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Everything posted by IntoSpaceAgain

  1. MechJebCore is necessary to tell the game that MJ is active on the command pods. That is only achievable in one of two ways: adding MechJebCore through a cfg file, as this mod does; or adding the in-game part to the craft, which then has the MechJebCore module on the ship through that additional part. Checking the source on @linuxgurugamer's GitHub, it seems that this config also adds KER's BuildEngineer and FlightEngineer modules to the command pods, so I'm not sure why you don't think KER adds a module to the craft files.
  2. A Hohmann transfer is simply the process of transferring from one orbit to another, with a specific target. The Hohmann can be carried out between any two orbits that share a common centre and the targets can be any object. So anytime you perform a rendezvous with a craft in orbit, where you're moving from one orbit to the target's, you're performing a Hohmann transfer. In the case of the satellites that @Jim DiGriz mentioned above, once you have targeted a satellite, I imagine the software then adds a set amount of lead time to the manoeveur to finish at the correct position in the new orbit.
  3. I've found the best way to get complete accuracy for a satellite constellation is to let MJ do its thing to get close, then limit the engine's thrust and manually thrust in short bursts until the satellite's orbital period matches the target's.
  4. To increase the number of contracts you can accept, you have to upgrade the Mission Control building. The starting level gives you 2 contracts max, the second level gives you 7 contracts (I think) and the final level gives you unlimited contracts. For clarity, just in case you don't already know, to upgrade any of the buildings of the Space Centre simply right-click on them to bring up their menu.
  5. I also had this issue with the dev version of MechJeb a few days ago. It was listing a conflict with the RO version of MJ in the "Relationships" tab, which I don't have installed. This was on CKAN 1.25.0, which I've subsequently updated to 1.25.1. As with Scatterer, uninstalling the mod and installing the new version solved the issue temporarily.
  6. Chatterer has a setting to enable probe cores to send out a series of beeps, though I think it's turned off by default. It has settings to allow you to change the frequency and pattern of the beeps as well. You'll be best to check in the Chatterer thread for details.
  7. The orbit that you'll have around Kerbin after leaving the Mun's SOI, is represented by the dotted purple line on the right in your image. You'll want to bring your trajectory more parallel with Mun's orbit for the most efficient return, probably by burning a little earlier than your current Manoeuver Node. In your image, taking the current node as 12 o' clock, I'd bring the node back to nearer the 1 or 2 o' clock positions.
  8. The autopilot is fairly straightforward. Select which parameters you want the autopilot to manage using the checkboxes, set the parameters and click 'set', then click 'engage autopilot'. I usually set up altitude and heading before takeoff, but only engage the autopilot once I've taken off manually. If the autopilot's still not working after doing that, then Sarbian will need to see your logs in order to identify any problems.
  9. Right-clicking on the mission clipboard also works for me.
  10. Really? Wow! That's completely unintuitive, especially given how KSP has handled vessel recovery throughout the five years I've been playing the game. Thanks for this, I'll give it a try next time I'm back in the game.
  11. Yep, also not seeing the "Last Vessel Build" option in revert flight.
  12. I see the new folder is included in the download from Github, but when I updated through CKAN it doesn't appear to have updated correctly. Just a heads up for you.
  13. The Altimetry Sensor doesn't detect anomalies. You need to scan with the Scan Multispectral Sensor (the one that also provides biome information).
  14. Yes, works flawlessly in my experience in 1.3.1.
  15. Thanks @Aelfhe1m that has indeed solved the issue. It's always good when there's a simple solution.
  16. Hi @LemonSkin I'm getting a validation error from the BasePopulation.cfg: Brand new career save with just Bases & Stations, CC 1.23.2 and MM 2.8.1. KSP.log: https://www.dropbox.com/s/lm5t7gsetpamh9v/KSP.log?dl=0 Output_log.txt: https://www.dropbox.com/s/2hpfnvqw1gjgaq4/output_log.txt?dl=0 Hopefully, this will give you or @nightingale enough information to see what's wrong, but if you need any more, let me know.
  17. Thanks, and no worries. I figured it would make easier for you to tell if I was doing something stupid A quick test shows that it is indeed working now.
  18. Hi @sarbian, I'm getting some errors with MechJeb's DeltaV simulations in the SPH. Fresh install of KSP with just MJ on a new sandbox save. When the Dv window is opened, it starts with: [MechJeb2] Exception in MechJebModuleStageStats.RunSimulation(): System.Exception: FuelFlowSimulation.SimulateStage reached max step count of 100 at MuMech.FuelFlowSimulation.SimulateStage (Single throttle, Double staticPressure, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 at MuMech.FuelFlowSimulation.SimulateAllStages (Single throttle, Double staticPressureKpa, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.RunSimulation (System.Object o) [0x00000] in <filename unknown>:0 and then spams the log with: NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleInfoItems.StageDeltaVAtmosphereAndVac () <0x0005a> at (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042> at MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024> at MuMech.ValueInfoItem.DrawItem () <0x00045> at MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124> at MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f> at UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4> at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4> Once the Dv window is closed the log-spam stops. The same thing also happens in flight mode with planes. Everything seems to be working fine with rockets in the VAB. Craft file: https://www.dropbox.com/s/pwxrrys6ieh97sk/Airplane 1.craft?dl=0 Ksp.log: https://www.dropbox.com/s/lm5t7gsetpamh9v/KSP.log?dl=0 Output_log.txt: https://www.dropbox.com/s/ezd3snzwsbl5fuw/output_log.txt?dl=0
  19. Hi linuxgurugamer, I have some feedback on the issue with Kramax's heading autopilot. When entering a target heading, Kramax will bank the aircraft and continually turn without finding the target heading. Tested on a fresh install with Kramax as the only mod, using the Aeris 3A stock craft. Output_log.txt After running the test with Kramax, I compared the difference with Pilot Assistant, which Kramax was originally developed from. This is what I noticed, purely from the GUI as I'm not a coder. In Kramax, when updating the target heading in the heading autopilot, the entered value also updates in the textbox to the right of the GUI in green text, and the plane begins turning, to the right if a positive value is entered or to the left, if the value is negative. However, in Pilot Assistant the green text is updated to give the difference between the current heading and the target heading, which gradually reduces as the craft turns until it reaches zero when the autopilot levels out the craft. I suspect the error in Kramax lies in the fact that this value never changes and so never reaches zero. As I said, I'm not a coder and wouldn't have a clue where to start looking in the code to create a fix, but I hope the description I've given will help you narrow down the culprit. I appreciate that you're looking after a lot of mods and don't consider this to be a critical issue, as I can happily use the "bank hold" setting until you have time to fix this. Thank you for all you work, IntoSpaceAgain
  20. How does a cartoon cat on the loading screen "inconvenience you", exactly? I mean, I'm not exactly a fan of the cat, but I can't say that it affects me in any way.
  21. Okay, well I've just tried the update again and this time, CKAN handled it without any problems, so I guess something got fixed, somewhere.
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