29/2015 9:45:16 PM,KerbalAlarmClock,Destroying the KerbalAlarmClock-KACFlight

  • #27
    crash on return to VAB

    Game crashes when reverting to VAB during launch.  Here is log:

    [LOG 14:05:15.014] Look rotation viewing vector is zero
    [LOG 14:05:15.052] Look rotation viewing vector is zero
    [LOG 14:05:15.052] Look rotation viewing vector is zero
    [LOG 14:05:15.089] Game Paused!
    [LOG 14:05:15.090] Active Vessel is in atmosphere. Cannot save.
    [LOG 14:05:18.513] [FlightDriver]: Flight State Reverted to Prelaunch.
    [LOG 14:05:18.581] Game State Saved as persistent
    [LOG 14:05:18.591] 6/28/2015 2:05:18 PM,KerbalAlarmClock,AppLauncher: Destroying Button-Button Count:6
    [WRN 14:05:18.602] [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR =====================
    [LOG 14:05:18.605] 6/28/2015 2:05:18 PM,KerbalAlarmClock,Scene Change from 'FLIGHT' to 'EDITOR'
    [LOG 14:05:19.397] KerbalEngineer -> SimManager.StartSimulation() //

  • #25
    1.0.3

    the current version works with 1.0.3 (23-jun) , you just need to edit the KerbalEngineer.version file with notepad and change ksp's "PATCH" from 2 to 3

  • #26

    It worked for me even before I did the change you suggested. However, for some reason I can't load my Space Station. When I do so I can't interact with it, crew is not displayed and after some time the entire station disappears, only leaving probe core. I hope that the update of Kerbal Engineer comes soon and hopefully solves the problem, since I have put the engineering module (or whatever it is called)  on, meaning that if I try to get rid off KER it just doesn't load the space station, because it contains invalid parts.

    If you have any experience with this I would very much appreciate any help, since I am relatively new to the modding and I just started playing KSP after couple of years.  Right now, I can only hope that the next KER update will solve it because at this time I am helpless in terms of mods...

  • #24
    Annoying pop up.

    How do you go about disabling the annoying pop up telling you to middle click for more info on the item in the build windows?  It's getting in the way of construction.

  • #21

    I cannot get this mod to install/work properly for the life of me. I have used this in the past before with no problem. If anyone could assist me it would be greatly appreciated. I really miss my Delta/V readouts :(

  • #23

    i registered just to post this because it was driving me insane. my kerbal installation folder didn't have full control security set on it. right click the install folder, go to properties, security, click edit and select Users and give them full control. then reload the game and the mods show up.

  • #22

    I have the same problem but with MechJeb2. followed the install instructions but i still get the error message that its installed incorrectly. if only there was an installer :(

  • #18

    How is it that the nuclear engine with an ISP of 800 (in space) has less delta V as the Skipper engine with an ISP of about 300 (in space)? Both have the same mass. This happens on every craft that I have made.

  • #19

    Looks like the LV-N Atomic Rocket Motor now only burns liquid fuel, and not oxidizer. That's pretty cool and is more in line with real nuclear rockets, but if you use a regular fuel tank you're gonna wind up hauling a bunch of oxidizer around, which really gimps the efficiency of the atomic motor unless you use jet fuel tanks.

  • #20

    You can remove the oxidizer from the tanks when you are building the craft and spare yourself its weight. I do the same on jet engines. Oxidizer is not needed, just the air intake.

  • #17

    Engineer Works perfectly. Anybody know of schedule for Mechjeb update 1.0? 

  • #15

    Does not work with .9 ........

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